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Sound source localization in virtual reality with ambisonics sound reproduction - Dataset.csv

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data.dtu.dk2023-07-12 更新2025-01-22 收录
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https://data.dtu.dk/articles/dataset/Sound_source_localization_in_virtual_reality_with_ambisonics_sound_reproduction_-_Dataset_csv/13912274/1
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This dataset was collected for a study on the effect of virtual reality glasses on auditory localization with ambisonics sound production.Participants localized the perceived origin of a ambisonics reproduced sound source, both with and without a virtual reality headset and both blindfolded and with visual information. They used a virtual reality controller to point at the perceived location. The localization performance of 21 subjects was measured. All participants provided written informed consent. Note that subject 7, did not have normal hearing thresholds. In the analysis, data from subject 7 were not used in the analysis. The subjectnr is indicated as subject in the dataset.4 ambisonics orders were used to produce the sound sources (1st, 3rd, 5th, 11th). The ambisonics order is indicated in the dataset as ambi_order. Stimuli (short noise burst) were presented from -90 to 90 degrees azimuth in 7.5 degrees steps (indicated as x in the dataset). 6 Conditions were tested: 1 - Blindfolded without HMD2 - Blindfolded with HMD3 - Visual information without HMD4 - Visual information with HMD------------------------------------------------------5 - Visual localization without HMD (to measure a pointing bias, localization error corrections are based on these data)6 - Visual localization with HMD (to measure a pointing bias, localization error corrections are based on these data)The perceived azimuth and elevation are stored as azi and elev in the dataset.The corrected_err is the perceived azimuth after correcting for the position of the stimulus and pointing biases (calculated using the visual localization data). No special software is required to open and analyze the data.

本数据集的收集旨在研究虚拟现实眼镜对环绕声(Ambisonics)音源听觉定位效果的影响。受试者在佩戴与未佩戴虚拟现实头盔、遮蔽视觉信息与保留视觉信息的情况下,对环绕声再现的音源感知来源进行了定位。受试者利用虚拟现实控制器指向感知到的位置,其21位受试者的定位性能得到了测量。所有参与者均提供了书面知情同意。请注意,编号为7的受试者未具备正常的听力阈值。在分析过程中,编号为7的受试者的数据未被纳入。数据集中的subjectnr字段指示为subject。数据集采用了1阶、3阶、5阶和11阶的环绕声阶次来生成音源(ambi_order字段所示)。刺激(短噪声脉冲)从-90度至90度方位角以7.5度步长进行呈现(数据集中以x表示)。共测试了6种条件:1 - 遮蔽视觉且未佩戴HMD2 - 遮蔽视觉且佩戴HMD3 - 保留视觉信息且未佩戴HMD4 - 保留视觉信息且佩戴HMD5 - 未佩戴HMD的视觉定位(用于测量指向偏差,定位误差的校正基于这些数据)6 - 佩戴HMD的视觉定位(用于测量指向偏差,定位误差的校正基于这些数据)。感知的方位角和仰角以azi和elev存储在数据集中。corrected_err为经过校正(考虑刺激位置和指向偏差,利用视觉定位数据计算得出)的感知方位角。无需特殊软件即可打开和分析数据。
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Technical University of Denmark
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