# Assessing Ambisonics Sound Source Localization by Means of Virtual Reality and Gamification Tools
## 6 Conclusions  
The findings of this study underscore the significant potential of VR tools in advancing the development and implementation of auditory tests. Participants demonstrated improved performance in horizontal sound localization, with results indicating enhanced frontal accuracy and effective lateralization. The setup combining VR design tools with 2 nd-order Ambisonics was particularly beneficial, underscoring the importance of high-order Ambisonics reproduction despite the current playback limitations of native UE support.  
The use of VR tools in this case contributed to reduced testing time and decreased user fatigue, enhancing usability and consistency in test responses. The rapid adaptation period observed suggests that VR environments can facilitate more efficient testing processes. However, vertical localization results were inconclusive, reflecting the inherent challenges of height perception in human auditory processing, as noted in [PERSON]'s previous study [15].  
The results also reveal the potential of VR to create engaging and immersive experiences. Participants reported feeling more comfortable and engaged, particularly in the virtual environments enriched with wetland field recordings. This suggests that VR can help mitigate auditory fatigue and maintain participant attention by offering a sense of familiarity. These insights open new possibilities for implementing innovative spatial audio tools in VR, enabling richer and more interactive experiences.  
Future work could explore integrating head-tracking and user movement to further enhance immersion and mobility within a defined listening space. Additionally, further investigation into the impact of Ambisonics field recordings in hybrid audiovisual environments could provide valuable data on the intersection of sound source localization and immersion.  
Overall, this research highlights VR's potential as a powerful tool for perceptual and multisensory exploration, extending its applications beyond gaming into significant scientific research and practical uses. Moreover, as it has been discussed in recent works [22; 23; 41], the use of VR in auditory research has proven to be a field with a rising potential. This challenges the conventional view of VR as merely an entertainment medium, showcasing its broader implications and utility.  
Conceptualization, E.M. and F.O.; methodology, E.M.; statistical analysis, E.M., and R.V.-M.; data curation, E.M. and R.V.-M.; writing--original draft preparation, E.M. and F.O.; writing--review and editing, E.M., F.O., and R.V.-M.; project administration, F.O. All authors have read and agreed to the published version of the manuscript.  
The research that led to this article was funded by the Chilean National Fund for Scientific and Technological Development (FONDECYT) under the project \"Herramienta espacio-temporal para aplicaciones creativas y educacionales de grabaciones de paisaje sonoro de humedales,\" grant no. 1220320. R.V.-M. acknowledges support from ANID FONDECYT de Postdoctorado grant number 3230356.  
Ethical review and approval were waived for this study, due to the low-risk nature of the research and the use of fully anonymized data. The approving agency for the exemption is Nanjing Forestry University.  
Informed Consent Statement:Informed consent was obtained from all subjects involved in the study.  
The data supporting the findings of this study are available within the paper. For additional information, please contact the corresponding author.  
The authors are grateful to [PERSON] and [PERSON] for their support with listening test procedures and manuscript proofreading. Additionally, we extend our thanks to [PERSON], coordinator of the Leufulab laboratory, for his guidance in developing the virtual environments.  
The authors declare no conflicts of interest.