Papers by Jacob Junker Larsen

Proceedings of the 8th Audio Mostly Conference on - AM '13, 2013
Spatial audio solutions have been around for a long time in real-time applications, but yielding ... more Spatial audio solutions have been around for a long time in real-time applications, but yielding spatial cues that more closely simulate real life accuracy has been a computational issue, and has often been solved by hardware solutions. This has long been a restriction, but now with more powerful computers this is becoming a lesser and lesser concern and software solutions are now applicable. Most current virtual environment applications do not take advantage of these implementations of accurate spatial cues, however. This paper compares a common implementation of spatial audio and a head-related transfer function (HRTF) system implementation in a study in relation to precision, speed and navigational performance in localizing audio sources in a virtual environment. We found that a system using HRTFs is significantly better at all three performance tasks than a system using panning.
Differences in human audio localization performance between a HRTF- and a non-HRTF audio system
Proceedings of the 8th Audio Mostly Conference on - AM '13, 2013
Due to increased computational power, reproducing binaural hearing in real-time applications, thr... more Due to increased computational power, reproducing binaural hearing in real-time applications, through usage of head-related transfer functions (HRTFs), is now possible. This paper addresses the differences in aurallyaided visual search performance between a HRTF enhanced audio system (3D) and an amplitude panning audio system (panning) in a virtual environment. We present a performance study involving 33 participants locating aurally-aided visual targets placed at fixed positions, under different audio conditions. A varying amount of visual distractors were present, represented as black circles with white dots. The results indicate that 3D audio yields faster search latencies than panning audio, especially with larger amounts of distractors. The applications of this research could fit virtual environments such as video games or virtual simulations.
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Papers by Jacob Junker Larsen