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Are you struggling to understand conversations in noisy multi-talker social VR environments?

MaGo72
Level 2

ExperimentB-Setup_NEW3.PNGHi, is anybody interested in taking part in my game audio research study (examining the 'Cocktail Party Effect' in VR, investigating social VR conversations/speech ineligibility and testing a speech enhancing audio system)? I´m still looking for participants to take part in a self-conducted VR listening experiment. If you are aged 18+years, with no hearing impairments and own a Quest 2 headset, please check this link: https://allocate.monster/XNDBJFKD  , read the instructions, install the app (apk) on your headset and answer a short online questionnaire. I can assure the app is 100% clean. This is a masters ‘students project, it is a non-commercial study and is not funded by any third-party company. With the help of the users’ feedback, I would like to contribute the findings of this study to support and improve future developments in VR audio.  Many thanks

4 REPLIES 4

beat1billion
Level 2

Hi

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Nekto2
Level 9

Have you seen last year Oculus conference keynote on speech enhancing on a party? Both for virtual and real party (with VR headset in pass through mode)!

That is not safe to install any external apps this days 😞  And this forum is not so popular for that. May be reddit and fb vr group posts will be more success.

 

ps screenshots will help also 🙂

Hi, That sounds interesting! Can you send a link or do you mean the 2020 Facbook Connect Keynote? Wasn´t this more about AR and beamforming? Anyway, my system is only for VR, aims to compensate current binaural audio implementation limitations (e.g., non-personalised HRTFs->worse sound localisation->worse binaural unmasking) and enhance the focused target speech (also supresses the background noise a bit), but still should feel natural during conversations because it doesn´t "mute" any sound sources.

However, thanks for advice, I may add a screenshot. I have also posted this study on reddit oculus forums, but the response is very poor. As you said, people don´t like installing things, but they are even worse with filling in questionnaires!😉 For all sceptics out there, and even this may not convince you, but I personally can assure that the app is 100%clean. It is also available on SideQuest, just in case somebody feels more comfortable installing it from there. I would be happy if you undertake the experiment and contribute your experience. It is not the greatest VR experience or a proper game, just a listening experiment. However, it it´s quite interesting how binaural listening (and the Cocktail Party Effect) works. In the end it´s 'basic research', and everybody may benefit from this, eventually. Cheers

> For all sceptics out there, and even this may not convince you, but I personally can assure that the app is 100%clean.

Security means you can't trust anything that a developer of app would say. I think the way to go would be to publish app in Oculus Store (as an ordinary app or AppLab with less requirments). That way Oculus will check if app is ok.

 

You could make a simple game from your app (like "close you eyes and shoot source of a sound or one of sounds"). That way you will have more "players/testers" and get more statistics on hit/miss and how much they miss.

If you need to check for text recognition then you could ask to "shoot" with different "weapons" depending on the text one are hearing.

 

> do you mean the 2020 Facbook Connect Keynote? Wasn´t this more about AR and beamforming?

Yes, I think that is it.

I think AR or VR is not much of difference regarding sound. You need head position tracking 6dof in both cases to correct for audio source imitation.