AudioMiXR: Spatial Audio Object Manipulation with 6DoF for Sound Design in Augmented Reality
Brandon J. Woodard, Margarita Geleta, Joseph J. LaViola, Andrea Fanelli, Rhonda Wilson
摘要
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 not only introduces novel experiential affordances, but also yields measurable gains in user experience and creative output, positioning AudioMiXR as a promising foundation for future AR-based sound design tools.
问问这篇 Paper
智能体会读完全文。
Lune 把这篇 Paper 索引到了每一个公式,引用它的顶会 Paper 也一样。你提问,回答直接引用原文。
引用它的顶会 Paper1
问问它们各自怎么用它它引用的顶会 Paper4
- Techniques for Flexible Responsive Visualization DesignJane Hoffswell, Wilmot Li, Zhicheng LiuCHI 2020 · 被引用 64 次
- Scene Responsiveness for Visuotactile Illusions in Mixed RealityMohamed Kari, Reinhard Schütte, Raj SodhiUIST 2023 · 被引用 17 次
- "Together but not together": Evaluating Typing Indicators for Interaction-Rich CommunicationZainab Iftikhar, Yumeng Ma, Jeff HuangCHI 2023 · 被引用 14 次
- Understanding Interaction and Breakouts of Safety Boundaries in Virtual Reality Through Mixed-Method StudiesWen-Jie Tseng, Petros Dimitrios Kontrazis, Eric Lecolinet, Samuel Huron 等IEEE VR 2024 · 被引用 11 次
相关 Paper
- XRDirector: A Role-Based Collaborative Immersive Authoring SystemMichael Nebeling, Katy Lewis, Yu-Cheng Chang, Lihan Zhu 等CHI 2020 · 被引用 80 次
- Guiding Auditory AR: A VR-Based Evaluation of Visual and Tactile Cues for Sound Localization for Cochlear Implant UsersZi-Qiang He, Shi-Jie Ming, Hao Zhang, Yuepeng Yan 等IEEE VR 2026
- Repurposing Audio Playback Tools to Test Human Localization with 6DoF SoundDaniel Rehberg, Adam S. Williams, Anil Ufuk Batmaz, Francisco R. OrtegaUIST 2025
- Auptimize: Optimal Placement of Spatial Audio Cues for Extended RealityHyunsung Cho, Alexander Wang, Divya Kartik, Emily Liying Xie 等UIST 2024 · 被引用 19 次
- AniXDim: Integrating Cross-Dimensional Interaction into Desktop Character Animation WorkflowsHaihan Lin, Ye Pan, Nianlong Li, Wanjun Lv 等IEEE VR 2026
