Comparing online vs. lab-based experimental approaches for the perceptual evaluation of artificial reverberation
File(s)FA2023___Vincent__Reverb___Online_vs_VR_revised.pdf (5.33 MB)
Accepted version
Author(s)
Martin, Vincent
Picinali, Lorenzo
Type
Conference Paper
Abstract
A common approach for reproducing room acoustics effects is geometrical acoustics. The accuracy of such an
approach is tied, among other variables, to the geometrical accuracy of the simulated room, and to the information regarding the absorption coefficients of its materials.
However, from a perceptual standpoint, a model that accounts for all of a room’s features would come at a high
computational cost and could be redundant. As a result, a
compromise can be reached between the perceived quality (e.g. authenticity, immersion, etc.) of the replicated
room effect and the model’s complexity. The purpose of
this study is to look into the perceptual impact of simplifying the room geometry and minimizing the number
of materials’ absorption coefficients. Two separate experiments were conducted, both based on the MUSHRA
methodology: one was run in a controlled lab environment through a Virtual Reality (VR) headset, while the
other was run through a web-based interface. This paper
focuses on the differences between the two protocols’ impact on the results. It appears that the online-based experiment, notwithstanding the lack of control of the playback system and environment, and the participants’ likely limited attention, produced minor but substantial differences with the results of the VR experiment.
approach is tied, among other variables, to the geometrical accuracy of the simulated room, and to the information regarding the absorption coefficients of its materials.
However, from a perceptual standpoint, a model that accounts for all of a room’s features would come at a high
computational cost and could be redundant. As a result, a
compromise can be reached between the perceived quality (e.g. authenticity, immersion, etc.) of the replicated
room effect and the model’s complexity. The purpose of
this study is to look into the perceptual impact of simplifying the room geometry and minimizing the number
of materials’ absorption coefficients. Two separate experiments were conducted, both based on the MUSHRA
methodology: one was run in a controlled lab environment through a Virtual Reality (VR) headset, while the
other was run through a web-based interface. This paper
focuses on the differences between the two protocols’ impact on the results. It appears that the online-based experiment, notwithstanding the lack of control of the playback system and environment, and the participants’ likely limited attention, produced minor but substantial differences with the results of the VR experiment.
Date Acceptance
2023-07-23
Copyright Statement
©2023 Vincent Martin et al. This is an open-access
article distributed under the terms of the Creative Commons Attribution 3.0 Unported License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
article distributed under the terms of the Creative Commons Attribution 3.0 Unported License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.
Source
Forum Acusticum 2023
Publication Status
Accepted
Start Date
2023-09-11
Finish Date
2023-09-15
Coverage Spatial
Torino, Italy