Head rotation data extraction from virtual reality gameplay using non-individualized HRTFs

Juan Simon Calle, Agnieszka Roginska

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

A game was created to analyze the subject’s head rotation to give accurate data about the process of localizing a sound in a 360-degree sphere in a VR gameplay. In this game, the subjects are asked to locate a series of sounds that are randomly placed in a sphere around their heads using generalized HRTFs. The only instruction given to the subjects is that they need to locate the sounds as fast and accurate as possible by looking at where the sound was and then pressing a trigger. To test this tool, 16 subjects were used. It showed that the average time that it took the subjects to locate the sound was 3.7±1.8 seconds. The average error in accuracy was 15.4 degrees. The average time that it took the subjects to start moving their head was 0.2 seconds approximately. The average rotation speed achieved its maximum value at 0.8 seconds and the average speed at this point was approximately 102 degrees per second.

Original languageEnglish (US)
Title of host publication143rd Audio Engineering Society Convention 2017, AES 2017
PublisherAudio Engineering Society
Pages718-726
Number of pages9
ISBN (Electronic)9781510870703
StatePublished - 2017
Event143rd Audio Engineering Society Convention 2017, AES 2017 - New York, United States
Duration: Oct 18 2017Oct 20 2017

Publication series

Name143rd Audio Engineering Society Convention 2017, AES 2017
Volume2

Other

Other143rd Audio Engineering Society Convention 2017, AES 2017
Country/TerritoryUnited States
CityNew York
Period10/18/1710/20/17

ASJC Scopus subject areas

  • Electrical and Electronic Engineering
  • Modeling and Simulation
  • Acoustics and Ultrasonics

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