3-D sound for virtual reality and multimedia
3-D sound for virtual reality and multimedia
AudioStreamer: exploiting simultaneity for listening
CHI '95 Conference Companion on Human Factors in Computing Systems
Real-time audio buffering for telephone applications
Proceedings of the 14th annual ACM symposium on User interface software and technology
Blindsight: eyes-free access to mobile phones
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Investigating background & foreground interactions using spatial audio cues
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 12th international conference on Human computer interaction with mobile devices and services
Multimodal interaction: A suitable strategy for including older users?
Interacting with Computers
Eyes-free multitasking: the effect of cognitive load on mobile spatial audio interfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
CinemaGazer: a system for watching videos at very high speed
Proceedings of the International Working Conference on Advanced Visual Interfaces
Auditory display design for exploration in mobile audio-augmented reality
Personal and Ubiquitous Computing
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Auditory interfaces offer a solution to the problem of effective eyes-free mobile interactions. However, a problem with audio, as opposed to visual displays, is dealing with multiple simultaneous outputs. Any audio interface needs to consider: 1) simultaneous versus sequential presentation of multiple audio streams, 2) 3D audio techniques to place sounds in different spatial locations versus a single point of presentation, 3) dynamic movement versus fixed locations of audio sources. We present an experiment using a divided-attention task where a continuous podcast and an audio menu compete for attention. A sequential presentation baseline assessed the impact of cognitive load, and as expected, dividing attention had a significant effect on overall performance. However, spatial audio still increased the users' ability to attend to two streams, while dynamic movement of streams led to higher perceived workload. These results will provide guidelines for designers when building eyes-free auditory interfaces for mobile applications.