Finding My Way: Influence of Different Audio Augmented Reality Navigation Cues on User Experience and Subjective Usefulness
September 03, 2025 Β· Declared Dead Β· π International Workshop on Quality of Multimedia Experience
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Authors
Sina Hinzmann, Francesco Vona, Juliane Henning, Mohamed Amer, Omar Abdellatif, Tanja Kojic, Jan-Niklas Voigt-Antons
arXiv ID
2509.03199
Category
cs.HC: Human-Computer Interaction
Citations
1
Venue
International Workshop on Quality of Multimedia Experience
Last Checked
4 months ago
Abstract
As augmented reality (AR) becomes increasingly prevalent in mobile and context-aware applications, the role of auditory cues in guiding users through physical environments is becoming critical. This study investigates the effectiveness and user experience of various categories of audio cues, including fully non-verbal sounds and speech-derived Spearcons, during outdoor navigation tasks using the Meta Quest 3 headset. Twenty participants navigated five outdoor routes using audio-only cue types: Artificial Sounds, Nature Sounds, Spearcons, Musical Instruments, and Auditory Icons. Subjective evaluations were collected to assess the perceived effectiveness and user experience of each sound type. Results revealed significant differences in perceived novelty and stimulation across sound types. Artificial Sounds and Musical Instruments were rated higher than Spearcons in novelty, while Artificial Sounds were also rated higher than Spearcons in stimulation. Overall preference was evenly split between Nature Sounds and Artificial Sounds. These findings suggest that incorporating aspects of novelty and user engagement in auditory feedback design may enhance the effectiveness of AR navigation systems.
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