Abstract
In recent years, new developments have led to an increasing number of virtual reality (VR)-based experiments, but little is known about their validity compared to real-world experiments. To this end, an experiment was carried out which compares responses given in a real-world environment to responses given in a VR environment. In the experiment, thirty participants rated the overall listening experience of music excerpts while sitting in a cinema and a listening booth being in a real-world environment and in a VR environment. In addition, the VR system that was used to carry out the sessions in the VR environment is presented in detail. Results indicate that there are only minor statistically significant differences between the two environments when the overall listening experience is rated. Furthermore, in the real-world environment, the ratings given in the listening booth were slightly higher than in the cinema.












Similar content being viewed by others
Explore related subjects
Discover the latest articles, news and stories from top researchers in related subjects.Notes
In this paper, the term real-world experiment is used to describe experiments that were conducted under laboratory conditions in the real-world (and not in the VR). Sometimes this term is also used as a synonym for the term field experiment.
M = mean, SD = standard deviation, N = number of samples.
The significance level \(\alpha\) is set to 0.05 in this paper.
References
Agresti A (2002) Categorial data analysis, 2nd edn. Wiley, New York. ISBN: 0-471-36093-7
Astheimer P (1993) What you see is what you hear-acoustics applied in virtual worlds. In: Proceedings of the IEEE 1993 symposium on research frontiers in virtual reality, pp 100–107. ISBN: 0-8186-4910-0
Bella F (2004) Driving simulation in virtual reality for work zone design on highway: a validation study. In: The second SIIV international congress, Florence, Italy
Berkhout AJ, de Vries D, Vogel P (1993) Acoustic control by wave field synthesis. J Acoust Soc Am 93(5):2764–2778
Blauert J (1997) Spacial hearing. The psychophysics of human sound localization. The MIT Press, Cambridge. ISBN: 978-262-02413-6
Blauert J, Jekosch U (2012) A layer model of sound quality. J Audio Eng Soc 60(1/2):4–12
Bossard C, Kermarrec G, Buche C, Tisseau J (2008) Transfer of learning in virtual environments: a new challenge? Virtual Real 12(3):151–161
Bowman DA, McMahan RP (2007) Virtual reality: how much immersion is enough? Computer 40(7):36–43
Cakmakci O, Rolland J (2006) Head-worn displays: a review. Journal of Disp Technol 2(3):199–216
Cohen J (1988) Statistical power analysis for the behavioral sciences. Lawrence Erlbaum, Hillsdale. ISBN: 978-080-580283-2
Cruz-Neira C, Sandin DJ, DeFanti TA, Kenyon RV, Hart JC (1992) The CAVE: audio visual experience automatic virtual environment. Commun ACM 35(6):64–72
DeFanti TA, Dawe G, Sandin DJ, Schulze JP, Otto P, Girado J, Kuester F, Smarr L, Rao R (2009) The StarCAVE, a third-generation CAVE and virtual reality optiportal. Futur Gener Comput Syst 25(2):169–178
European Broadcasting Union (2011) Practical guidelines for production and implementation in accordance with EBU R 128 (version 2.0). European Broadcasting Union, Geneva
Frechaud V (2013) Gui3D, v. 1.11
Fritz CO, Morris PE, Richler JJ (2012) Effect size estimates: current use, calculations, and interpretation. J Exp Psychol Gen 141(1):2–18
Garcia G (2002) Optimal filter partition for efficient convolution with short input/output delay. In: Proceedings of the AES 113th convention
Gardner WG (1994) Efficient convolution without input/output delay. J. Audio Eng Soc 127–136 (preprint 3897)
Gilkey R, Anderson T (2014) Binaural and spatial hearing in real and virtual environments. Taylor & Francis, London. ISBN: 978-131-778026-7
Gorzel M, Corrigan D, Kearney G, Squires J, Boland F (2012) Distance perception in virtual audio-visual environment. In: 25th UK conference of the audio engineering society: spatial audio in today’s 3D world, York, UK
Gurusamy K, Aggarwal R, Palanivelu L, Davidson BR (2008) Systematic review of randomized controlled trials on the effectiveness of virtual reality training for laparoscopic surgery. Br J Surg 95(9):1088–1097
Hess W, Weishäupl J (2014) Replication of human head movements in 3 dimensions by a mechanical joint. In: Proceedings of the international conference on spatial audio (ICSA)
Kozak JJ, Hancock PA, Arthur EJ, Chrysler ST (1993) Transfer of training from virtual reality. Ergonomics 36(7):777–784
Kuhlen T, Assenmacher I, Lentz T (2007) A true spatial sound system for CAVE-like displays using four loudspeakers. In: Shumaker R (ed) Virtual reality, vol 4563. Springer, Berlin, pp 270–279. ISBN: 978-354-073334-8
Larsson P, Västfjäll D, Kleiner M (2004) Perception of self-motion and presence in auditory virtual environments. In: Proceedings of the presence, pp 252–258
Lathi BP, Green RA (2014) Essentials of digital signal processing. Cambridge University Press, Cambridge. ISBN: 978-110-705932-0
Le Callet P, Möller S, Perkis A (2012) Qualinet white paper on definitions of quality of experience (version 1.1). Qualinet, Dagstuhl
Lindau A, Maempel H, Weinzierl S (2008) Minimum BRIR grid resolution for dynamic binaural synthesis. J Acoust Soc Am 123(5):3498–3498
Loomis JM, Blascovich JJ, Beall AC (1999) Immersive virtual environment technology as a basic research tool in psychology. Behav Res Methods Instrum Comput 31(4):557–564
Mershon DH, Desaulniers DH, Kiefer SA Jr, Amerson TL, Mills JT (1981) Perceived loudness and visually-determined auditory distance. Perception 10(5):531–543
Müller S, Massarani P (2001) Transfer-function measurement with sweeps. J Audio Eng Soc 49(6):443–471
Novo P (2005) Auditory virtual environments. In: Blauert J (ed) Communication acoustics. Springer, Berlin, pp. 277–297
Palomäki KJ, Tiitinen H, Mäkinen V, May JC, Alku P (2005) Spatial processing in human auditory cortex: the effects of 3D, ITD, and ILD stimulation techniques. Cogn Brain Res 24(3):364–379
Pearson JL, Dollinger SJ (2004) Music preference correlates of jungian types. Personal Individ Differ 36(5):1005–1008
Prince WF (1972) A paradigm for research on music listening. J Res Music Educ 20(4):445–455
Psotka J (1995) Immersive training systems: virtual reality and education and training. Instr Sci 23(5–6):405–431
Pysiewicz A (2014) On the validity of web-based auditory perception experiments. Master’s thesis, TU Berlin
Rose FD, Attree EA, Brooks BM, Parslow DM, Penn PR, Ambihaipahan N (2000) Training in virtual environments: transfer to real world tasks and equivalence to real task training. Ergonomics 43(4):494–511
Rumsey F, Zielinski S, Kassier R, Bech S (2005) Relationships between experienced listener ratings of multichannel audio quality and naive listener preferences. J Acoust Soc Am 117(6):3832–3840
Sanchez-Vives MV, Slater M (2005) From presence to consciousness through virtual reality. Nat Rev Neurosci 6(6):332–339
Sandel TT, Teas DC, Feddersen WE, Jeffress LA (1955) Localization of sound from single and paired sources. J Acoust Soc Am 27:842–852
Schoeffler M, Herre J (2013) About the impact of audio quality on overall listening experience. In: Proceedings of the sound and music computing conference, Stockholm, Sweden, pp 48–53
Schoeffler M, Herre J (2014a) Towards a listener model for predicting the overall listening experience. In: Proceedings of the audiomostly, Aalborg, Denmark
Schoeffler M, Herre J (2014b) About the different types of listeners for rating the overall listening experience. In: Proceedings of the sound and music computing conference, Athens, Greece
Schoeffler M, Hess W (2012) A comparison of highly configurable CPU- and GPU-based convolution engines. In: Audio engineering society convention no. 133, San Francisco, CA, USA
Schoeffler M, Edler B, Herre J (2013a) How much does audio quality influence ratings of overall listening experience? In: Proceedings of the 10th international symposium on computer music multidisciplinary research (CMMR), pp 678–693, Marseille, France
Schoeffler M, Stöter F-R, Bayerlein H, Edler B, Herre J (2013b) An experiment about estimating the number of instruments in polyphonic music: a comparison between internet and laboratory results. In: Proceedings of the 14th international society for music information retrieval conference, Curitiba, Brazil
Schoeffler M, Adami A, Herre J (2014a) The influence of up- and down-mixes on the overall listening experience. In: Proceedings of the AES 137th convention, Los Angeles, CA, USA (preprint 9140)
Schoeffler M, Conrad S, Herre J (2014b) The influence of the single/multi-channel-system on the overall listening experience. In: Proceedings of the AES 55th conference on spatial audio, Helsinki, Finland
Schoeffler M, Stöter F, Edler B, Herre J (2015) Towards the next generation of web-based experiments: a case study assessing basic audio quality following the itu-r recommendation bs.1534 (MUSHRA). In: 1st web audio conference, Paris, France
Schröder D, Wefers F, Pelzer S, Rausch D, Vorländer M, Kuhlen T (2010) Virtual reality system at RWTH Aachen University. In: Proceedings of the international symposium on room acoustics, Sydney, NSW, Australia. Australian Acoustical Society, NSW Division
Schuemie MJ, van der Straaten P, Krijn M, van der Mast CA (2001) Research on presence in virtual reality: a survey. Cyberpsychol Behav Soc Netw 4(2):183–201
Seeber BU, Fastl H (2004) On auditory-visual interaction in real and virtual environments. In: Proceedings of the 18th international congress on acoustics, pp 2293–2296, Kyoto, Japan
Silzle A, Strauss H, Novo P (2004) IKA-SIM: a system to generate auditory virtual environments. In: Audio engineering society convention no. 116 (preprint 6016)
Stanney K (1995) Realizing the full potential of virtual reality: human factors issues that could stand in the way. In: Proceedings the virtual reality annual international symposium ’95. IEEE Computer Society Press, Los Alamitos, pp 28–34
Stanney KM, Mourant RR, Kennedy RS, Literature AROT (1998) Human factors issues in virtual environments: a review of the literature. Presence 7:327–351
Steuer J (1992) Defining virtual reality: dimensions determining telepresence. J Commun 42(4):73–93
Stockham Jr TG (1966) High-speed convolution and correlation. In: Proceedings of the spring joint computer conference, April 26–28, pp 229–233. ACM, New York, NY, USA
Sveistrup H, McComas J, Thornton M, Marshall S, Finestone H, McCormick A, Babulic K, Mayhew A (2003) Experimental studies of virtual reality-delivered compared to conventional exercise programs for rehabilitation. Cyberpsychol Behav Soc Netw 6(3):245–249
The OGRE Team (2013) OGRE game engine, v. 1.9.0
Torger A, Farina A (2001) Real-time partitioned convolution for ambiophonics surround sound. In: IEEE workshop on applications of signal processing to audio and acoustics, pp 195–198
Väljamäe A, Larsson P, Västfjäll D, Kleiner M (2004) Auditory presence, individualized head-related transfer functions, and illusory ego-motion in virtual environments. In: Proceedings of the 7th annual workshop on presence
van Dam A, Laidlaw DH, Simpson RM (2002) Experiments in immersive virtual reality for scientific visualization. Comput Graph 26(4):535–555
Västfjäll D (2003) The subjective sense of presence, emotion recognition, and experienced emotions in auditory virtual environments. Cyberpsychol Behav 6(2):181–188
Vora J, Nair S, Gramopadhye AK, Duchowski AT, Melloy BJ, Kanki B (2002) Using virtual reality technology for aircraft visual inspection training: presence and comparison studies. Appl Ergon 33(6):559–570
Welch N, Krantz JH (1996) The world wide web as a medium for psychoacoustical demonstrations and experiments: experience and results. Behav Res Methods Instrum Comput 28(2):192–196
Werner S, Siegel A (2011) Effects of binaural auralization via headphones on the perception of acoustic scenes. In: Proceedings of the 3rd international symposium on auditory and audiological research (ISAAR), Nyborg, Denmark
Werner S, Liebetrau J, Sporer T (2012) Audio–visual discrepancy and the influence on vertical sound source localization. In: Proceedings of the 4th international workshop on quality of multimedia experience (QoMEX), pp 133–139, Melbourne, Australia
Wilcoxon F (1945) Individual comparisons by ranking methods. Biom Bull 1(6):80–83
Witmer BG, Bailey JH, Knerr BW, Parsons KC (1996) Virtual spaces and real world places: transfer of route knowledge. Int J Hum Comput Stud 45(4):413–428
Acknowledgments
The authors would like to thank Alexander Adami for taking pictures of the experiment apparatus and Marlene Röß for representing a participant in the pictures.
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Schoeffler, M., Gernert, J.L., Neumayer, M. et al. On the validity of virtual reality-based auditory experiments: a case study about ratings of the overall listening experience. Virtual Reality 19, 181–200 (2015). https://doi.org/10.1007/s10055-015-0270-8
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s10055-015-0270-8