Accelerating the Physical Experience of Immersive and Penetrating Music Using Vibration-Motor Array in a Wearable Belt S
In this research, we aim to create a heightened and physical musical experience by combining electronic sound and time-lagged multiple vibrations that surround the user’s neck, chest, and back. The purpose of the research is to elevate an immersive and ex
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Abstract. In this research, we aim to create a heightened and physical musical experience by combining electronic sound and time-lagged multiple vibrations that surround the user’s neck, chest, and back. The purpose of the research is to elevate an immersive and extended experiences of music as though the sound source had a physical presence. We developed a wearable interface of a vibration-motor array with separately controlled multiple vibration motors to simulate both strong bass sounds and movement of the physical presence of the sound source. The control of intensity and the time differences among the motors produce not only the illusion of spatial presence but also the physical penetration of the ongoing sound. The results of the evaluations showed the effects of (1) the combination of vibration and sound in the musical experience and (2) time differences of the starting timings between the front and back vibrations when creating the illusion of physical penetration as though the sound had a physical presence. Keywords: Sound and vibration · Vibration-motor array · Realistic sensation’s expressions · Physical penetration and localization
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Introduction
Since the 1980s when portable music players became popular, we have been to enjoy pre-recorded music with sophisticated and lightweight players in an easy and familiar way. These players have small speakers or need external headphones that are not advantageous for creating a high-powered deep bass sound, although musical experiences in live performances or movie theaters provide a strong presence of sound as a physical phenomenon with sensible vibrations. Such experiences are realized by a powerful output of volume using large-scale devices, such as large speakers or woofers, that are not suitable for personal use. Humans perceive various stimuli as being multimodally combined. Subchannel stimuli can change the perception of the main stimulus, as can be seen in McGurk effect [5]. Consequently, we considered that the sound and music experience of live performance or theater with real mega volume is not perceived by c IFIP International Federation for Information Processing 2016 Published by Springer International Publishing AG 2016. All Rights Reserved G. Wallner et al. (Eds.): ICEC 2016, LNCS 9926, pp. 173–186, 2016. DOI: 10.1007/978-3-319-46100-7 15
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the sense of hearing alone. We especially focused on the sense of touch on sound vibration; as Merchel [6] discussed in relation to the influence of the listener’s experience of whole-body vibrations, the natural feeling of sound and music is expected to provide vibrations to a greater or lesser extent. To achieve the experience of realistic sound and music of massive volume but without expensive audio equipment, we have developed a wearable interface with a vibration-motor array that produces vibrotactile expressions in synchronization with the sound of music. Multiple vibrators provide a localized illusion of both sound and vibration. Furthermore, we focused on an illusion of the physic
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