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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.
Author (s): Poirier-Quinot, David; Katz, Brian F.G.
Affiliation:
Sorbonne Université, CNRS, Paris, France
(See document for exact affiliation information.)
Publication Date:
2018-08-06
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Permalink: https://aes2.org/publications/elibrary-page/?id=19666
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Poirier-Quinot, David; Katz, Brian F.G.; 2018; Impact of HRTF Individualization on Player Performance in a VR Shooter Game II [PDF]; Sorbonne Université, CNRS, Paris, France; Paper P4-1; Available from: https://aes2.org/publications/elibrary-page/?id=19666
Poirier-Quinot, David; Katz, Brian F.G.; Impact of HRTF Individualization on Player Performance in a VR Shooter Game II [PDF]; Sorbonne Université, CNRS, Paris, France; Paper P4-1; 2018 Available: https://aes2.org/publications/elibrary-page/?id=19666