Usability Issues in Listening to Natural Sounds with an Augmented Reality Audio Headset
Miikka Tikander
Abstract
Miikka Tikander
Abstract
An augmented reality audio (ARA) headset is described with regard to the equalization of its response and, in particular, the results of a usability study. The usability was tested by subjects wearing the headset for relatively long periods in different environments of their everyday-life conditions. The goal was to find out what works well as well as any problems with extended use. Furthermore it was tested how, during the test period, users would adapt to certain practical activities and to the electrically transmitted and reproduced sound environment. It was found that acoustically the headset worked well for most occasions. The main problems with usage were related to boosted user sounds due to occlusion effects, handling inconveniences, and mechanical noise from the wires. To some degree the test subjects adapted to the slightly altered sound environment, whereas adaptation to physical activities was very small or insignificant.
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An augmented reality audio (ARA) headset is described with regard to the equalization of its response and, in particular, the results of a usability study. The usability was tested by subjects wearing the headset for relatively long periods in different environments of their everyday-life conditions. The goal was to find out what works well as well as any problems with extended use. Furthermore it was tested how, during the test period, users would adapt to certain practical activities and to the electrically transmitted and reproduced sound environment. It was found that acoustically the headset worked well for most occasions. The main problems with usage were related to boosted user sounds due to occlusion effects, handling inconveniences, and mechanical noise from the wires. To some degree the test subjects adapted to the slightly altered sound environment, whereas adaptation to physical activities was very small or insignificant.
Key concepts: Headset, Usability, Active listening, Human–computer interaction, Augmented reality, Computer science, Headphones, Equalization (audio)