TY - GEN
T1 - The Effect of Onomatopoeia to Enhancing User Experience in Virtual Reality
AU - Oh, Jiwon
AU - Kim, Gerard J.
N1 - Funding Information:
Acknowledgements. This work was partially supported by the Global Frontier R&D Program on <Human-centered Interaction for Coexistence> funded by the National Research Foundation of Korea grant funded by the Korean Government (MEST) (NRF-2015M3A6A3076490), and by the Institute for Information & communications Technology Promotion (IITP) grant funded by the Korea government (MSIP) (No. 2017-0-00179, HD Haptic Technology for Hyper Reality Contents).
Publisher Copyright:
© 2019, Springer Nature Switzerland AG.
PY - 2019
Y1 - 2019
N2 - Onomatopoeia refers to a word that phonetically imitates, resembles, or suggests the sound (or motion that accompanies sound) that it describes. It is often used in comics, games, and videos, along with the actual sound in caption. This usage is a way to emphasize, exaggerate, dramatize and draw attention the situation. In this paper we explore if the use of onomatopoeia, associated with sound feedback, could also bring about similar effects and improve the user experience in immersive virtual reality. We present an experiment comparing the user’s subjective experiences and attentive performance in two virtual worlds, each configured in two test conditions: (1) sound feedback with no onomatopoeia and (2) sound feedback with it. Our experiment has found that the moderate and strategic use of onomatopoeia can indeed help direct user attention, offer object affordance and thereby enhance user experience and even the sense of presence and immersion.
AB - Onomatopoeia refers to a word that phonetically imitates, resembles, or suggests the sound (or motion that accompanies sound) that it describes. It is often used in comics, games, and videos, along with the actual sound in caption. This usage is a way to emphasize, exaggerate, dramatize and draw attention the situation. In this paper we explore if the use of onomatopoeia, associated with sound feedback, could also bring about similar effects and improve the user experience in immersive virtual reality. We present an experiment comparing the user’s subjective experiences and attentive performance in two virtual worlds, each configured in two test conditions: (1) sound feedback with no onomatopoeia and (2) sound feedback with it. Our experiment has found that the moderate and strategic use of onomatopoeia can indeed help direct user attention, offer object affordance and thereby enhance user experience and even the sense of presence and immersion.
KW - Onomatopoeia
KW - Sound visualization
KW - User experience
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85069642902&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-21607-8_11
DO - 10.1007/978-3-030-21607-8_11
M3 - Conference contribution
AN - SCOPUS:85069642902
SN - 9783030216061
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 143
EP - 152
BT - Virtual, Augmented and Mixed Reality. Multimodal Interaction - 11th International Conference, VAMR 2019, Held as Part of the 21st HCI International Conference, HCII 2019, Proceedings
A2 - Chen, Jessie Y.C.
A2 - Fragomeni, Gino
PB - Springer Verlag
T2 - 11th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2019, held as part of the 21st International Conference on Human-Computer Interaction, HCI International 2019
Y2 - 26 July 2019 through 31 July 2019
ER -