Print Email Facebook Twitter Evaluation of Individualized HRTFs in a 3D Shooter Game Title Evaluation of Individualized HRTFs in a 3D Shooter Game Author Andersen, Jonas Siim (Aalborg University) Miccini, Riccardo (Aalborg University) Serafin, Stefania (Aalborg University) Spagnol, S. (TU Delft Design Aesthetics) Date 2021 Abstract Previous research stresses the importance of Head-Related Transfer Function (HRTF) individualization approaches for accurately locating sound sources in virtual 3D spaces. However, in the realm of interactive experiences, methods for assessing whether individualized HRTFs bring a benefit to the player experience are rarely investigated. Methods to improve spatial audio rendering are needed now than ever since Virtual Reality (VR) is becoming a mainstream technology for interactive experiences. This paper proposes a method of using in-game metrics to test the hypothesis that individualized HRTFs improve the experience of both expert and novice players in a First-Person Shooter (FPS) game on a desktop environment. The FPS game provides players with a localization task across three different audio renderings using the same acoustic spaces: stereo panning (control condition), generic binaural rendering, and individualized binaural rendering. Collected metrics from the game include localization error, spatial quality attributes, and an extensive questionnaire. The individualized HRTFs for each participant were synthesized using a hybrid structural model. The model employs a deep learning architecture to synthesize a pinna-related response from a pinna image, and combines it with a measured generic head-and-torso response. The interaural time difference (ITD) is then adjusted to match that of an HRTF dataset subject minimizing a localization error metric. The results show that the 22 participants performed significantly better in the localization task with their individualized HRTF. Increased localization accuracy with respect to the generic HRTF was recorded both in azimuth and elevation perception, and especially in the case of expert game players. Subject 3D audio for gamingFirst-Person ShooterHRTF individualization To reference this document use: http://resolver.tudelft.nl/uuid:601d8686-f143-4e23-a2ea-2d9e10a7247d DOI https://doi.org/10.1109/I3DA48870.2021.9610934 Publisher IEEE, Piscataway, NJ, USA ISBN 978-1-6654-0999-5 Source 2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021 Event 2021 Immersive and 3D Audio, 2021-09-08 → 2021-09-10, Virtual at Bologna, Italy Series 2021 Immersive and 3D Audio: From Architecture to Automotive, I3DA 2021 Bibliographical note Accepted Author Manuscript Part of collection Institutional Repository Document type conference paper Rights © 2021 Jonas Siim Andersen, Riccardo Miccini, Stefania Serafin, S. Spagnol Files PDF I3DA_2021.pdf 16 MB Close viewer /islandora/object/uuid:601d8686-f143-4e23-a2ea-2d9e10a7247d/datastream/OBJ/view