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Eyes Wide Shut, Ears Wide Open – The Promise and Challenges of Audio-Based Augmented Reality

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On a Saturday last month, I sat on a park bench with my headphones on and eagerly watched a timer counting down on the app on my phone. As the counter hit zero, a sound filled my ears and soon I was instructed to close my eyes. For the following 20 minutes, I was immersed into an audio play that played with my perception of the bench and its surroundings; where I was, and who was around me.

Screenshot of the Darkfield Radio app: black screen with the text ‘Event is live’ .
Darkfield Radio app during a live show — it’s all about the audio!

While there is a body of research around audio-based augmented reality technologies, currently ‘AAR’ manifests largely through creative endeavors, such as the above. What does the future hold for AAR and what can we say about its user experience qualities?

I’ve experienced most of Darkfield’s work. They ask quite a lot from the audience – or do they? During the last show, I was asked to walk to a park bench at a certain time, then an hour later I was supposed to sit on a passenger seat of a car (which I don’t have) before returning home for the final part, two hours after the park bench premise, instructed to sit in the largest room I could find.

My view from the park bench where I experienced the first part of Darkfield’s ‘Knot’.

Earlier in the year, with Eternal, I lied down on the sofa of my living room, listening to Dracula occupying the same space. With Double, I sat at my kitchen table facing another person. Eyes shut, yet at least for me, what characterizes these experiences is your constant awareness to keep your eyes closed, even if at times it is tempting to open them – to check that someone actually isn’t in the room – because that’s how authentic the spatial impression is.

When you compare these requirements – being somewhere in a highly specific way – with e.g. putting on a VR headset, are they higher or lower? The answer is highly individual, I suppose. Regardless, onboarding is an important part of designing the experience as a whole: I’m tempted to liken it to the ‘set and setting’ that people who talk about psychedelics emphasize as ingredients for a positive experience.

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This is because Darkfield’s work uses binaural audio – making a spatial audio experience would require tracking your head movement, or a device you are holding, such as a smartphone.

Tracking head or limb movements, and a person’s position within a space, is something that headsets can do, and therefore, once spatial audio becomes more commonplace in consumer devices – as we are seeing, e.g. with Apple’s efforts with the AirPods, a new design space opens for AAR experiences.

Making experiences for ‘eyes wide shut, ears wide open’, i.e. audio-only, embodied spatial experiences that leverage illusion of place and plausibility (to use Mel Slater’s terminology), would mean developing for a VR headset and implementing a virtual space where the spatial dimension comes alive. Or, even if the headset would practically be an eye cover to block sight, making anything useful would necessitate using scene understanding to map the boundaries of physical surroundings and alerting the audience with guard rails, much like the guardian grids seen in VR operating systems currently – and from immersion and suspension of disbelief points of view, they make the seams of the experience literally visible.

So there is a trade-off with accessibility – smartphone distribution makes AAR more accessible and closing one’s eyes is less of a barrier for entry than wearing a device on one’s face. In some ways – hearing-impaired people notwithstanding – I would argue AAR, with the combination of a smartphone and headphones, is the most accessible and most immersive type of entertainment one can find.

Nevertheless, I believe there is a future for more fully spatial and embodied AAR experiences and that the current stage is an interim phase. We need to start exploring this space, and that is what my SIGGRAPH Labs session this year is about. I’ve prepared a Unity project with which you can rapidly prototype AAR experiences. The approach is meant to encourage creative exploration without the need for programming skills.

If that makes you curious, join the conference and my session on August 13th!

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Source: https://arvrjourney.com/eyes-wide-shut-ears-wide-open-the-promise-and-challenges-of-audio-based-augmented-reality-e3e5f7cc2a62?source=rss—-d01820283d6d—4

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