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Repurposing audio playback tools to test human localization with 6DoF sound

dc.contributor.authorRehberg, Daniel, author
dc.contributor.authorWilliams, Adam S., author
dc.contributor.authorBatmaz, Anil Ufuk, author
dc.contributor.authorOrtega, Francisco R., author
dc.contributor.authorACM, publisher
dc.date.accessioned2025-12-22T19:09:10Z
dc.date.available2025-12-22T19:09:10Z
dc.date.issued2025-09-28
dc.description.abstractSix-degree-of-freedom audio is a growing interest in interactive software, but it does not easily conform to object-based rendering when achieved with arrays of ambisonics microphones. Prior studies rely on subjective metrics also, which do not clearly indicate how this additional audio interaction might aid a human in a localization task – an indication of enhanced spatial awareness of a sound event. In this paper, we propose an alternative recording and playback technique to achieve six-degree-of-freedom audio to minimize recording overhead, yield object-based rendering, and verify enhanced spatialization through objective testing. The approach taken in this paper utilizes existing audio playback tools in the Unity game engine, and can be redeployed quickly to allow researchers outside of audio engineering exploration in six-degree-of-freedom audio applications. Two studies were conducted within a group of participants using a Microsoft Hololens 2 – testing for interpretation of directional sound cues in a stationary position, and testing the proposed technique in a mobile task. Participants were able to discern additional information within the front-facing "blind spots" and were effectively perfect in a localization task with the proposed audio technique. Participants did not achieve the same performance level with a head-related transfer function alone – indicating meaningful cueing with six-degree-of-freedom sound.
dc.format.mediumborn digital
dc.format.mediumarticles
dc.identifier.bibliographicCitationDaniel Rehberg, Adam S. Williams, Anil Ufuk Batmaz, and Francisco R. Ortega. 2025. Repurposing Audio Playback Tools to Test Human Localization with 6DoF Sound. In The 38th Annual ACM Symposium on User Interface Software and Technology (UIST '25), September 28-October 01, 2025, Busan, Republic of Korea. ACM, New York, NY, USA, 14 pages. https://doi.org/10. 1145/3746059.3747682
dc.identifier.doihttps://doi.org/10. 1145/3746059.3747682
dc.identifier.urihttps://hdl.handle.net/10217/242549
dc.languageEnglish
dc.language.isoeng
dc.publisherColorado State University. Libraries
dc.relation.ispartofPublications
dc.relation.ispartofACM DL Digital Library
dc.rights.licenseThis work is licensed under a Creative Commons Attribution 4.0 International License.
dc.rights.urihttps://creativecommons.org/licenses/by/4.0
dc.subjectinteractive audio
dc.subjectpsychoacoustics
dc.subjecthuman-computer interaction
dc.titleRepurposing audio playback tools to test human localization with 6DoF sound
dc.typeText
dc.typeImage

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