## 1 Introduction  
The human auditory system can sense and process sound information directly related to spatial structure parameters and, on this basis, assess the sound quality of the spatial sound field. [PERSON] [1] found that listeners can accurately identify the room from which the sound comes among a large number of different room pictures based on the indoor sound field binaural signals played back via acoustic devices. [PERSON] [2] found that both listeners with normal vision (both eyes covered) and blind listeners can identify the size of the indoor space through their own voices and other occasional sounds in the room. Blind listeners can complete the hearing tasks more quickly and accurately [3]. Therefore, in-depth research on the impact of the structural parameter on the auditory perception is of great significance, and can both explore human spatial auditory mechanism as well as test the effectiveness of the auditory virtual simulation technology. Theoretically, the above research on subjective evaluation should be conducted by playing sound samples in different rooms with variable structural parameters, such as volume, shape, and wall absorption coefficient. However, this is usually inefficient due to the requirements for experimental environments and time-consuming in practice. As a result, the virtual sound synthesis technology and acoustic software have occurred to meet the practical requirement, by which the acoustic signals generated at different receiving points in the rooms can be simulated. After that, subjective experiments can be conducted, and the impacting rules of changed structural parameters on auditory perception can be explored. With the help of digital signal processing and binaural technology, which is an actual reproduction of sounds receiving in the listener's eardrum, acoustic signals generated in real rooms can be synthesized without experimental measurement. Therefore, psychoacoustic experimental research in complex auditory environments, such as concert halls, can be conducted simulatively. By simulating the auditory scene, not only can the rapid switching between different types of spatial sound fields be easily realized, but the acoustic signals can also be acquired and played back efficiently. Meanwhile, the requirements for the listeners' auditory memory decline. Currently, binaural technology is primarily used in virtual reality to restore a real listening experience [4; 5; 6; 7]. Focused on better recovering the real listening experience in virtual hearing, some other researches involved Head-Related Transfer Function (HRTF), a vital clue that describes the filtering effect of body surface of a listener as a sound propagates from the source to the ear drum in free space, to restore the spatialization cues of virtual sounds [8; 9; 10]. Based on the above-mentioned researches, this study also uses binaural technology to simulate binaural signals generated in closed spaces with different structural parameters. Particularly, the software ODEON 8.0 is firstly used to obtain the room impulse responses at different receiving points in different rooms with variable structural parameters. Then, the binaural signals at different receiving points in real rooms with variable structural parameters are synthesized by using the binaural technology, and the subjective experiment is conducted by using audio devices of headphone, power amplifier and computer. There are many researches conducted by using subjective experiments. [PERSON] [11] investigated the effects of diffusing elements on sound field diffuseness by subjective evaluations using binaural impulse responses (BIRs) in seating areas in a surround hall. Their subjective experiment was used to quantitatively evaluate the combination of acoustic parameters and degree of diffusion. [PERSON] [12] conducted a subjective audio quality evaluation experiment to assess the performance of a precompensation algorithm for mitigating perceptible linear and nonlinear distortion in audio signals.