Content
One of the most important points to consider as a content producer for virtual reality videos is the question of where the viewer will end up looking when he or she has is wearing the VR headset. One of the most effective methods of influencing the view is to use 360° audio as a guide. At events and lectures, I see again and again – and I count myself among them: there are many assumptions, but whether something works and or not is rarely checked. What you would need is a series of experiments, comparing spatial audio with static sound and the extent to which the experimental groups differ – preferably with a 360 heatmap.
Research, I could never do alone. But fortunately, there is the Munich VR 360° Video Meetup. There I got to know Sylvia Rothe from http://rubin-film.de/ who is now doing her Ph.D. at LMU Munich. Short: She can do programming, I can do sound. Both of us are enthusiastic about VR and wanted to investigate exactly this problem.
The results of this study have now been released in an official framework. With the proceedings of the Tonmeistertagung the paper was published and is scientifically accepted. I am happy to have been able to make a small contribution to how sound is perceived in virtual reality 360° videos.
A 360° heatmap shows where the viewers of a 360° video actually looked. Here the viewing direction was recorded as gyroscope data straight from the headset and evaluated with space-time cubes and the Getis-Ord Gi statistic, so the attention of a whole test group can be laid over the spherical image.
The source material is an episode of the 360° documentary Crossing Borders, about an orphanage in Cambodia, called CPOC. It contains many different sequences, such as interviews, a voice-over narrator, landscapes, people, animals, and motorcycles. The music was left out and muted to focus on the soundtrack. So a small app has been programmed in Unity, which stores the viewing direction as datasets so that they can later be collected and processed for the 360 heatmap. The whole thing once with sound head-tracking (Ambisonics , tbe-format) and once as a normal stereo (binaural down-mix from the 0° azimuth position, looking at the center of the equirectangular image). Here is a screenshot from the movie, in the pictures below the respective 360 heatmap.
The experimental setup was as follows:
How exactly the heatmap was created is, to be honest, pretty nerdy. The short versions are so-called “space time cubes” and the “Getis-Ord Gi statistic”. Here is a short extract from the scientific paper.
Thus there were two user groups, one called “Spatial” and one called “Static”. Both saw the same video but heard a different sound.
Up today, we were able to make 20 evaluations per test group, so 40 in total. We specified age, gender, profession and how experienced the subject is with the medium of virtual reality. This is what the survey looked like:
Yes. In this study viewers with head-tracked sound stayed on an interviewee one to three seconds longer than the group with static stereo, who turned away after around eight seconds. The spatial group also found the speaker faster and could tell an in-scene voice from a voice-over, which the static group could not.
Let’s start with the results we could find in both groups.
Now it gets (even more) exciting, here are some first, careful conclusions:
This was my first try to see, if my work as a VR-sound designer actually makes a difference and luckily, it does. There is so much more work to do, to indicate the effects of virtual reality sound on humans, but I hope this is helpful and I welcome further investigation! Immersive audio is nonetheless great and is just starting to get awareness in the public which is what I try to push by giving talks, workshops and offer to mentor for that.
It was especially important not to tell the participants why exactly they were watching this particular video. The goal was that they would notice by themselves whether the sound rotated with them (360° sound) or stayed static. This approach is common in psychoacoustics, so the measurement is not influenced — the more you know, the more you pay attention to it. My assumption was that sound people would spot the spatial sound immediately, while laypeople would first pay more attention to the picture. Surprisingly, both variants showed up in both groups: first-time viewers who were impressed by the realistic sound image, and sound people who were firmly convinced afterwards that the sound had been static, when asked about it later.
One assumption that was largely confirmed concerns attention and dwell time on certain objects. The 360° heatmap shows that viewers with spatial sound find the protagonist of an interview faster — they also hear where he is coming from — and stay on him longer. With static sound, the sound source is briefly searched for, then “accepted in the picture”, and the exploration of the virtual reality continues. In short: this is where the two test groups differ. Still, there were more similarities than expected. Especially in shots where people are visible, the gaze is directed at other humans automatically — whether the sound comes from their direction or not.
Both test groups mostly looked around in the horizontal plane and rarely looked up or down. It has to be mentioned that eye tracking was not possible with the GearVR here, but this could be neglected. The reason is that it matters far more to a human whether a sound event comes from the left or the right than from above or below. Another thing both groups had in common were the differences in perception. That sounds paradoxical, but opinions were split on the off-screen voice. The sound was designed so that you could hear the interviewee in the scene before he was visible, while that sound came from no direction at all and stayed mono. Only with the cut did the sound become truly spatial, and everyone was happy again. What happened in between ranged from reactions like “where is the man now?” — a clear irritation caused by the off-screen voice — to the opinion that the voice was good, because it prepared you better for the next cut, which would otherwise have felt harder. This finding does not show up in the heatmap, but it clearly shows how differently people react to VR. The “spatial” group was less confused by the voice-over because it was mono while the protagonist was localizable, whereas in the “non-spatial” group both elements could only be mono.
So much for the findings that could be recognised by comparing with the naked eye. I was surprised myself how different the opinions were, and how individually one and the same VR video is perceived. The data can do more than produce a 360° heatmap. Heatmaps are of course not an invention for virtual reality — the data has existed in meteorology for quite some time, for example, and can therefore also be evaluated statistically. In addition, the users were separated by age, gender and VR experience. So it stays exciting which mathematical relations (or differences) will show up next. The image below shows the VR heatmap with individual viewers.
Since people asked me, why I didn’t use YouTube’s 360 heatmap report, let me comment on that quick. YouTube has always been collecting a vast amount of data for the user’s YouTube channel: When, where, who, how long the video was watching, etc. Now, even more, is available for VR/360 content: Where did the YouTube viewers look? From the principle exactly what was described above, but there are some facts to be careful with:
Pro:
Contra:
Nevertheless, it is a great feature and nice of YouTube that it has been implemented to help out VR content creators.
The service as been shut down because it wasn’t frequently used. Read more on Google support
Here is the link to my YouTube video about the heatmap case study: https://youtu.be/_Wjw8ixThqw?si=A8ewRAO-WJvabC6q More Comparison
Are you working on a VR experience and the audio still feels flat?
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