Head Rotation Data Extraction from Virtual Reality Gameplay Using Non-Individualized HRTFs
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JU. SI. Calle, and A. Roginska, "Head Rotation Data Extraction from Virtual Reality Gameplay Using Non-Individualized HRTFs," Paper 9893, (2017 October.). doi:
JU. SI. Calle, and A. Roginska, "Head Rotation Data Extraction from Virtual Reality Gameplay Using Non-Individualized HRTFs," Paper 9893, (2017 October.). doi:
Abstract: A game was created to analyze the subject’s head rotation during the process of localizing a sound in a 360-degree sphere in a VR gameplay. In this game the subjects are asked to locate a series of sounds that are randomly placed in a sphere around their heads using generalized HRTFs. The only instruction given to the subjects is that they need to locate the sounds as fast and accurate as possible by looking at where the sound was and then pressing a trigger. To test this tool 16 subjects were used. It showed that the average time that it took the subjects to locate the sound was 3.7±1.8 seconds. The average error in accuracy was 15.4 degrees. The average time that it took the subjects to start moving their head was 0.2 seconds approximately. The average rotation speed achieved its maximum value at 0.8 seconds and the average speed at this point was approximately 102 degrees per second.
@article{calle2017head,
author={calle, juan simon and roginska, agnieszka},
journal={journal of the audio engineering society},
title={head rotation data extraction from virtual reality gameplay using non-individualized hrtfs},
year={2017},
volume={},
number={},
pages={},
doi={},
month={october},}
@article{calle2017head,
author={calle, juan simon and roginska, agnieszka},
journal={journal of the audio engineering society},
title={head rotation data extraction from virtual reality gameplay using non-individualized hrtfs},
year={2017},
volume={},
number={},
pages={},
doi={},
month={october},
abstract={a game was created to analyze the subject’s head rotation during the process of localizing a sound in a 360-degree sphere in a vr gameplay. in this game the subjects are asked to locate a series of sounds that are randomly placed in a sphere around their heads using generalized hrtfs. the only instruction given to the subjects is that they need to locate the sounds as fast and accurate as possible by looking at where the sound was and then pressing a trigger. to test this tool 16 subjects were used. it showed that the average time that it took the subjects to locate the sound was 3.7±1.8 seconds. the average error in accuracy was 15.4 degrees. the average time that it took the subjects to start moving their head was 0.2 seconds approximately. the average rotation speed achieved its maximum value at 0.8 seconds and the average speed at this point was approximately 102 degrees per second.},}
TY - paper
TI - Head Rotation Data Extraction from Virtual Reality Gameplay Using Non-Individualized HRTFs
SP -
EP -
AU - Calle, Juan Simon
AU - Roginska, Agnieszka
PY - 2017
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - October 2017
TY - paper
TI - Head Rotation Data Extraction from Virtual Reality Gameplay Using Non-Individualized HRTFs
SP -
EP -
AU - Calle, Juan Simon
AU - Roginska, Agnieszka
PY - 2017
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - October 2017
AB - A game was created to analyze the subject’s head rotation during the process of localizing a sound in a 360-degree sphere in a VR gameplay. In this game the subjects are asked to locate a series of sounds that are randomly placed in a sphere around their heads using generalized HRTFs. The only instruction given to the subjects is that they need to locate the sounds as fast and accurate as possible by looking at where the sound was and then pressing a trigger. To test this tool 16 subjects were used. It showed that the average time that it took the subjects to locate the sound was 3.7±1.8 seconds. The average error in accuracy was 15.4 degrees. The average time that it took the subjects to start moving their head was 0.2 seconds approximately. The average rotation speed achieved its maximum value at 0.8 seconds and the average speed at this point was approximately 102 degrees per second.
A game was created to analyze the subject’s head rotation during the process of localizing a sound in a 360-degree sphere in a VR gameplay. In this game the subjects are asked to locate a series of sounds that are randomly placed in a sphere around their heads using generalized HRTFs. The only instruction given to the subjects is that they need to locate the sounds as fast and accurate as possible by looking at where the sound was and then pressing a trigger. To test this tool 16 subjects were used. It showed that the average time that it took the subjects to locate the sound was 3.7±1.8 seconds. The average error in accuracy was 15.4 degrees. The average time that it took the subjects to start moving their head was 0.2 seconds approximately. The average rotation speed achieved its maximum value at 0.8 seconds and the average speed at this point was approximately 102 degrees per second.
Authors:
Calle, Juan Simon; Roginska, Agnieszka
Affiliations:
New York University, New York, NY, USA; THX(See document for exact affiliation information.)
AES Convention:
143 (October 2017)
Paper Number:
9893
Publication Date:
October 8, 2017Import into BibTeX
Subject:
Spatial Audio—Part 2
Permalink:
http://www.aes.org/e-lib/browse.cfm?elib=19290