6
6DoF
Projects with this topic
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Supplementary materials (data + R analysis) for a perceptual comparison of 6DoF audio rendering algorithms for classical music in VR - 27 participants, localization accuracy + MUSHRA-like quality ratings, Gamma GLMM, LMM, auto-generated LaTeX statistics.
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Supplementary materials (data + R analysis) for a perceptual study of the ventriloquist effect in 6DoF VR with Higher-Order Ambisonics - 31 participants, 744 trials, mixed-effects models.
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The VR application was implemented in Unity, which served as the main development environment, employing the Wwise audio engine (developed by Audiokinetic Inc.) for sound management and Atmoky trueSpatial to enable dynamic spatial audio rendering.
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