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