G. Reardon, A. Genovese, G. Zalles, P. Flanagan, and A. Roginska, "Evaluation of Binaural Renderers: Localization," Paper 9963, (2018 May.). doi:
G. Reardon, A. Genovese, G. Zalles, P. Flanagan, and A. Roginska, "Evaluation of Binaural Renderers: Localization," Paper 9963, (2018 May.). doi:
Abstract: Binaural renderers can be used to reproduce spatial audio over headphones. A number of different renderers have recently become commercially available for use in creating immersive audio content. High-quality spatial audio can be used to significantly enhance experiences in a number of different media applications, such as virtual, mixed and augmented reality, computer games, and music and movie. A large multi-phase experiment evaluating six commercial binaural renderers was performed. This paper presents the methodology, evaluation criteria, and main findings of the horizontal-plane source localization experiment carried out with these renderers. Significant differences between renderers’ regional localization accuracy were found. Consistent with previous research, subjects tended to localize better in the front and back of the head than at the sides. Differences between renderer performance at the side regions heavily contributed to their overall regional localization accuracy.
@article{reardon2018evaluation,
author={reardon, gregory and genovese, andrea and zalles, gabriel and flanagan, patrick and roginska, agnieszka},
journal={journal of the audio engineering society},
title={evaluation of binaural renderers: localization},
year={2018},
volume={},
number={},
pages={},
doi={},
month={may},}
@article{reardon2018evaluation,
author={reardon, gregory and genovese, andrea and zalles, gabriel and flanagan, patrick and roginska, agnieszka},
journal={journal of the audio engineering society},
title={evaluation of binaural renderers: localization},
year={2018},
volume={},
number={},
pages={},
doi={},
month={may},
abstract={binaural renderers can be used to reproduce spatial audio over headphones. a number of different renderers have recently become commercially available for use in creating immersive audio content. high-quality spatial audio can be used to significantly enhance experiences in a number of different media applications, such as virtual, mixed and augmented reality, computer games, and music and movie. a large multi-phase experiment evaluating six commercial binaural renderers was performed. this paper presents the methodology, evaluation criteria, and main findings of the horizontal-plane source localization experiment carried out with these renderers. significant differences between renderers’ regional localization accuracy were found. consistent with previous research, subjects tended to localize better in the front and back of the head than at the sides. differences between renderer performance at the side regions heavily contributed to their overall regional localization accuracy.},}
TY - paper
TI - Evaluation of Binaural Renderers: Localization
SP -
EP -
AU - Reardon, Gregory
AU - Genovese, Andrea
AU - Zalles, Gabriel
AU - Flanagan, Patrick
AU - Roginska, Agnieszka
PY - 2018
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - May 2018
TY - paper
TI - Evaluation of Binaural Renderers: Localization
SP -
EP -
AU - Reardon, Gregory
AU - Genovese, Andrea
AU - Zalles, Gabriel
AU - Flanagan, Patrick
AU - Roginska, Agnieszka
PY - 2018
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - May 2018
AB - Binaural renderers can be used to reproduce spatial audio over headphones. A number of different renderers have recently become commercially available for use in creating immersive audio content. High-quality spatial audio can be used to significantly enhance experiences in a number of different media applications, such as virtual, mixed and augmented reality, computer games, and music and movie. A large multi-phase experiment evaluating six commercial binaural renderers was performed. This paper presents the methodology, evaluation criteria, and main findings of the horizontal-plane source localization experiment carried out with these renderers. Significant differences between renderers’ regional localization accuracy were found. Consistent with previous research, subjects tended to localize better in the front and back of the head than at the sides. Differences between renderer performance at the side regions heavily contributed to their overall regional localization accuracy.
Binaural renderers can be used to reproduce spatial audio over headphones. A number of different renderers have recently become commercially available for use in creating immersive audio content. High-quality spatial audio can be used to significantly enhance experiences in a number of different media applications, such as virtual, mixed and augmented reality, computer games, and music and movie. A large multi-phase experiment evaluating six commercial binaural renderers was performed. This paper presents the methodology, evaluation criteria, and main findings of the horizontal-plane source localization experiment carried out with these renderers. Significant differences between renderers’ regional localization accuracy were found. Consistent with previous research, subjects tended to localize better in the front and back of the head than at the sides. Differences between renderer performance at the side regions heavily contributed to their overall regional localization accuracy.
Authors:
Reardon, Gregory; Genovese, Andrea; Zalles, Gabriel; Flanagan, Patrick; Roginska, Agnieszka
Affiliations:
New York University, New York, NY, USA; THX Ltd., San Francisco, CA, USA(See document for exact affiliation information.)
AES Convention:
144 (May 2018)
Paper Number:
9963
Publication Date:
May 14, 2018Import into BibTeX
Subject:
Spatial Audio-Part 2
Permalink:
http://www.aes.org/e-lib/browse.cfm?elib=19480