Impact of HRTF Individualization on Player Performance in a VR Shooter Game I
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D. Poirier-Quinot, and BR. G.. Katz, "Impact of HRTF Individualization on Player Performance in a VR Shooter Game I," Paper P5-4, (2018 July.). doi:
D. Poirier-Quinot, and BR. G.. Katz, "Impact of HRTF Individualization on Player Performance in a VR Shooter Game I," Paper P5-4, (2018 July.). doi:
Abstract: 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 [1]. Results indicate signi?cant performance improvement (speed and movement ef?ciency) with best-match HRTF binaural rendering sessions.
@article{poirier-quinot2018impact,
author={poirier-quinot, david and katz, brian f. g.},
journal={journal of the audio engineering society},
title={impact of hrtf individualization on player performance in a vr shooter game i},
year={2018},
volume={},
number={},
pages={},
doi={},
month={july},}
@article{poirier-quinot2018impact,
author={poirier-quinot, david and katz, brian f. g.},
journal={journal of the audio engineering society},
title={impact of hrtf individualization on player performance in a vr shooter game i},
year={2018},
volume={},
number={},
pages={},
doi={},
month={july},
abstract={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 [1]. results indicate signi?cant performance improvement (speed and movement ef?ciency) with best-match hrtf binaural rendering sessions.},}
TY - paper
TI - Impact of HRTF Individualization on Player Performance in a VR Shooter Game I
SP -
EP -
AU - Poirier-Quinot, David
AU - Katz, Brian F. G.
PY - 2018
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - July 2018
TY - paper
TI - Impact of HRTF Individualization on Player Performance in a VR Shooter Game I
SP -
EP -
AU - Poirier-Quinot, David
AU - Katz, Brian F. G.
PY - 2018
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - July 2018
AB - 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 [1]. Results indicate signi?cant performance improvement (speed and movement ef?ciency) with best-match HRTF binaural rendering sessions.
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 [1]. Results indicate signi?cant performance improvement (speed and movement ef?ciency) with best-match HRTF binaural rendering sessions.
Authors:
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, 2018Import into BibTeX
Session Subject:
Binaural; Virtual Reality; HRTF Individualization; Perceptual Study; Game
Permalink:
http://www.aes.org/e-lib/browse.cfm?elib=19618