Spatial Quality and User Preference of Headphone Based Multichannel Audio Rendering Systems for Video Games: A Pilot Study
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J. Rees-Jones, and DA. T.. Murphy, "Spatial Quality and User Preference of Headphone Based Multichannel Audio Rendering Systems for Video Games: A Pilot Study," Paper 9772, (2017 May.). doi:
J. Rees-Jones, and DA. T.. Murphy, "Spatial Quality and User Preference of Headphone Based Multichannel Audio Rendering Systems for Video Games: A Pilot Study," Paper 9772, (2017 May.). doi:
Abstract: This paper presents a pilot experiment comparing the perceived spatial quality and preference of virtualized 7.0 surround-sound video game audio with a stereo down-mix of the same material. The benefits of multichannel audio in gaming are clear in that spatialized sound effects can be used to create immersive and dynamically reacting virtual environments, whilst also offering competitive advantages. However, results from this study suggest that the spatial quality of virtual 7.0 surround-sound is not perceived to be significantly different to that of a stereo down-mix and neither rendering method is preferred, based on a feedback from 18 participants. These results are interesting but surprising, as they bring into question the current methods used for spatial game audio presentation over headphones.
@article{rees-jones2017spatial,
author={rees-jones, joe and murphy, damian t.},
journal={journal of the audio engineering society},
title={spatial quality and user preference of headphone based multichannel audio rendering systems for video games: a pilot study},
year={2017},
volume={},
number={},
pages={},
doi={},
month={may},}
@article{rees-jones2017spatial,
author={rees-jones, joe and murphy, damian t.},
journal={journal of the audio engineering society},
title={spatial quality and user preference of headphone based multichannel audio rendering systems for video games: a pilot study},
year={2017},
volume={},
number={},
pages={},
doi={},
month={may},
abstract={this paper presents a pilot experiment comparing the perceived spatial quality and preference of virtualized 7.0 surround-sound video game audio with a stereo down-mix of the same material. the benefits of multichannel audio in gaming are clear in that spatialized sound effects can be used to create immersive and dynamically reacting virtual environments, whilst also offering competitive advantages. however, results from this study suggest that the spatial quality of virtual 7.0 surround-sound is not perceived to be significantly different to that of a stereo down-mix and neither rendering method is preferred, based on a feedback from 18 participants. these results are interesting but surprising, as they bring into question the current methods used for spatial game audio presentation over headphones.},}
TY - paper
TI - Spatial Quality and User Preference of Headphone Based Multichannel Audio Rendering Systems for Video Games: A Pilot Study
SP -
EP -
AU - Rees-Jones, Joe
AU - Murphy, Damian T.
PY - 2017
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - May 2017
TY - paper
TI - Spatial Quality and User Preference of Headphone Based Multichannel Audio Rendering Systems for Video Games: A Pilot Study
SP -
EP -
AU - Rees-Jones, Joe
AU - Murphy, Damian T.
PY - 2017
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - May 2017
AB - This paper presents a pilot experiment comparing the perceived spatial quality and preference of virtualized 7.0 surround-sound video game audio with a stereo down-mix of the same material. The benefits of multichannel audio in gaming are clear in that spatialized sound effects can be used to create immersive and dynamically reacting virtual environments, whilst also offering competitive advantages. However, results from this study suggest that the spatial quality of virtual 7.0 surround-sound is not perceived to be significantly different to that of a stereo down-mix and neither rendering method is preferred, based on a feedback from 18 participants. These results are interesting but surprising, as they bring into question the current methods used for spatial game audio presentation over headphones.
This paper presents a pilot experiment comparing the perceived spatial quality and preference of virtualized 7.0 surround-sound video game audio with a stereo down-mix of the same material. The benefits of multichannel audio in gaming are clear in that spatialized sound effects can be used to create immersive and dynamically reacting virtual environments, whilst also offering competitive advantages. However, results from this study suggest that the spatial quality of virtual 7.0 surround-sound is not perceived to be significantly different to that of a stereo down-mix and neither rendering method is preferred, based on a feedback from 18 participants. These results are interesting but surprising, as they bring into question the current methods used for spatial game audio presentation over headphones.
Authors:
Rees-Jones, Joe; Murphy, Damian T.
Affiliation:
University of York, York, UK
AES Convention:
142 (May 2017)
Paper Number:
9772
Publication Date:
May 11, 2017Import into BibTeX
Subject:
Posters: Spatial Audio
Permalink:
http://www.aes.org/e-lib/browse.cfm?elib=18648