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Impact of HRTF individualization on player performance in a VR shooter game II

机译:HRTF个性化对VR射击游戏中的球员绩效的影响II

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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 efficiency) depends both on participant sensitivity and HRTF presentation order.
机译:我们介绍了先前实验[1]的延长结果,以评估个性化双耳渲染在VR“射击游戏”的背景下对球员性能的影响,作为一个较大项目的一部分,以表征各种双耳渲染质量的影响VR应用程序。参与者扮演了一场比赛,其中他们面临着从球体上随机方向接近的连续敌方目标。允许目标本地化的视听暗量。参与者配备了Oculus CV1-HMD,耳机和两个oculus触摸手动跟踪设备作为靶向机制。参与者在“感知上正交”优化的7 HRTFS [2]中使用最佳和最差匹配的HRTF进行六次会话。结果表明,HRTF对参与者性能(速度和移动效率)的影响取决于参与者敏感性和HRTF演示令。

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