视觉和空间音频渲染在VR沉浸中的相对重要性

IF 1.3 Q3 ENGINEERING, ELECTRICAL & ELECTRONIC Frontiers in signal processing Pub Date : 2022-09-30 DOI:10.3389/frsip.2022.904866
Thomas Potter, Z. Cvetković, E. De Sena
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引用次数: 6

摘要

一项研究使用虚拟环境来调查空间音频保真度和视频分辨率对感知视听质量和沉浸感的相对重要性。研究对象戴着头戴式显示器和耳机,在一个虚拟环境中播放音乐和语音刺激,每个空间音频质量和视频分辨率都有三个级别。空间音频采用单耳渲染、双耳头部跟踪和双耳头部跟踪和房间声学渲染。视频以每只眼睛50万像素、150万像素和250万像素的分辨率呈现。结果表明,视频分辨率和空间音频渲染对沉浸感和视听质量都有统计学上显著的影响。最引人注目的是,结果显示,在实验测试的条件下,将室内声学渲染添加到头部跟踪的双耳音频中,对沉浸感的改善与将视频分辨率提高五倍一样,从每只眼睛50万像素提高到每只眼睛250万像素。
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On the Relative Importance of Visual and Spatial Audio Rendering on VR Immersion
A study was performed using a virtual environment to investigate the relative importance of spatial audio fidelity and video resolution on perceived audio-visual quality and immersion. Subjects wore a head-mounted display and headphones and were presented with a virtual environment featuring music and speech stimuli using three levels each of spatial audio quality and video resolution. Spatial audio was rendered monaurally, binaurally with head-tracking, and binaurally with head-tracking and room acoustic rendering. Video was rendered at resolutions of 0.5 megapixels per eye, 1.5 megapixels per eye, and 2.5 megapixels per eye. Results showed that both video resolution and spatial audio rendering had a statistically significant effect on both immersion and audio-visual quality. Most strikingly, the results showed that under the conditions that were tested in the experiment, the addition of room acoustic rendering to head-tracked binaural audio had the same improvement on immersion as increasing the video resolution five-fold, from 0.5 megapixels per eye to 2.5 megapixels per eye.
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