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Spatial Audio Cues in an Immersive Virtual Reality STEM Escape Room Game: A Comparative Study




TekijätVontzalidis, Georgios; Mystakidis, Stylianos; Christopoulos, Athanasios; Moustakas, Konstantinos

ToimittajaKrüger, Jule M.; Pedrosa, Daniela; Beck, Dennis; Bourguet, Marie-Luce; Dengel, Andreas; Ghannam, Rami; Miller, Alan; Peña-Rios, Anasol; Richter, Jonathon

Konferenssin vakiintunut nimiInternational Conference on Immersive Learning

KustantajaSpringer Nature Switzerland

KustannuspaikkaCHAM

Julkaisuvuosi2025

JournalCommunications in Computer and Information Science

Kokoomateoksen nimiImmersive Learning Research Network: 10th International Conference on Immersive Learning, iLRN 2024, Glasgow, UK, June 10–13, 2024, Revised Selected Papers, Part I

Lehden akronyymiCOMM COM INF SC

Sarjan nimiCommunications in Computer and Information Science

Vuosikerta2271

Aloitussivu317

Lopetussivu328

Sivujen määrä12

ISBN978-3-031-80474-8

eISBN978-3-031-80475-5

ISSN1865-0929

eISSN1865-0937

DOIhttps://doi.org/10.1007/978-3-031-80475-5_23

Verkko-osoitehttps://doi.org/10.1007/978-3-031-80475-5_23


Tiivistelmä
Spatial audio is an integral aspect of virtual reality (VR) experiences as it enhances sensory immersion. Serious games often face the problem of effective player guidance and progress without disrupting gameplay. This study presents the results of a mixed-methods comparative experimental study. A system with audio cues was tested (n = 30) in a serious escape room game on a STEM subject in immersive VR. The breakout room game explored the physics of audio and sound. The introduction of audio cues improved object location and enhanced spatial auditory awareness, yet these benefits did not consistently extend to other aspects of the VR experience.



Last updated on 2025-02-05 at 11:31