We present the extended results of a previous 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 six sessions alternatively using their best and worst-match HRTFs from a “perceptually orthogonal” optimized set of 7 HRTFs . Results suggest that the impact of the HRTF on participant performance (speed and movement ef?ciency) depends both on participant sensitivity and HRTF presentation order.
Poirier-Quinot, David; Katz, Brian F.G.
Affiliation: Sorbonne Université, CNRS, Paris, France
AES Conference: 2018 AES International Conference on Audio for Virtual and Augmented Reality (August 2018)
Paper Number: P4-1
Publication Date: August 11, 2018
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