2024
DOI: 10.3390/virtualworlds3010003
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Speech Intelligibility versus Congruency: User Preferences of the Acoustics of Virtual Reality Game Spaces

Constantin Popp,
Damian T. Murphy

Abstract: 3D audio spatializers for Virtual Reality (VR) can use the acoustic properties of the surfaces of a visualised game space to calculate a matching reverb. However, this approach could lead to reverbs that impair the tasks performed in such a space, such as listening to speech-based audio. Sound designers would then have to alter the room’s acoustic properties independently of its visualisation to improve speech intelligibility, causing audio-visual incongruency. As user expectation of simulated room acoustics r… Show more

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