![]() ![]() The Japanese language is known to have a greater number of onomatopoeias in its vocabulary. We focus on onomatopoeias to describe the motion of gaits. There are few studies on the motion attribute of gaits because of the absence of appropriate semantic labels describing motion. Our pilot study has found that the use of onomatopoeia can alter and add on to the perceived realism/naturalness of the virtual situation such that the experiences of the single representative sound added with the onomatopoeia and "as-is" sound were deemed similar. ![]() one for all different collision conditions), and (4) a representative sound sample and onomatopoeia. A pilot experiment was run to compare the user's subjective perceived realism and experience under four test conditions of presenting a simple physical interaction, accompanying it with: (1) just the "as-is" sound (baseline), (2) "as-is" sound and onomatopoeia, (3) a representative sound sample (e.g. In this poster, we explore if the use of onomatopoeia, visualized and added to the usual sound feedback, could be taken advantage to increase or alter the perceived realism of the sound feedback itself, and furthermore of the situation at hand in virtual reality. In languages like Korean and Japanese, it is used in everyday conversation to emphasize certain situation and enrich the prose. ![]() Onomatopoeia refers to a word that phonetically imitates, resembles the sound, or depict an event at hand. ![]()
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