@article {Ooi:2017:0736-2935:4651, title = "Validation of 3D headphones for use in soundscape evaluation", journal = "INTER-NOISE and NOISE-CON Congress and Conference Proceedings", parent_itemid = "infobike://ince/incecp", publishercode ="ince", year = "2017", volume = "255", number = "3", publication date ="2017-12-07T00:00:00", pages = "4651-4659", itemtype = "ARTICLE", issn = "0736-2935", url = "https://ince.publisher.ingentaconnect.com/content/ince/incecp/2017/00000255/00000003/art00076", author = "Ooi, Kenneth and Hong, Joo-Young and Lam, Bhan and Ong, Zhen-Ting and Gan, Woon-Seng", abstract = "Given that sounds in real-life environments and soundscapes possess direction and distance cues, it is essential to replicate these cues in virtual reality (VR) simulations used for soundscape evaluation, to ensure that the results obtained have high ecological validity. One way to replicate the desired direction and distance cues of environmental sound sources in VR simulations is to use 3D headphones for playback, instead of stereo headphones. The effect of using 3D headphones, instead of regular stereo headphones, in VR simulations for soundscape evaluations is thus investigated. Subjects were asked to evaluate soundscapes of in-situ locations. Subsequently, they were presented with VR reproductions of the same locations in a controlled laboratory environment. The reproductions used actual audio and video captured from the in-situ location, differing only in the playback methods. The subjects were asked to evaluate the VR soundscapes, as well as the realism and preference experienced in both reproductions in a blind test. The validation of 3D headphones for soundscape evaluation is based on the similarity of responses as compared to the in-situ locations, as well as the preference and realism experienced by the subjects.", }