Impact of HRTF Individualization on Player Performance in a VR Shooter Game II
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D. Poirier-Quinot, and BR. F.. Katz, "Impact of HRTF Individualization on Player Performance in a VR Shooter Game II," Paper P4-1, (2018 August.). doi:
D. Poirier-Quinot, and BR. F.. Katz, "Impact of HRTF Individualization on Player Performance in a VR Shooter Game II," Paper P4-1, (2018 August.). doi:
Abstract: We present the extended results of a previous experiment [1] 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 [2]. 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.
@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 ii},
year={2018},
volume={},
number={},
pages={},
doi={},
month={august},}
@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 ii},
year={2018},
volume={},
number={},
pages={},
doi={},
month={august},
abstract={we present the extended results of a previous experiment [1] 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 [2]. 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.},}
TY - paper
TI - Impact of HRTF Individualization on Player Performance in a VR Shooter Game II
SP -
EP -
AU - Poirier-Quinot, David
AU - Katz, Brian F.G.
PY - 2018
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - August 2018
TY - paper
TI - Impact of HRTF Individualization on Player Performance in a VR Shooter Game II
SP -
EP -
AU - Poirier-Quinot, David
AU - Katz, Brian F.G.
PY - 2018
JO - Journal of the Audio Engineering Society
IS -
VO -
VL -
Y1 - August 2018
AB - We present the extended results of a previous experiment [1] 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 [2]. 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.
We present the extended results of a previous experiment [1] 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 [2]. 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.
Authors:
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, 2018Import into BibTeX
Permalink:
http://www.aes.org/e-lib/browse.cfm?elib=19666