arXiv:2502.02929cs.HCcs.SD2025-02被引 5

用6自由度在AR中操控声音对象,提升音效设计体验。

AudioMiXR: Spatial Audio Object Manipulation with 6DoF for Sound Design in Augmented Reality

  • 用户通过头显在真实空间中用6自由度操作虚拟声源。
  • 相比2D混音器,该系统显著提升易用性与创造力。
  • 适合音效设计师和沉浸式媒体开发者使用。

我们提出AudioMiXR,一种基于增强现实(AR)的界面,利用头戴式显示器(Apple Vision Pro)上的六自由度(6DoF)交互,评估用户在物理空间中对虚拟音频对象的操控效果,以支持3D音效设计。现有3D音效设计工具多依赖桌面显示,可能削弱空间感知能力。而利用XR头显可实现实时3D音效测试环境,现代头显结合跨模态交互能实现精准空间定位。然而,目前尚无针对XR中6DoF音效设计的指导原则。为此,我们招募27名参与者(含专业与非专业音效设计师),开展探索性研究,要求其设计音乐与电影音效场景。通过主题分析,提炼出两条设计启示:(1)为AR音效设计引入本体感觉机制;(2)平衡音频与视觉模态在AR界面中的呈现。此外,基于结果识别出最受益于6DoF音效设计的应用领域。为进一步验证,我们进行了第二项被试内实验,将AudioMiXR与2D混音器基线对比。结果显示,AudioMiXR在用户体验(SUS)、减少挫败感与认知负荷(NASA-TLX)以及提升各维度创造力方面均表现显著更优。这些发现表明,6DoF AR交互能带来可量化的用户体验与创作产出提升,使AudioMiXR成为未来基于AR的音效设计工具的有力基础。

原文摘要 · Abstract (English)

We present AudioMiXR, an augmented reality (AR) interface intended to assess how users manipulate virtual audio objects situated in their physical space using six degrees of freedom (6DoF) deployed on a head-mounted display (Apple Vision Pro) for 3D sound design. Existing tools for 3D sound design are typically constrained to desktop displays, which may limit spatial awareness of mixing within the execution environment. Utilizing an XR HMD to create soundscapes may provide a real-time test environment for 3D sound design, as modern HMDs can provide precise spatial localization assisted by cross-modal interactions. However, there is no research on design guidelines specific to sound design with 6DoF in XR. To provide a first step toward identifying design-related research directions in this space, we conducted an exploratory study where we recruited 27 participants, consisting of expert and non-expert sound designers. The goal was to assess design lessons that can be used to inform future research venues in 3D sound design. We ran a within-subjects study where users designed both a music and cinematic soundscapes. After thematically analyzing participant data, we constructed two design lessons: (1) Proprioception for AR Sound Design, and (2) Balancing Audio-Visual Modalities in AR GUIs. Additionally, we provide application domains that can benefit most from 6DoF sound design based on our results. To expand on these insights, we conducted a second within-subjects study comparing AudioMiXR to a 2D panner baseline. Results show that AudioMiXR significantly improved usability (SUS), reduced frustration and mental workload (NASA-TLX), and enhanced creativity across all subscales. These findings demonstrate that 6DoF AR interaction yields measurable gains in user experience and creative output, positioning AudioMiXR as a promising foundation for future AR-based sound design tools.

AR音效6自由度声音设计人机交互

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