The interactive nature of virtual reality (VR) challenges many assumptions of conventional audiovisual quality evaluation approaches, necessitating tools and methods that account for user agency, temporal coupling, and context. We present the Quality and Experience Evaluation (QExE) Tool for interactive VR. Several quality evaluation methods, additional questionnaires, behavioral and interactivity data collection, and the ability to load multiple suitable audio rendering plug-ins are included. The tool streamlines the evaluation process by automatically creating test items that include audiovisual media such as object-based or multichannel audio and three-dimensional (3D) spatial scenes or 360° videos. Utilizing a 3D game engine in tandem with control software, the method, questionnaire, and interactivity data can be saved to subject-specific sub-directories. Prior research utilizing the QExE tool is described, along with a novel case study investigating the effects of a VR training scheme on cognitive load, audio plausibility, and interaction behavior. This study demonstrates that the QExE tool can be effectively employed to collect perceptual, cognitive, and behavioral data for subjective evaluations in interactive VR environments.
Recent technological advances have increased the popularity of immersive video consumption, such as headmounted devices for 360 degrees video displays. Higher video resolutions and highly realistic scene representations are typically prioritized to enhance immersion in 360 degrees videos. One often not-so-wellstudied and analyzed aspect related to the sense of immersion in 360 degrees videos is the video stream paired with spatial audio, which is addressed in this paper. Two subjective studies are designed and conducted to investigate the interplay between audio and encoding parameters on video quality perception and users' exploration behavior. The studies follow a within-subjects and between-subjects design to assess the impact of 4(th)-order Ambisonics audio (4OA audio) on the perceived 360 degrees video quality, exploration behavior, and user's sense of comfort measured as cybersickness. In the experiments conducted, audio representation (4OA audio and no audio) and video compression parameters (H.264 and H.265 codecs with different settings) were varied. The audio conditions were found not to influence the video quality rating and the cybersickness in the test carried out. This finding demonstrates that participants were able to focus on visual quality during the assessment task without being influenced by the presence of spatial audio. At the same time, increased scene exploration with 4OA audio suggests that spatial audio did affect how participants interacted with the content, highlighting its role in shaping engagement even when not directly reflected in quality ratings. Additionally, less exploration was observed during repeated viewings, indicating that participants became familiar with the content and adopted a more focused viewing strategy to judge visual quality.
There is an increased interest in understanding users' behavior when exploring omnidirectional (360°) videos, especially in the presence of spatial audio. Several studies demonstrate the effect of no, mono, or spatial audio on visual saliency. However, no studies investigate the influence of higher-order (i.e., 4t h- order) Ambisonics on subjective exploration in virtual reality settings. In this work, a between-subjects test design is employed to collect users' exploration data of 360° videos in a free-form viewing scenario using the Varjo XR-3 Head Mounted Display, in the presence of no, mono, and 4th-order Ambisonics audio. Saliency information was captured as head-saliency in terms of the center of a viewport at 50 Hz. For each item, subjects were asked to describe the scene with a short free-verbalization task. Moreover, cybersickness was assessed using the simulator sickness questionnaire at the beginning and at the end of the test. The head-saliency results over time show that with the presence of higher-order Ambisonics audio, subjects concentrate more on the directions sound is coming from. No influence of audio scenario on cybersickness scores was observed. From the analysis of the verbal scene descriptions, it was found that users were attentive to the omnidirectional video, but only for the ‘no audio’ scenario provided minute and insignificant details of the scene objects. The audiovisual saliency dataset is made available following the open science approach already used for the audiovisual scene recordings we previously published. The data is sought to enable training of visual and audiovisual saliency prediction models for interactive experiences.
This letter presents a reaction time analysis of a sound lateralization test. Sounds from various directions were synthesized using interaural time-level difference (ITD-ILD) combinations, and human subjects performed left/right detection. Stimuli from the sides yielded quicker reactions and better class accuracy than from the front. Congruent ITD-ILD cues significantly improved both metrics. For opposing ITD-ILD cues, subjects' choices were mostly driven by the ITD, and the responses were significantly slower. The findings, obtained with an easily accessible methodology, corroborate the integrated processing of the binaural cues and promote the use of multiple congruent binaural cues in headphone reproduction.
This study uses a mixed between- and within-subjects test design to evaluate the influence of interactive formats on the quality of binaurally rendered 360° spatial audio content. Focusing on ecological validity using real-world recordings of 60 s duration, three independent groups of subjects () were exposed to three formats: audio only (A), audio with 2D visuals (A2DV), and audio with head-mounted display (AHMD) visuals. Within each interactive format, two sessions were conducted to evaluate degraded audio conditions: bit-rate and Ambisonics order. Our results show a statistically significant effect (p < .05) of format only on spatial audio quality ratings for Ambisonics order. Exploration data analysis shows that format A yields little variability in exploration, while formats A2DV and AHMD yield broader viewing distribution of 360° content. The results imply audio quality factors can be optimized depending on the interactive format.
Many quality evaluation methods are used to assess uni-modal audio or video content without considering perceptual, cognitive, and interactive aspects present in virtual reality (VR) settings. Consequently, little is known regarding the repercussions of the employed evaluation method, content, and subject behavior on the quality ratings in VR. This mixed between- and within-subjects study uses four subjective audio quality evaluation methods (viz. multiple-stimulus with and without reference for direct scaling, and rank-order elimination and pairwise comparison for indirect scaling) to investigate the contributing factors present in multi-modal 6-DoF VR on quality ratings of real-time audio rendering. For each between-subjects employed method, two sets of conditions in five VR scenes were evaluated within-subjects. The conditions targeted relevant attributes for binaural audio reproduction using scenes with various amounts of user interactivity. Our results show all referenceless methods produce similar results using both condition sets. However, rank-order elimination proved to be the fastest method, required the least amount of repetitive motion, and yielded the highest discrimination between spatial conditions. Scene complexity was found to be a main effect within results, with behavioral and task load index results implying more complex scenes and interactive aspects of 6-DoF VR can impede quality judgments.
Research into multi-modal perception, human cog-nition, behavior, and attention can benefit from high-fidelity content that may recreate real-life-like scenes when rendered on head-mounted displays. Moreover, aspects of audiovisual perception, cognitive processes, and behavior may complement questionnaire-based Quality of Experience (QoE) evaluation of interactive virtual environments. Currently, there is a lack of high-quality open-source audiovisual databases that can be used to evaluate such aspects or systems capable of reproducing high-quality content. With this paper, we provide a publicly available audiovisual database consisting of twelve scenes capturing real-life nature and urban environments with a video resolution of 7680×3840 at 60 frames-per-second and with 4 th -order Ambison-ics audio. These 360° video sequences, with an average duration of 60 seconds, represent real-life settings for systematically evaluating various dimensions of uni-/multi-modal perception, cognition, behavior, and QoE. The paper provides details of the scene requirements, recording approach, and scene descriptions. The database provides high-quality reference material with a balanced focus on auditory and visual sensory information. The database will be continuously updated with additional scenes and further metadata such as human ratings and saliency information.
Virtual reality (VR) headsets with an integrated eye tracker enable the measurement of pupil size fluctuations correlated with cognition during a VR experience. We present a method to correct for the light-induced pupil size changes, otherwise masking the more subtle cognitively-driven effects, such as cognitive load and emotional state. We explore multiple calibration sequences to find individual mapping functions relating the luminance to pupil dilation that can be employed in real-time during a VR experience. The resulting mapping functions are evaluated in a VR-based n-back task and in free exploration of a six-degrees-of-freedom VR scene. Our results show estimating luminance from a weighted average of the fixation area and the background yields the best performance. Calibration sequence composed of either solid gray or realistic scene brightness levels shown for 6 s in a pseudo-random order proved most robust.
Dialogue enhancement (DE) plays a vital role in broadcasting, enabling the personalization of the relative level between foreground speech and background music and effects. DE has been shown to improve the quality of experience, intel-ligibility, and self-reported listening effort (LE). A physiological indicator of LE known from audiology studies is pupil size. The relation between pupil size and LE is typically studied using artificial sentences and background noises not encountered in broadcast content. This work evaluates the effect of DE on LE in a multimodal manner that includes pupil size (tracked by a VR headset) and real-world audio excerpts from TV. Under ideal listening conditions, 28 normal-hearing participants listened to 30 audio excerpts presented in random order and processed by conditions varying the relative level between foreground and background audio. One of these conditions employed a recently proposed source separation system to attenuate the background given the original mixture as the sole input. After listening to each excerpt, subjects were asked to repeat the heard sentence and self-report the LE. Mean pupil dilation and peak pupil dilation were analyzed and compared with the self-report and the word recall rate. The multimodal evaluation shows a consistent trend of decreasing LE along with decreasing background level. DE, also when enabled by source separation, significantly reduces the pupil size as well as the self-reported LE. This highlights the benefit of personalization functionalities at the user's end.
In dynamic virtual reality, visual cues and motor actions aid auditory perception. With multimodal integration and auditory adaptation effects, generic head-related transfer functions (HRTFs) may yield no significant disadvantage to individual HRTFs regarding accurate auditory perception. This study compares two individual HRTF sets against a generic HRTF set by way of objective analysis and two subjective experiments. First, auditory-model-based predictions examine the objective deviations in localization cues between the sets. Next, the HRTFs are compared in a static subjective (N=8) localization experiment. Finally, the localization accuracy, timbre, and overall quality of the HRTF sets are evaluated subjectively (N=12) in a six-degrees-of-freedom audio-visual virtual environment. The results show statistically significant objective deviations between the sets, but no perceived localization or overall quality differences in the dynamic virtual reality.
Interior panning algorithms enable content authors to position auditory events not only at the periphery of the loudspeaker configuration, but also within the internal space between the listeners and the loudspeakers. In this study such algorithms are rigorously evaluated, comparing rendered static auditory events at various locations against true physical loudspeaker references. Various algorithmic approaches are subjectively assessed in terms of; Overall, Timbral, and Spatial Quality for three different stimuli, at five different positions and three radii. Results show for static positions that standard Vector Base Amplitude Panning performs equal, or better, than all other interior panning algorithms tested here. Timbral Quality is maintained throughout all distances. Ratings for Spatial Quality vary, with some algorithms performing significantly worse at closer distances. Ratings for Overall Quality reduce moderately with respect to reduced reproduction radius and are predominantly influenced by Timbral Quality.
Auditory localization cues in the near-field are significantly different than in the far-field. The near-field region is within an arm's length of the listener allowing to integrate proprioceptive cues to determine the location of an object in space. This perceptual study compares three non-individualized methods to apply head-related transfer functions (HRTFs) in six-degrees-of-freedom near-field audio rendering, namely, far-field measured HRTFs, multi-distance measured HRTFs, and spherical-model-based HRTFs with near-field extrapolation. To set our findings in context, we provide a real-world hand-held audio source for comparison along with a distance-invariant condition. Two modes of interaction are compared in an audio-visual virtual reality: one allowing the participant to move the audio object dynamically and the other with a stationary audio object but a freely moving listener.
Individual head-related transfer functions (HRTFs) improve localization accuracy and externalization in binaural audio reproduction compared to generic HRTFs. Listening tests are often conducted using generic HRTFs due to the difficulty of obtaining individual HRTFs for all participants. This study explores the ramifications of the choice of HRTFs for critical listening in a six-degrees-of-freedom audio-visual virtual environment, when participants are presented with an overall audio quality evaluation task. The study consists of two sessions using either individual or generic HRTFs. A small effect between the sessions is observed in a condition where elevation cues are impaired. Other conditions are rated similarly between individual and generic HRTFs.
The immersion of the user is of key interest in the reproduction of acoustic scenes in virtual reality. It is enhanced when movement is possible in six degrees-of-freedom, i.e., three rotational plus three translational degrees. Further enhancement of immersion can be achieved when the user is not only able to move between distant sound sources, but can also move towards and behind close sources. In this paper, we employ a reproduction method for Ambisonics recordings from a single position that uses meta information on the distance of the sound sources in the recorded acoustic scene. A subjective study investigates the benefit of said distance information. Different spatial audio reproduction methods are compared with a multi-stimulus test. Two synthetic scenes are contrasted, one with close sources the user can walk around, and one with far away sources that can not be reached. We found that for close or distant sources, loudness changing with the distance enhances the experience. In case of close sources, the use of correct distance information was found to be important.
Virtual reality systems with multimodal stimulation and up to six degrees-of-freedom movement pose novel challenges to audio quality evaluation. This paper adapts classic multiple stimulus test methodology to virtual reality and adds behavioral tracking functionality. The method is based on ranking by elimination while exploring an audiovisual virtual reality. The proposed evaluation method allows immersion in multimodal virtual scenes while enabling comparative evaluation of multiple binaural renderers. A pilot study is conducted to evaluate feasibility of the proposed method and to identify challenges in virtual reality audio quality evaluation. Finally, the results are compared to a non-immersive off-line evaluation method.