# A Review of Recent Literature on Audio-Based Pseudo-Haptics
## 3 Discussion
\begin{table}
\begin{tabular}{l l l} \hline \hline
**Article** & **Brief Summary** \\ \hline \multirow{8}{*}{[PERSON] and [PERSON] [55]} & \(\bullet\) & Low-pitched sounds are perceived as heavier. \\  & \(\bullet\) & Pink noise maintains roughness across pitches. \\  & \(\bullet\) & Square and sawtooth waveform roughness decreases with higher pitch; triangle and sine waveform roughness stays constant. \\  & \(\bullet\) & Lower frequencies and shorter attenuation increase dampness perception. \\  & \(\bullet\) & Higher artificial harmonic pitch enhances glossiness perception. \\ \hline [PERSON] et al. [56] & \(\bullet\) & Sound had a greater impact on material identification when using low-fidelity visual stimuli. \\ \hline [PERSON] et al. [57] & \(\bullet\) & Sound feedback alone was insufficient for adequate drilling feedback. \\  & \(\bullet\) & Combining sound with kinesthetic feedback from a computer mouse could convey \\  & pseudo-haptic cues and simulate a virtual drilling task. \\ \hline [PERSON] et al. [58] & \(\bullet\) & Despite the simplicity and familiarity of 2D menu control interfaces, the study concluded that pseudo-haptic-based controls are superior for VR menu interfaces. \\ \hline [PERSON] et al. [59] & \(\bullet\) & Although anxiety questionnaire results were not significant, participants showed a significant increase in skin conductance when viewing their hand burning in the simulation. \\  & \(\bullet\) & Participants who reported feeling the heat sensation also had a higher skin conductance response. \\ \hline [PERSON] et al. [60] & \(\bullet\) & All modalities (sound, vibration, and light) reduced grasping force compared to the control, with light achieving the most significant reduction, possibly due to participants finding auditory feedback noisy. \\  & \(\bullet\) & Auditory feedback increased information flow to the brain, suggesting an impact on task performance despite the noise. \\ \hline [PERSON] et al. [61] & \(\bullet\) & Under active touch, both visual and auditory cues influenced roughness perception, with slower motion speeds and low-frequency accentuated sounds leading to higher perceived roughness ratings. \\  & \(\bullet\) & In passive touch, auditory-only cues, particularly low-frequency accentuated sounds, were perceived as stiffer. \\  & \(\bullet\) & Manipulating visual and auditory cues can influence participants’ perception of virtual object characteristics, suggesting multisensory processing and enabling the perception of haptic stimuli. \\ \hline [PERSON] et al. [62] & \(\bullet\) & Including multimodal (sound, visual and pseudo-haptics) interaction enhanced realism and immersion in surgical simulation. \\ \hline [PERSON] & \(\bullet\) & While pseudo-haptics cannot replace real touch, it can provide a subtle alternative to represent touch perception during social interaction in VR \\ \hline [PERSON] et al. [64] & \(\bullet\) & By blurring the virtual object’s edge to 0.4 cm or 0.6 cm and playing sound at specific frequencies (265 Hz or 966 Hz), participants perceived a vibrating object. \\ \hline [PERSON] et al. [65] & \(\bullet\) & Cross-modal-driven pseudo-haptic interaction led to higher performance across all parameters, including intuitiveness, attractiveness, and immersion. \\ \hline \hline \end{tabular}
\end{table} 
Table 1: _Cont._In essence, the integration of sound and visual stimuli holds immense promise in enhancing immersion, realism, and overall performance in iVLEs, marking a pivotal step towards bridging the gap in psychomotor skill development. Further research and innovation in this field are poised to unlock even greater potential in revolutionizing the way we interact with virtual environments and train for real-world tasks. With the goal of making pseudo-haptics available to a larger audience of both scientists and practitioners, [PERSON] and [PERSON] [75] devised a generic yet practical set of system design recommendations meant to facilitate the advancement in the field of pseudo-haptics for user interface researchers and practitioners.