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