We present preliminary results of an experiment to assess the impact of individualized binaural rendering on player performance in the context of a VR “shooter game”, as part of a larger project to characterize the impact of binaural rendering quality in various VR applications. Participants played a game in which they were faced with successive enemy targets approaching from random directions on a sphere. Audio-visual cues allowed for target localization. Participants were equipped with an Oculus CV1-HMD, headphones, and two Oculus Touch hand tracked devices as targeting mechanisms. Participants performed two sessions, once using their best and once their worst-match HRTFs from a “perceptually orthogonal” optimized set of 7 HRTFs . Results indicate signi?cant performance improvement (speed and movement ef?ciency) with best-match HRTF binaural rendering sessions.
Poirier-Quinot, David; Katz, Brian F. G.
Affiliation: Sorbonne Université, CNRS, Paris, France
AES Conference: 2018 AES International Conference on Spatial Reproduction - Aesthetics and Science (July 2018)
Paper Number: P5-4
Publication Date: July 30, 2018
Session Subject: Binaural; Virtual Reality; HRTF Individualization; Perceptual Study; Game
No AES members have commented on this paper yet.
If you are not yet an AES member and have something important to say about this paper then we urge you to join the AES today and make your voice heard. You can join online today by clicking here.