Realistisk formidling af virtuelle lydkilder - 4-to-one
Realistisk formidling af virtuelle lydkilder - 4-to-one
Realistisk formidling af virtuelle lydkilder - 4-to-one
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The following is a short summary of some of my experiences with the system in use. The experiences<br />
are not based on scientific and systematic user tests of well-defined aspects. Rather, they are based on<br />
open and improvised try-outs. Beside myself, approximately 10 others – primarily friends and family –<br />
have tested the system. Some of them more than once. I know that this can seem as quite a fragile<br />
foundation <strong>to</strong> base my experiences upon. However, I still believe that I can present experiences with<br />
some validity.<br />
Generally, the users seemed <strong>to</strong> react positively <strong>to</strong> the tests – the system generally and overall seemed<br />
<strong>to</strong> work as intended. I know that friends and family generally would do so regardless of their actual ex-<br />
perience, but I also feel capable of decoding <strong>to</strong> what extend a positive response is pretended. Of course<br />
there were situations with ‘breakdowns’ in the illusion of realism. One of the reasons for such break-<br />
downs might be that the users did not use personalized HRTFs. To get a more precise knowledge of<br />
what caused the breakdowns, more user tests must be conducted.<br />
A more specific experience was a noticeable lack of user head movements. The users did generally not<br />
rotate their head, even though that I, beforehand, had explained the system’s functionality. One of the<br />
reasons for this might be that our general experience with headph<strong>one</strong>s is that rotating your head has no<br />
influence on the sound, and another reason is probably that the listener doesn’t ‘gain’ enough by rotat-<br />
ing his/her head.<br />
The tests of the system seem <strong>to</strong> emphasize that an implementation of position tracking of the listener<br />
would greatly enhance the system’s potential in an experience-oriented context. This would, I presume,<br />
also make the effects of listener rotation more meaningful and appealing <strong>to</strong> the users.<br />
The tests also pointed <strong>to</strong> the importance of the simulation of room acoustics in such a system. In fact, it<br />
seemed <strong>to</strong> be more important than I initially assumed, and therefore it deserves more attention than I<br />
have given it during the development of the current system.<br />
Concluding this summary, I will list some aspects of relevant future work.<br />
One such aspect is <strong>to</strong> implement and gain experiences with position tracking of the listener. Further-<br />
more, it could be interesting <strong>to</strong> investigate the technology in other contexts such as movies and com-<br />
puter games. It will also be relevant <strong>to</strong> examine the quality of binaural synthesis in the frequency domain<br />
compared <strong>to</strong> synthesis in the time domain, as well as examining the quality of different ways of perform-<br />
ing frequency domain synthesis. Generally, it will be relevant <strong>to</strong> conduct a lot more, and perhaps more<br />
systematic, user tests. These maybe focused on specific aspects of the system, for it does consist of a lot<br />
of different technologies and techniques that can be improved individually. And future developments in<br />
technology will certainly make it possible <strong>to</strong> create more realistic, more immersive experiences of the<br />
spatial aspects in sound reproduction.<br />
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