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DEliverable 2.3 - the School of Engineering and Design - Brunel ...

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ICT Project 3D VIVANT– Deliverable <strong>2.3</strong><br />

Contract no.:<br />

248420<br />

User Acceptance Validation Plan<br />

reference. “B” <strong>and</strong> “C” are equivalent to <strong>the</strong> tested stimulus <strong>and</strong> one more hidden reference<br />

in r<strong>and</strong>om order. The test subject has to value <strong>the</strong> stimuli “B” <strong>and</strong> “C” in comparison to <strong>the</strong><br />

reference “A”. The hidden reference should be identified, <strong>of</strong> course. The stimuli can be<br />

listened to as <strong>of</strong>ten as wanted. The issued ratings <strong>and</strong> recognition rate <strong>of</strong> <strong>the</strong> hidden reference<br />

gives information about small differences respectively degradation <strong>of</strong> <strong>the</strong> tested signal.<br />

• “Multiple stimulus test with hidden reference <strong>and</strong> anchor” (MUSHRA) referred to ITU-<br />

R BS.1534-1: The test person is <strong>of</strong>fered several stimuli <strong>and</strong> one known reference. One <strong>of</strong> <strong>the</strong><br />

stimuli equates to a hidden reference <strong>and</strong> a “low anchor”. The test subject has to rate <strong>the</strong><br />

individual stimuli in comparison to <strong>the</strong> reference regarding to a defined attribute using <strong>the</strong><br />

“quality scale” (ITU-R BS.1284-1). The hidden reference has to be identified <strong>and</strong> accordingly<br />

positive valued <strong>and</strong> <strong>the</strong> “low anchor”, which is an artificially debased signal, should also be<br />

identified <strong>and</strong> negative valued. Sometimes MUSHRA is used without “low anchor” <strong>and</strong>/or<br />

explicit reference, as it may be hard to define such signals under certain circumstances.<br />

<strong>2.3</strong>.2 Methods for <strong>the</strong> Assessment <strong>of</strong> Localisation Quality<br />

Especially for spatial audio <strong>the</strong> accuracy <strong>of</strong> localisation <strong>of</strong> an audio reproduction or generation system<br />

is very important. In practice <strong>the</strong>re are two methods established for assessment (Farag 2003):<br />

• Pointing method: The test person is <strong>of</strong>fered a stimulus <strong>and</strong> has to point with a laser on a<br />

scale or pencil on a map at <strong>the</strong> perceived position. This method has <strong>the</strong> advantage that it is<br />

easy to conduct, but <strong>the</strong> disadvantage <strong>of</strong> possible fur<strong>the</strong>r inaccuracies through <strong>the</strong> test person.<br />

This applies especially for positions behind or over <strong>the</strong> test subject, thus positions outside <strong>of</strong><br />

<strong>the</strong> test person’s visual field.<br />

• Acoustic pointer method: The test subject controls a sound source (e.g. a loudspeaker array<br />

with only one active speaker) <strong>and</strong> has to ”point” at <strong>the</strong> perceived position through positioning<br />

<strong>the</strong> sound source. The test person can switch between <strong>the</strong> <strong>of</strong>fered stimulus <strong>and</strong> <strong>the</strong> positioned<br />

sound source as <strong>of</strong>ten as wanted.<br />

For both variations, <strong>the</strong> correlation between real <strong>and</strong> perceived position is evaluated. Instead <strong>of</strong><br />

positions <strong>of</strong>ten only <strong>the</strong> perceived direction, that means <strong>the</strong> angle <strong>of</strong> incidence, is evaluated.<br />

2.4 QUALITY ASSESSMENT ON INTERACTIVE SOFTWARE<br />

This section provides an overview <strong>of</strong> <strong>the</strong> methods that will be employed for testing <strong>the</strong> user<br />

acceptance for interactive features.<br />

There are numerous methods to evaluate <strong>the</strong> usability <strong>and</strong> usefulness <strong>of</strong> Information Technology. As<br />

3D VIVANT’s development outcomes are primarily combinatory innovations, models which validate<br />

usability <strong>and</strong> usefulness in comparison with existing technologies are applicable only to a limited<br />

extent. While <strong>the</strong> Motivational Model (MM) focuses on predicting <strong>the</strong> users’ interest in using <strong>the</strong><br />

features in question <strong>and</strong> Innovation Diffusion Theory (IDT, after Rogers 1985) or <strong>the</strong> Model <strong>of</strong> PC<br />

Utilization (MPCU, after Thompson et al. 1994) focus on evaluating usability in terms <strong>of</strong><br />

improvements <strong>of</strong> previous experience <strong>and</strong> (especially) working situations, 3D VIVANT’s test will<br />

focus on <strong>the</strong> Technology Acceptance Model (TAM, after Davis 1989) as it focuses on two aspects <strong>of</strong><br />

major interest in 3D VIVANT: 1) Perceived Usefulness (PU), <strong>and</strong> 2) Perceived Ease-<strong>of</strong>-Use (PEOU).<br />

Whereas Perceived Usefulness is <strong>the</strong> degree to which a person believes that using a particular system<br />

would enhance or improve his or her situation Perceived Ease <strong>of</strong> Use measures “<strong>the</strong> degree to which a<br />

person believes that using a particular system would be free <strong>of</strong> effort” (Davis 1989).<br />

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