| License: Creative Commons Attribution 4.0 PDF - Published Version (1MB) |
- URN to cite this document:
- urn:nbn:de:bvb:355-epub-746867
- DOI to cite this document:
- 10.5283/epub.74686
Abstract
Virtual Reality (VR) enables the presentation of realistic audio-visual environments by combining head-tracked binaural auralizations with visual scenes. Whether these auralizations improve social presence in VR and enable sound source localization comparable to that of real sound sources is yet unclear. Therefore, we implemented two sound source localization paradigms (speech stimuli) in a ...

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