First implementation results!
Based on age, 64.6% of responders were between 25-44 years old,36.4% between 45-74 and 9.1% between 12-17. This data brings awareness towards which generations are more interested in this technology. In this case the young adults and middle-aged generations are the most interested in this type of technology.
In terms of devices used, 45.5% used laptops, 36.4% used desktop computers and 27.3% used mobile phones. No tablets were used which can confirm that the tablet era it’s thru.
With regards to operating systems, Windows was used mostly (45.5%) followed by macOS (27.3%) and Android (18.2%). This demonstrates that Windows is still a popular operating system and that explains why Dolby Technologies are frequently working with Microsoft when it comes to Dolby Atmos integration.
54.6% of responders used over the ear or closed back over the ear headphones and 36.4% used earbuds and/or in-ear. Only two responders (18.2%) used on-ear or open back headphones.
For precise information on the type of experience acquired by responders based on the type of the headphones, the data was gathered from the individual responses rather than general results.
The most positive responses, where the immersion and the three-dimensional mix was present, were from the people who mostly used in-ear or earbuds headphones on various devices and platforms.
In contrast, the negative feedback is where the 3D effect was not present, or where one of the responders said that his ears are getting warm and he feels cocooned and the spatial sense is inexistent, were listening mostly on over ear or closed back headphones, howevertwo of the negative responses came from earbuds and open back headphones users.
The feedback regarding the idea of availability of the three-dimensional audio for headphones on film was very positive which indicates that there is a certain amount of demand in this field and that people are loving the idea of experiencing immersive sound when they watch a movie at home or on the go without the need of any special devices, speaker’s arrays or software’s.
The idea of bringing the three-dimensional audio to any devices via headphones was positively taken on by the responders. The implementation was made with no preliminary testing which resulted in the lack of immersion on some types of headphones.
Due to the three-dimensional effect missing when played back on closed-back and over-ear headphones, the next approach is to use professional closed-back headphones at the mixing stage. This will improve the final mix because mixing using the challenging types of headphones will increase the chances of finding and solving the issue.