User experience of stereo and spatial audio in 360° live music videos

Jukka Holm, Kaisa Väänänen, Anas Battah

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

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Abstract

360° music videos are becoming prevalent in music entertainment. Still, academic studies of the 360° live music experience covering both audio and visual experience are scarce. In this paper, we present a study of user experience of stereo and spatial audio in a 360° live music video setting with two different display types. The research was conducted in the form of a laboratory experiment, in which 20 participants watched and evaluated stereo and spatial audio versions of the same music video using a flat computer display and a head-mounted display (HMD). Based on the results, spatial audio combined with HMD scored highest in the quantitative metrics of perceived audio quality, presence, and overall listening experience. However, qualitative findings reveal that this combination does not fit well with users' listening habits. While nine participants preferred to use headphones to listen to music, thirteen participants viewed music listening as a secondary task-making the use of HMDs less suitable.

Original languageEnglish
Title of host publicationAcademicMindtrek 2020 - Proceedings of the 23rd International Academic Mindtrek Conference
Subtitle of host publicationJanuary 2020, Tampere
PublisherACM
Pages134-141
Number of pages8
ISBN (Electronic)9781450377744
DOIs
Publication statusPublished - 2020
Publication typeA4 Article in conference proceedings
EventAcademic MindTrek Conference - Tampere, Finland
Duration: 29 Jan 202030 Jan 2020

Conference

ConferenceAcademic MindTrek Conference
Country/TerritoryFinland
CityTampere
Period29/01/2030/01/20

Keywords

  • 360° video
  • ambisonics
  • head-mounted display
  • music video
  • spatial audio
  • stereo
  • user experience
  • virtual reality

Publication forum classification

  • Publication forum level 1

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Vision and Pattern Recognition
  • Computer Networks and Communications

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