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I. INTRODUCTION
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Software
The system was built using OpenGL for displaying the VR
Scene and directX 8.0 to control the surround sound and to
handle 2-way communication with the Microsoft sidewinder2
Force Feedback Joystick. The environment also contains 3DS
models and PolyClips.
The VR Editor, PolyClips Editor,real-time video processing
and the actual simulation were built using MFC with
Microsoft Visual C++ 6.0. The Real-time video processing
software also used Microsofts Vision SDK ( Vissdk) library,
V. ANIMATED FIGURES
The animated figures are intended to add a life like quality to
the simulated static environment (figure 2) . In order to
achieve a stronger resemblance to reality, each of the figures
the PolyClips creates have their own 3D sound attached
including the effects of :
Muffling: sound coming from behind the listener is
muffled in comparison with the sounds coming from
the front, in recognition of the orientation of the ears.
The same effect will happen for sound coming from
the right in relation to the left ear, and vice versa
Interaural intensity difference: sound coming from a
source positioned to the right of the listener will
sound louder in the right earphone than in the left
one.
Interaural time difference: a source of sound coming
from the right ear will sound slightly earlier then the
sound emitted from the left earphone.
Directional sound (roll-off) the sound of the source
varies in accordance with the distance to it.
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VII. TESTING
Currently the tests are carried with the use of the reconstructed
Zion Square situated in downtown Jerusalem. Several
PolyClips animated figures are placed in that scene provided
with the recorded ambient sounds. 15 healthy volunteers were
asked to rate the system in an informal way regarding aspects
of navigation ease, accuracy and immersion feeling. The
input is used now to fine-tune the Argaman system in order to
proceed onto clinical trails.
Acknowledgments
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REFERENCES
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[2]
[3]
[4]
[5]
[6]
[7]
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