# Assessing Ambisonics Sound Source Localization by Means of Virtual Reality and Gamification Tools  
[PERSON]  
1 Arts and Technology Lab, Institute of Acoustics, Universidad Austral, Valdivia 5110701, Chile; [EMAIL_ADDRESS]  
[PERSON]  
2 Departamento de Electronica e Informatica, Universidad Tecnica Federico Santa Maria, Sede Concepcion, Hualpen 4601086, Chile; [EMAIL_ADDRESS]  
[PERSON]  
1 Arts and Technology Lab, Institute of Acoustics, Universidad Austral, Valdivia 5110701, Chile; [EMAIL_ADDRESS]  
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uses four channels (1 st order), whereas HOA typically employs nine channels (2 nd order) or higher, using advanced Ambisonics encoders, which hold promise for improved audio reproduction. It becomes interesting, then, to analyze the possibility of improving the perception of sound localization in VR using HOA playback. However, achieving accurate localization in an HOA setup requires an increase in the number of available channels to match theoretical requirements.  
Recent studies related to immersive audio VR systems have explored the influence of visual cues on error angle reduction, reaction time, and compensation for sound cue alterations induced by head-mounted displays (HMDs) in both VR-based and gamified sound source localization tests [9; 12]. However, despite these investigations, there remains a gap in comprehensive research examining the integration of VR graphics and gamification elements in such tests. Furthermore, the lack of native compatibility between existing game engines like Unreal Engine (UE) and HOA encoding presents a significant obstacle for researchers and developers alike, thus limiting the integration of this audio encoding into virtual environments [13]. To address this issue, a novel framework combining UE for VR graphics rendering and Max for HOA audio processing was developed [14]. This builds upon previous pilot projects indicating the reliability of HOA encoding for sound source spatialization in specific room characteristics [15]. Thus, this study explores the impact of integrating VR graphics and gamification on sound source localization within virtual environments. Specifically, it aims to address gaps in understanding their effects on sound source localization. This leads to the research question: \"Does integrating VR environments and gamification tools enhance subjects' performance in 3D audio localization listening tests?\" It was hypothesized that this integration would improve subjects' performance, facilitated by enhanced task comprehension and visual cues that compensate for HMD-induced alterations in sound perception.  
The experimental design involved participants performing a sound source localization task in a VR version of the acoustic laboratory where the experiments were conducted, utilizing 2 nd-order HOA reproduction for auditory stimulus playback. Gamification elements such as buttons, animations, interactive instructions, and a progress bar were integrated into the VR environment to enhance task comprehension.