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Delivery of immersive 3D audio with arbitrarily-positioned sound sources over headphones often requires processing of individual source signals through a set of Head-Related Transfer Functions (HRTFs), the direction-dependent filters that describe the propagation of sound in an anechoic environment from the source to the listener`s ears. The individual morphological differences and the impracticality of HRTF measurement make it difficult to deliver completely individualized 3D audio in this manner, and instead lead to the use of previously-measured non-individual sets of HRTFs. In this study a VR-based mobile sound localization training prototype system is introduced that uses HRTF sets for audio. It consists of a mobile phone as a head-mounted device, a hand-held Bluetooth controller, and a network-enabled PC with a USB audio interface and a pair of headphones. The virtual environment was developed on the mobile phone such that the user can listen-to/navigate-in an acoustically neutral scene and locate invisible target sound sources presented at random directions using non-individualized HRTFs in repetitive sessions. Various training paradigms can be designed with this system, with performance-related feedback provided according to the user`s localization accuracy, including visual indication of the target location, and some aspects of a typical first-person shooting game, such as enemies, scoring, and level advancement. An experiment was conducted using this system in which 11 subjects went through multiple training sessions, using non-individualized HRTF sets. The localization performance evaluations showed reduction of overall localization angle error over repeated training sessions, reflecting lower front-back confusion rates.
Author (s): Kim, Chungeun;
Steadman, Mark;
Lestang, Jean-Hugues;
Goodman, Dan F. M.;
Picinali, Lorenzo;
Affiliation:
University of Surrey, Guildford, Surrey, UK; Imperial College London, London, UK
(See document for exact affiliation information.)
AES Convention: 144
Paper Number:10010
Publication Date:
2018-05-06
Session subject:
Perception – Part 3
DOI:
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Kim, Chungeun; Steadman, Mark; Lestang, Jean-Hugues; Goodman, Dan F. M.; Picinali, Lorenzo; 2018; A VR-Based Mobile Platform for Training to Non-Individualized Binaural 3D Audio [PDF]; University of Surrey, Guildford, Surrey, UK; Imperial College London, London, UK; Paper 10010; Available from: https://aes.org/publications/elibrary-page/?id=19406
Kim, Chungeun; Steadman, Mark; Lestang, Jean-Hugues; Goodman, Dan F. M.; Picinali, Lorenzo; A VR-Based Mobile Platform for Training to Non-Individualized Binaural 3D Audio [PDF]; University of Surrey, Guildford, Surrey, UK; Imperial College London, London, UK; Paper 10010; 2018 Available: https://aes.org/publications/elibrary-page/?id=19406
@inproceedings{Kim2018a,
title={{A VR-Based Mobile Platform for Training to Non-Individualized Binaural 3D Audio}},
author={Kim, Chungeun and Steadman, Mark and Lestang, Jean-Hugues and Goodman, Dan F. M. and Picinali, Lorenzo},
year={2018},
month={may},
booktitle={Journal of the Audio Engineering Society},
publisher={Paper 10010; AES Convention 144; May 2018},
number={10010},
organization={AES},
}
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