# Assessing Ambisonics Sound Source Localization by Means of Virtual Reality and Gamification Tools
## 2 Related Work
### Virtual Reality and Auditory Research  
Some recent studies related to auditory research, particularly to sound source localization, have been performed in addition to VR environments. A study by [PERSON] investigated the impact of the presence of visual frames during a sound source localization task, finding that sound source localization improved when visual elements were present even without explicit visual cues about the stimuli [12]. A sound source localization experiment in an anechoic chamber was conducted using an Ambisonics setup in a virtual test room by [PERSON] et al. [8]. They assessed the effects under three conditions: blindfolded, in the VR room without visible loudspeakers, and in the VR room with visible loudspeakers. Their key finding was that increasing the number of visual references related to the sound sources improved the performance in terms of sound source localization of the participants and compensated for the effects of using an HMD.  
A training application focused on improving sound localization with binaural playback was designed by [PERSON], taking advantage of VR development [6]. Results of the study showed a decrease in the overall error and reaction times among participants. This capturing system of users' performance provides an alternative for gathering data from a framework built from a video game engine. [PERSON] et al. recreated a multiple loudspeaker experiment to evaluate an HOA hemisphere array in VR [7]. To achieve this, the authors used open-source VST for binaural audio rendering along with Unity as the graphic engine. Similarly, [PERSON] et al. developed a system that integrates Ambisonics spatial audio within a virtual environment for conducting sound source localization tests [22]. They highlighted the advantages of using VR technology in auditory research, including precise control and flexibility in experimental conditions, achieved through the use of audio software in conjunction with the game engine.  
A gamified localization task was developed by [PERSON] with the implementation of a hybrid platform combining the game engine and specialized audio software such as Max for sound source spatialization on different loudspeaker systems [9]. The gamified approach in this experiment was intentionally simplified to avoid distractions from the auditory task. However, an interest in conducting a similar experiment with a more complex task and environment design was declared by the authors. [PERSON] evaluated sound localization accuracy using conventional loudspeaker setups and binaural presentation with nonindividual HRTF alongside various VR-based environments [23]. The study found that virtualization of both auditory stimuli and visual information increased localization blur but also demonstrated that VR testing could be a practical and efficient alternative to traditional methods. The results of these studies support the development of VR applications for assessing spatial hearing abilities and suggest that VR could advance research in spatial auditory processing by providing a time- and resource-efficient approach to exploring auditory perception.