1
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Valzolgher C. Motor Strategies: The Role of Active Behavior in Spatial Hearing Research. Psychol Rep 2024:332941241260246. [PMID: 38857521 DOI: 10.1177/00332941241260246] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 06/12/2024]
Abstract
When completing a task, the ability to implement behavioral strategies to solve it in an effective and cognitively less-demanding way is extremely adaptive for humans. This behavior makes it possible to accumulate evidence and test one's own predictions about the external world. In this work, starting from examples in the field of spatial hearing research, I analyze the importance of considering motor strategies in perceptual tasks, and I stress the urgent need to create ecological experimental settings, which are essential in allowing the implementation of such behaviors and in measuring them. In particular, I will consider head movements as an example of strategic behavior implemented to solve acoustic space-perception tasks.
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Affiliation(s)
- Chiara Valzolgher
- Center for Mind/Brain Sciences, University of Trento, Rovereto, Italy
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2
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Ryu W, Lee S, Park E. The Effect of Training on Localizing HoloLens-Generated 3D Sound Sources. SENSORS (BASEL, SWITZERLAND) 2024; 24:3442. [PMID: 38894232 PMCID: PMC11174390 DOI: 10.3390/s24113442] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 04/05/2024] [Revised: 05/20/2024] [Accepted: 05/25/2024] [Indexed: 06/21/2024]
Abstract
Sound localization is a crucial aspect of human auditory perception. VR (virtual reality) technologies provide immersive audio platforms that allow human listeners to experience natural sounds based on their ability to localize sound. However, the simulations of sound generated by these platforms, which are based on the general head-related transfer function (HRTF), often lack accuracy in terms of individual sound perception and localization due to significant individual differences in this function. In this study, we aimed to investigate the disparities between the perceived locations of sound sources by users and the locations generated by the platform. Our goal was to determine if it is possible to train users to adapt to the platform-generated sound sources. We utilized the Microsoft HoloLens 2 virtual platform and collected data from 12 subjects based on six separate training sessions arranged in 2 weeks. We employed three modes of training to assess their effects on sound localization, in particular for studying the impacts of multimodal error, visual, and sound guidance in combination with kinesthetic/postural guidance, on the effectiveness of the training. We analyzed the collected data in terms of the training effect between pre- and post-sessions as well as the retention effect between two separate sessions based on subject-wise paired statistics. Our findings indicate that, as far as the training effect between pre- and post-sessions is concerned, the effect is proven to be statistically significant, in particular in the case wherein kinesthetic/postural guidance is mixed with visual and sound guidance. Conversely, visual error guidance alone was found to be largely ineffective. On the other hand, as far as the retention effect between two separate sessions is concerned, we could not find any meaningful statistical implication on the effect for all three error guidance modes out of the 2-week session of training. These findings can contribute to the improvement of VR technologies by ensuring they are designed to optimize human sound localization abilities.
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Affiliation(s)
- Wonyeol Ryu
- Department of Electrical and Computer Engineering, Sungkyunkwan University, Suwon 16419, Republic of Korea;
| | - Sukhan Lee
- Artificial Intelligence Department, Sungkyunkwan University, Suwon 16419, Republic of Korea
| | - Eunil Park
- Department of Intelligent Software, Sungkyunkwan University, Suwon 16419, Republic of Korea;
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3
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Papadimitriou G, Brunskog J, Heuchel FM, Lyberg Åhlander V, Öhlund Wistbacka G. Sex differences in vocal behavior in virtual rooms compared to real rooms. JASA EXPRESS LETTERS 2024; 4:045201. [PMID: 38568027 DOI: 10.1121/10.0025523] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 12/14/2023] [Accepted: 03/21/2024] [Indexed: 04/05/2024]
Abstract
This study investigates speech production under various room acoustic conditions in virtual environments, by comparing vocal behavior and the subjective experience of speaking in four real rooms and their audio-visual virtual replicas. Sex differences were explored. Males and females (N = 13) adjusted their voice levels similarly to room acoustic changes in the real rooms, but only males did so in the virtual rooms. Females, however, rated the visual virtual environment as more realistic compared to males. This suggests a discrepancy between sexes regarding the experience of realism in a virtual environment and changes in objective behavioral measures such as voice level.
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Affiliation(s)
- Georgios Papadimitriou
- Acoustic Technology Group, DTU Electro, Technical University of Denmark, 2800 Kongens Lyngby, Denmark
| | - Jonas Brunskog
- Acoustic Technology Group, DTU Electro, Technical University of Denmark, 2800 Kongens Lyngby, Denmark
| | - Franz M Heuchel
- Acoustic Technology Group, DTU Electro, Technical University of Denmark, 2800 Kongens Lyngby, Denmark
| | - Viveka Lyberg Åhlander
- Department of Clinical Sciences, Logopedics, Phoniatrics and Audiology, Lund University, 22100 Lund, Sweden
- Faculty of Arts, Psychology, and Theology, Åbo Akademi University, 20500 Turku, Finland
| | - Greta Öhlund Wistbacka
- Department of Clinical Sciences, Logopedics, Phoniatrics and Audiology, Lund University, 22100 Lund, Sweden
- Speech Language Pathology, Department of Public Health and Caring Sciences, Uppsala University, 75237 Uppsala, , , , ,
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4
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Higgins NC, Pupo DA, Ozmeral EJ, Eddins DA. Head movement and its relation to hearing. Front Psychol 2023; 14:1183303. [PMID: 37448716 PMCID: PMC10338176 DOI: 10.3389/fpsyg.2023.1183303] [Citation(s) in RCA: 3] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/09/2023] [Accepted: 06/07/2023] [Indexed: 07/15/2023] Open
Abstract
Head position at any point in time plays a fundamental role in shaping the auditory information that reaches a listener, information that continuously changes as the head moves and reorients to different listening situations. The connection between hearing science and the kinesthetics of head movement has gained interest due to technological advances that have increased the feasibility of providing behavioral and biological feedback to assistive listening devices that can interpret movement patterns that reflect listening intent. Increasing evidence also shows that the negative impact of hearing deficits on mobility, gait, and balance may be mitigated by prosthetic hearing device intervention. Better understanding of the relationships between head movement, full body kinetics, and hearing health, should lead to improved signal processing strategies across a range of assistive and augmented hearing devices. The purpose of this review is to introduce the wider hearing community to the kinesiology of head movement and to place it in the context of hearing and communication with the goal of expanding the field of ecologically-specific listener behavior.
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Affiliation(s)
- Nathan C. Higgins
- Department of Communication Sciences and Disorders, University of South Florida, Tampa, FL, United States
| | - Daniel A. Pupo
- Department of Communication Sciences and Disorders, University of South Florida, Tampa, FL, United States
- School of Aging Studies, University of South Florida, Tampa, FL, United States
| | - Erol J. Ozmeral
- Department of Communication Sciences and Disorders, University of South Florida, Tampa, FL, United States
| | - David A. Eddins
- Department of Communication Sciences and Disorders, University of South Florida, Tampa, FL, United States
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5
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Bordeau C, Scalvini F, Migniot C, Dubois J, Ambard M. Cross-modal correspondence enhances elevation localization in visual-to-auditory sensory substitution. Front Psychol 2023; 14:1079998. [PMID: 36777233 PMCID: PMC9909421 DOI: 10.3389/fpsyg.2023.1079998] [Citation(s) in RCA: 3] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/25/2022] [Accepted: 01/06/2023] [Indexed: 01/27/2023] Open
Abstract
Introduction Visual-to-auditory sensory substitution devices are assistive devices for the blind that convert visual images into auditory images (or soundscapes) by mapping visual features with acoustic cues. To convey spatial information with sounds, several sensory substitution devices use a Virtual Acoustic Space (VAS) using Head Related Transfer Functions (HRTFs) to synthesize natural acoustic cues used for sound localization. However, the perception of the elevation is known to be inaccurate with generic spatialization since it is based on notches in the audio spectrum that are specific to each individual. Another method used to convey elevation information is based on the audiovisual cross-modal correspondence between pitch and visual elevation. The main drawback of this second method is caused by the limitation of the ability to perceive elevation through HRTFs due to the spectral narrowband of the sounds. Method In this study we compared the early ability to localize objects with a visual-to-auditory sensory substitution device where elevation is either conveyed using a spatialization-based only method (Noise encoding) or using pitch-based methods with different spectral complexities (Monotonic and Harmonic encodings). Thirty eight blindfolded participants had to localize a virtual target using soundscapes before and after having been familiarized with the visual-to-auditory encodings. Results Participants were more accurate to localize elevation with pitch-based encodings than with the spatialization-based only method. Only slight differences in azimuth localization performance were found between the encodings. Discussion This study suggests the intuitiveness of a pitch-based encoding with a facilitation effect of the cross-modal correspondence when a non-individualized sound spatialization is used.
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Affiliation(s)
- Camille Bordeau
- LEAD-CNRS UMR5022, Université de Bourgogne, Dijon, France,*Correspondence: Camille Bordeau ✉
| | | | | | - Julien Dubois
- ImViA EA 7535, Université de Bourgogne, Dijon, France
| | - Maxime Ambard
- LEAD-CNRS UMR5022, Université de Bourgogne, Dijon, France
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6
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Gulli A, Fontana F, Orzan E, Aruffo A, Muzzi E. Spontaneous head movements support accurate horizontal auditory localization in a virtual visual environment. PLoS One 2022; 17:e0278705. [PMID: 36473012 PMCID: PMC9725155 DOI: 10.1371/journal.pone.0278705] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/11/2022] [Accepted: 11/21/2022] [Indexed: 12/12/2022] Open
Abstract
This study investigates the relationship between auditory localization accuracy in the horizontal plane and the spontaneous translation and rotation of the head in response to an acoustic stimulus from an invisible sound source. Although a number of studies have suggested that localization ability improves with head movements, most of them measured the perceived source elevation and front-back disambiguation. We investigated the contribution of head movements to auditory localization in the anterior horizontal field in normal hearing subjects. A virtual reality scenario was used to conceal visual cues during the test through a head mounted display. In this condition, we found that an active search of the sound origin using head movements is not strictly necessary, yet sufficient for achieving greater sound source localization accuracy. This result may have important implications in the clinical assessment and training of adults and children affected by hearing and motor impairments.
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Affiliation(s)
- Andrea Gulli
- HCI Lab, Department of Mathematics, Computer Science and Physics, University of Udine, Udine, Italy
- * E-mail:
| | - Federico Fontana
- HCI Lab, Department of Mathematics, Computer Science and Physics, University of Udine, Udine, Italy
| | - Eva Orzan
- Otorhinolaryngology and Audiology, Institute for Maternal and Child Health IRCCS “Burlo Garofolo”, Trieste, Italy
| | - Alessandro Aruffo
- Otorhinolaryngology and Audiology, Institute for Maternal and Child Health IRCCS “Burlo Garofolo”, Trieste, Italy
| | - Enrico Muzzi
- Otorhinolaryngology and Audiology, Institute for Maternal and Child Health IRCCS “Burlo Garofolo”, Trieste, Italy
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7
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Kepp NE, Arrieta I, Schiøth C, Percy-Smith L. Virtual Reality pitch ranking in children with cochlear implants, hearing aids or normal hearing. Int J Pediatr Otorhinolaryngol 2022; 161:111241. [PMID: 35964492 DOI: 10.1016/j.ijporl.2022.111241] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/25/2022] [Revised: 07/03/2022] [Accepted: 07/11/2022] [Indexed: 11/19/2022]
Affiliation(s)
- Nille Elise Kepp
- Research Unit at the Center of Hearing & Balance, Copenhagen University Hospital, Rigshospitalet, Denmark; Graduate School of Health and Medical Sciences, University of Copenhagen, Denmark.
| | - Irene Arrieta
- Basque Center on Cognition, Brain and Language - BCBL, Universidad del Paíz Vasco - UPV, Spain; Technical University of Denmark - DTU, Denmark
| | | | - Lone Percy-Smith
- Research Unit at the Center of Hearing & Balance, Copenhagen University Hospital, Rigshospitalet, Denmark
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8
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Öhlund Wistbacka G, Shen W, Brunskog J. Virtual reality head-mounted displays affect sidetone perception. JASA EXPRESS LETTERS 2022; 2:105202. [PMID: 36319214 DOI: 10.1121/10.0014605] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/16/2023]
Abstract
The purpose of this study was to investigate whether head-mounted displays (HMDs) change the sidetone to an auditory perceivable extent. Impulse responses (IRs) were recorded using a dummy head wearing a HMD (IRtest) and compared to IRs measured without HMD (IRref). Ten naive listeners were tested on their ability to discriminate between the IRtest and IRref using convolved speech signals. The spectral analysis showed that the HMDs decreased the spectral energy of the sidetone around 2000-4500 Hz. Most listeners were able to discriminate between the IRs. It is concluded that HMDs change the sidetone to a small but perceivable extent.
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Affiliation(s)
- Greta Öhlund Wistbacka
- Acoustic Technology, Department of Electrical and Photonics Engineering, Technical University of Denmark, Kongens Lyngby DK-2800, Denmark , ,
| | - Weihan Shen
- Acoustic Technology, Department of Electrical and Photonics Engineering, Technical University of Denmark, Kongens Lyngby DK-2800, Denmark , ,
| | - Jonas Brunskog
- Acoustic Technology, Department of Electrical and Photonics Engineering, Technical University of Denmark, Kongens Lyngby DK-2800, Denmark , ,
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9
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Gaveau V, Coudert A, Salemme R, Koun E, Desoche C, Truy E, Farnè A, Pavani F. Benefits of active listening during 3D sound localization. Exp Brain Res 2022; 240:2817-2833. [PMID: 36071210 PMCID: PMC9587935 DOI: 10.1007/s00221-022-06456-x] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/05/2022] [Accepted: 08/28/2022] [Indexed: 11/29/2022]
Abstract
In everyday life, sound localization entails more than just the extraction and processing of auditory cues. When determining sound position in three dimensions, the brain also considers the available visual information (e.g., visual cues to sound position) and resolves perceptual ambiguities through active listening behavior (e.g., spontaneous head movements while listening). Here, we examined to what extent spontaneous head movements improve sound localization in 3D—azimuth, elevation, and depth—by comparing static vs. active listening postures. To this aim, we developed a novel approach to sound localization based on sounds delivered in the environment, brought into alignment thanks to a VR system. Our system proved effective for the delivery of sounds at predetermined and repeatable positions in 3D space, without imposing a physically constrained posture, and with minimal training. In addition, it allowed measuring participant behavior (hand, head and eye position) in real time. We report that active listening improved 3D sound localization, primarily by ameliorating accuracy and variability of responses in azimuth and elevation. The more participants made spontaneous head movements, the better was their 3D sound localization performance. Thus, we provide proof of concept of a novel approach to the study of spatial hearing, with potentials for clinical and industrial applications.
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Affiliation(s)
- V Gaveau
- Integrative Multisensory Perception Action & Cognition Team-ImpAct, Lyon Neuroscience Research Center, INSERM U1028, CNRS U5292, 16 Av. Doyen Lépine, BRON cedex, 69500, Lyon, France. .,University of Lyon 1, Lyon, France.
| | - A Coudert
- Integrative Multisensory Perception Action & Cognition Team-ImpAct, Lyon Neuroscience Research Center, INSERM U1028, CNRS U5292, 16 Av. Doyen Lépine, BRON cedex, 69500, Lyon, France.,University of Lyon 1, Lyon, France.,ENT Departments, Hôpital Femme-Mère-Enfant and Edouard Herriot University Hospitals, Lyon, France
| | - R Salemme
- Integrative Multisensory Perception Action & Cognition Team-ImpAct, Lyon Neuroscience Research Center, INSERM U1028, CNRS U5292, 16 Av. Doyen Lépine, BRON cedex, 69500, Lyon, France.,University of Lyon 1, Lyon, France.,Neuro-immersion, Lyon, France
| | - E Koun
- Integrative Multisensory Perception Action & Cognition Team-ImpAct, Lyon Neuroscience Research Center, INSERM U1028, CNRS U5292, 16 Av. Doyen Lépine, BRON cedex, 69500, Lyon, France.,University of Lyon 1, Lyon, France
| | - C Desoche
- Integrative Multisensory Perception Action & Cognition Team-ImpAct, Lyon Neuroscience Research Center, INSERM U1028, CNRS U5292, 16 Av. Doyen Lépine, BRON cedex, 69500, Lyon, France.,University of Lyon 1, Lyon, France.,Neuro-immersion, Lyon, France
| | - E Truy
- Integrative Multisensory Perception Action & Cognition Team-ImpAct, Lyon Neuroscience Research Center, INSERM U1028, CNRS U5292, 16 Av. Doyen Lépine, BRON cedex, 69500, Lyon, France.,University of Lyon 1, Lyon, France.,ENT Departments, Hôpital Femme-Mère-Enfant and Edouard Herriot University Hospitals, Lyon, France
| | - A Farnè
- Integrative Multisensory Perception Action & Cognition Team-ImpAct, Lyon Neuroscience Research Center, INSERM U1028, CNRS U5292, 16 Av. Doyen Lépine, BRON cedex, 69500, Lyon, France.,University of Lyon 1, Lyon, France.,Neuro-immersion, Lyon, France
| | - F Pavani
- Integrative Multisensory Perception Action & Cognition Team-ImpAct, Lyon Neuroscience Research Center, INSERM U1028, CNRS U5292, 16 Av. Doyen Lépine, BRON cedex, 69500, Lyon, France.,University of Lyon 1, Lyon, France.,Center for Mind/Brain Sciences - CIMeC, University of Trento, Rovereto, Italy
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10
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Ahrens A, Lund KD. Auditory spatial analysis in reverberant multi-talker environments with congruent and incongruent audio-visual room information. THE JOURNAL OF THE ACOUSTICAL SOCIETY OF AMERICA 2022; 152:1586. [PMID: 36182305 DOI: 10.1121/10.0013991] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/13/2022] [Accepted: 08/19/2022] [Indexed: 06/16/2023]
Abstract
In a multi-talker situation, listeners have the challenge of identifying a target speech source out of a mixture of interfering background noises. In the current study, it was investigated how listeners analyze audio-visual scenes with varying complexity in terms of number of talkers and reverberation. The visual information of the room was either congruent with the acoustic room or incongruent. The listeners' task was to locate an ongoing speech source in a mixture of other speech sources. The three-dimensional audio-visual scenarios were presented using a loudspeaker array and virtual reality glasses. It was shown that room reverberation, as well as the number of talkers in a scene, influence the ability to analyze an auditory scene in terms of accuracy and response time. Incongruent visual information of the room did not affect this ability. When few talkers were presented simultaneously, listeners were able to detect a target talker quickly and accurately even in adverse room acoustical conditions. Reverberation started to affect the response time when four or more talkers were presented. The number of talkers became a significant factor for five or more simultaneous talkers.
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Affiliation(s)
- Axel Ahrens
- Hearing Systems Section, Department of Health Technology, Technical University of Denmark, Kgs, Lyngby, Denmark
| | - Kasper Duemose Lund
- Hearing Systems Section, Department of Health Technology, Technical University of Denmark, Kgs, Lyngby, Denmark
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11
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Steffens H, Schutte M, Ewert SD. Acoustically driven orientation and navigation in enclosed spaces. THE JOURNAL OF THE ACOUSTICAL SOCIETY OF AMERICA 2022; 152:1767. [PMID: 36182293 DOI: 10.1121/10.0013702] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/01/2022] [Accepted: 08/02/2022] [Indexed: 06/16/2023]
Abstract
Awareness of space, and subsequent orientation and navigation in rooms, is dominated by the visual system. However, humans are able to extract auditory information about their surroundings from early reflections and reverberation in enclosed spaces. To better understand orientation and navigation based on acoustic cues only, three virtual corridor layouts (I-, U-, and Z-shaped) were presented using real-time virtual acoustics in a three-dimensional 86-channel loudspeaker array. Participants were seated on a rotating chair in the center of the loudspeaker array and navigated using real rotation and virtual locomotion by "teleporting" in steps on a grid in the invisible environment. A head mounted display showed control elements and the environment in a visual reference condition. Acoustical information about the environment originated from a virtual sound source at the collision point of a virtual ray with the boundaries. In different control modes, the ray was cast either in view or hand direction or in a rotating, "radar"-like fashion in 90° steps to all sides. Time to complete, number of collisions, and movement patterns were evaluated. Navigation and orientation were possible based on the direct sound with little effect of room acoustics and control mode. Underlying acoustic cues were analyzed using an auditory model.
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Affiliation(s)
- Henning Steffens
- Medizinische Physik and Cluster of Excellence Hearing4all, Universität Oldenburg, 26111 Oldenburg, Germany
| | - Michael Schutte
- Medizinische Physik and Cluster of Excellence Hearing4all, Universität Oldenburg, 26111 Oldenburg, Germany
| | - Stephan D Ewert
- Medizinische Physik and Cluster of Excellence Hearing4all, Universität Oldenburg, 26111 Oldenburg, Germany
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12
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Meyer-Kahlen N, Schlecht SJ, Lokki T. Clearly audible room acoustical differences may not reveal where you are in a room. THE JOURNAL OF THE ACOUSTICAL SOCIETY OF AMERICA 2022; 152:877. [PMID: 36050154 DOI: 10.1121/10.0013364] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 01/31/2022] [Accepted: 07/14/2022] [Indexed: 06/15/2023]
Abstract
A common aim in virtual reality room acoustics simulation is accurate listener position dependent rendering. However, it is unclear whether a mismatch between the acoustics and visual representation of a room influences the experience or is even noticeable. Here, we ask if listeners without any special experience in echolocation are able to identify their position in a room based on the acoustics alone. In a first test, direct comparison between acoustic recordings from the different positions in the room revealed clearly audible differences, which subjects described with various acoustic attributes. The design of the subsequent experiment allows participants to move around and explore the sound within different zones in this room while switching between visual renderings of the zones in a head-mounted display. The results show that identification was only possible in some special cases. In about 74% of all trials, listeners were not able to determine where they were in the room. The results imply that audible position dependent room acoustic rendering in virtual reality may not be noticeable under certain conditions, which highlights the importance of evaluation paradigm choice when assessing virtual acoustics.
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Affiliation(s)
- Nils Meyer-Kahlen
- Acoustics Lab, Department of Signal Processing and Acoustics, Aalto University, P.O. Box 13100, FI-00076 Aalto, Finland
| | - Sebastian J Schlecht
- Acoustics Lab, Department of Signal Processing and Acoustics, Aalto University, P.O. Box 13100, FI-00076 Aalto, Finland
| | - Tapio Lokki
- Acoustics Lab, Department of Signal Processing and Acoustics, Aalto University, P.O. Box 13100, FI-00076 Aalto, Finland
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13
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Rajguru C, Brianza G, Memoli G. Sound localization in web-based 3D environments. Sci Rep 2022; 12:12107. [PMID: 35840617 PMCID: PMC9287443 DOI: 10.1038/s41598-022-15931-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/21/2021] [Accepted: 07/01/2022] [Indexed: 11/09/2022] Open
Abstract
Sound delivery is a key aspect of immersivity in virtual and augmented reality (VR/AR), with studies hinting at a correlation between users' ability to locate sounds around them and the 'feeling of being there'. This is particularly true for WebVR, a method of delivering immersive experiences through a local web browser that has recently captured attention in multiple industries. In WebVR, audio is the main spatial cue. Designers need to select the correct number of sound sources so that users perceive the location of incoming sound correctly. Information on how users localize sound is essential. Sound localization experiments, so far, have been run only in empty spaces or closed rooms, without clear indications for designers in WebVR. Thus, in this study, we investigate sound localization directly through WebVR. To do so, we designed a traditional empty room for training and a city-like virtual environment for testing purposes. In our paper, we also discuss key design parameters, differences in perception for vertical and horizontal directions, the impact of training, and the role of changing virtual environments. In addition, we introduce and test a new sound cue along with the traditional pink noise sound to measure and explore the impact of different sound cues in different environments. The results demonstrate the potential of exploring sound localization using WebVR, and our study will support the development of virtual experiences in human-computer interaction that may be able to reach a large number of participants using a local web browser.
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Affiliation(s)
- Chinmay Rajguru
- School of Engineering and Informatics, University of Sussex, Falmer, Brighton, BN1 9RH, UK.
| | - Giada Brianza
- School of Engineering and Informatics, University of Sussex, Falmer, Brighton, BN1 9RH, UK
| | - Gianluca Memoli
- School of Engineering and Informatics, University of Sussex, Falmer, Brighton, BN1 9RH, UK
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14
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Kirsch C, Poppitz J, Wendt T, van de Par S, Ewert SD. Spatial Resolution of Late Reverberation in Virtual Acoustic Environments. Trends Hear 2021; 25:23312165211054924. [PMID: 34935544 PMCID: PMC8721423 DOI: 10.1177/23312165211054924] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022] Open
Abstract
Late reverberation involves the superposition of many sound reflections, approaching the properties of a diffuse sound field. Since the spatially resolved perception of individual late reflections is impossible, simplifications can potentially be made for modelling late reverberation in room acoustics simulations with reduced spatial resolution. Such simplifications are desired for interactive, real-time virtual acoustic environments with applications in hearing research and for the evaluation of hearing supportive devices. In this context, the number and spatial arrangement of loudspeakers used for playback additionally affect spatial resolution. The current study assessed the minimum number of spatially evenly distributed virtual late reverberation sources required to perceptually approximate spatially highly resolved isotropic and anisotropic late reverberation and to technically approximate a spherically isotropic sound field. The spatial resolution of the rendering was systematically reduced by using subsets of the loudspeakers of an 86-channel spherical loudspeaker array in an anechoic chamber, onto which virtual reverberation sources were mapped using vector base amplitude panning. It was tested whether listeners can distinguish lower spatial resolutions of reproduction of late reverberation from the highest achievable spatial resolution in different simulated rooms. The rendering of early reflections remained unchanged. The coherence of the sound field across a pair of microphones at ear and behind-the-ear hearing device distance was assessed to separate the effects of number of virtual sources and loudspeaker array geometry. Results show that between 12 and 24 reverberation sources are required for the rendering of late reverberation in virtual acoustic environments.
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Affiliation(s)
- Christoph Kirsch
- Medizinische Physik and Cluster of Excellence Hearing4All, 385626Carl von Ossietzky Universität Oldenburg, Oldenburg, Germany
| | - Josef Poppitz
- Akustik and Cluster of Excellence Hearing4All, 385626Carl von Ossietzky Universität Oldenburg, Oldenburg, Germany
| | - Torben Wendt
- Medizinische Physik and Cluster of Excellence Hearing4All, 385626Carl von Ossietzky Universität Oldenburg, Oldenburg, Germany.,Akustik and Cluster of Excellence Hearing4All, 385626Carl von Ossietzky Universität Oldenburg, Oldenburg, Germany
| | - Steven van de Par
- Akustik and Cluster of Excellence Hearing4All, 385626Carl von Ossietzky Universität Oldenburg, Oldenburg, Germany
| | - Stephan D Ewert
- Medizinische Physik and Cluster of Excellence Hearing4All, 385626Carl von Ossietzky Universität Oldenburg, Oldenburg, Germany
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Seol HY, Kang S, Lim J, Hong SH, Moon IJ. Feasibility of Virtual Reality Audiological Testing: Prospective Study. JMIR Serious Games 2021; 9:e26976. [PMID: 34463624 PMCID: PMC8441603 DOI: 10.2196/26976] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/06/2021] [Revised: 05/13/2021] [Accepted: 05/29/2021] [Indexed: 11/25/2022] Open
Abstract
Background It has been noted in the literature that there is a gap between clinical assessment and real-world performance. Real-world conversations entail visual and audio information, yet there are not any audiological assessment tools that include visual information. Virtual reality (VR) technology has been applied to various areas, including audiology. However, the use of VR in speech-in-noise perception has not yet been investigated. Objective The purpose of this study was to investigate the impact of virtual space (VS) on speech performance and its feasibility to be used as a speech test instrument. We hypothesized that individuals’ ability to recognize speech would improve when visual cues were provided. Methods A total of 30 individuals with normal hearing and 25 individuals with hearing loss completed pure-tone audiometry and the Korean version of the Hearing in Noise Test (K-HINT) under three conditions—conventional K-HINT (cK-HINT), VS on PC (VSPC), and VS head-mounted display (VSHMD)—at –10 dB, –5 dB, 0 dB, and +5 dB signal-to-noise ratios (SNRs). Participants listened to target speech and repeated it back to the tester for all conditions. Hearing aid users in the hearing loss group completed testing under unaided and aided conditions. A questionnaire was administered after testing to gather subjective opinions on the headset, the VSHMD condition, and test preference. Results Provision of visual information had a significant impact on speech performance between the normal hearing and hearing impaired groups. The Mann-Whitney U test showed statistical significance (P<.05) between the two groups under all test conditions. Hearing aid use led to better integration of audio and visual cues. Statistical significance through the Mann-Whitney U test was observed for –5 dB (P=.04) and 0 dB (P=.02) SNRs under the cK-HINT condition, as well as for –10 dB (P=.007) and 0 dB (P=.04) SNRs under the VSPC condition, between hearing aid and non–hearing aid users. Participants reported positive responses across almost all items on the questionnaire except for the weight of the headset. Participants preferred a test method with visual imagery, but found the headset to be heavy. Conclusions Findings are in line with previous literature that showed that visual cues were beneficial for communication. This is the first study to include hearing aid users with a more naturalistic stimulus and a relatively simple test environment, suggesting the feasibility of VR audiological testing in clinical practice.
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Affiliation(s)
- Hye Yoon Seol
- Medical Research Institute, Sungkyunkwan University School of Medicine, Suwon, Republic of Korea.,Hearing Research Laboratory, Samsung Medical Center, Seoul, Republic of Korea
| | - Soojin Kang
- Medical Research Institute, Sungkyunkwan University School of Medicine, Suwon, Republic of Korea.,Hearing Research Laboratory, Samsung Medical Center, Seoul, Republic of Korea
| | - Jihyun Lim
- Center for Clinical Epidemiology, Samsung Medical Center, Seoul, Republic of Korea
| | - Sung Hwa Hong
- Hearing Research Laboratory, Samsung Medical Center, Seoul, Republic of Korea.,Department of Otolaryngology-Head & Neck Surgery, Samsung Changwon Hospital, Changwon, Republic of Korea
| | - Il Joon Moon
- Hearing Research Laboratory, Samsung Medical Center, Seoul, Republic of Korea.,Department of Otolaryngology-Head & Neck Surgery, Samsung Medical Center, Seoul, Republic of Korea
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Hohmann V, Paluch R, Krueger M, Meis M, Grimm G. The Virtual Reality Lab: Realization and Application of Virtual Sound Environments. Ear Hear 2021; 41 Suppl 1:31S-38S. [PMID: 33105257 PMCID: PMC7676619 DOI: 10.1097/aud.0000000000000945] [Citation(s) in RCA: 19] [Impact Index Per Article: 6.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/29/2020] [Accepted: 07/15/2020] [Indexed: 12/23/2022]
Abstract
To assess perception with and performance of modern and future hearing devices with advanced adaptive signal processing capabilities, novel evaluation methods are required that go beyond already established methods. These novel methods will simulate to a certain extent the complexity and variability of acoustic conditions and acoustic communication styles in real life. This article discusses the current state and the perspectives of virtual reality technology use in the lab for designing complex audiovisual communication environments for hearing assessment and hearing device design and evaluation. In an effort to increase the ecological validity of lab experiments, that is, to increase the degree to which lab data reflect real-life hearing-related function, and to support the development of improved hearing-related procedures and interventions, this virtual reality lab marks a transition from conventional (audio-only) lab experiments to the field. The first part of the article introduces and discusses the notion of the communication loop as a theoretical basis for understanding the factors that are relevant for acoustic communication in real life. From this, requirements are derived that allow an assessment of the extent to which a virtual reality lab reflects these factors, and which may be used as a proxy for ecological validity. The most important factor of real-life communication identified is a closed communication loop among the actively behaving participants. The second part of the article gives an overview of the current developments towards a virtual reality lab at Oldenburg University that aims at interactive and reproducible testing of subjects with and without hearing devices in challenging communication conditions. The extent to which the virtual reality lab in its current state meets the requirements defined in the first part is discussed, along with its limitations and potential further developments. Finally, data are presented from a qualitative study that compared subject behavior and performance in two audiovisual environments presented in the virtual reality lab-a street and a cafeteria-with the corresponding field environments. The results show similarities and differences in subject behavior and performance between the lab and the field, indicating that the virtual reality lab in its current state marks a step towards more ecological validity in lab-based hearing and hearing device research, but requires further development towards higher levels of ecological validity.
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Affiliation(s)
- Volker Hohmann
- Department of Medical Physics and Acoustics, University of Oldenburg, Oldenburg, Germany
- HörTech gGmbH, Oldenburg, Germany
- Cluster of Excellence “Hearing4all,” Oldenburg, Germany
| | - Richard Paluch
- Cluster of Excellence “Hearing4all,” Oldenburg, Germany
- Department of Social Sciences, University of Oldenburg, Oldenburg, Germany
| | - Melanie Krueger
- HörTech gGmbH, Oldenburg, Germany
- Cluster of Excellence “Hearing4all,” Oldenburg, Germany
| | - Markus Meis
- Cluster of Excellence “Hearing4all,” Oldenburg, Germany
- Hörzentrum Oldenburg GmbH, Oldenburg, Germany
| | - Giso Grimm
- Department of Medical Physics and Acoustics, University of Oldenburg, Oldenburg, Germany
- HörTech gGmbH, Oldenburg, Germany
- Cluster of Excellence “Hearing4all,” Oldenburg, Germany
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17
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Meng R, Xiang J, Sang J, Zheng C, Li X, Bleeck S, Cai J, Wang J. Investigation of an MAA Test With Virtual Sound Synthesis. Front Psychol 2021; 12:656052. [PMID: 34149541 PMCID: PMC8206507 DOI: 10.3389/fpsyg.2021.656052] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/20/2021] [Accepted: 05/06/2021] [Indexed: 11/16/2022] Open
Abstract
The ability to localize a sound source is very important in our daily life, specifically to analyze auditory scenes in complex acoustic environments. The concept of minimum audible angle (MAA), which is defined as the smallest detectable difference between the incident directions of two sound sources, has been widely used in the research fields of auditory perception to measure localization ability. Measuring MAAs usually involves a reference sound source and either a large number of loudspeakers or a movable sound source in order to reproduce sound sources at a large number of predefined incident directions. However, existing MAA test systems are often cumbersome because they require a large number of loudspeakers or a mechanical rail slide and thus are expensive and inconvenient to use. This study investigates a novel MAA test method using virtual sound source synthesis and avoiding the problems with traditional methods. We compare the perceptual localization acuity of sound sources in two experimental designs: using the virtual presentation and real sound sources. The virtual sound source is reproduced through a pair of loudspeakers weighted by vector-based amplitude panning (VBAP). Results show that the average measured MAA at 0° azimuth is 1.1° and the average measured MAA at 90° azimuth is 3.1° in a virtual acoustic system, meanwhile the average measured MAA at 0° azimuth is about 1.2° and the average measured MAA at 90° azimuth is 3.3° when using the real sound sources. The measurements of the two methods have no significant difference. We conclude that the proposed MAA test system is a suitable alternative to more complicated and expensive setups.
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Affiliation(s)
- Ruijie Meng
- Key Laboratory of Noise and Vibration Research, Institute of Acoustics, Chinese Academy of Sciences, Beijing, China
- University of Chinese Academy of Sciences, Beijing, China
| | - Jingpeng Xiang
- Key Laboratory of Noise and Vibration Research, Institute of Acoustics, Chinese Academy of Sciences, Beijing, China
- University of Chinese Academy of Sciences, Beijing, China
| | - Jinqiu Sang
- Key Laboratory of Noise and Vibration Research, Institute of Acoustics, Chinese Academy of Sciences, Beijing, China
- University of Chinese Academy of Sciences, Beijing, China
| | - Chengshi Zheng
- Key Laboratory of Noise and Vibration Research, Institute of Acoustics, Chinese Academy of Sciences, Beijing, China
- University of Chinese Academy of Sciences, Beijing, China
| | - Xiaodong Li
- Key Laboratory of Noise and Vibration Research, Institute of Acoustics, Chinese Academy of Sciences, Beijing, China
- University of Chinese Academy of Sciences, Beijing, China
| | - Stefan Bleeck
- Institute of Sound and Vibration Research, University of Southampton, Hampshire, United Kingdom
| | - Juanjuan Cai
- State Key Laboratory of Media Convergence and Communication, Communication University of China, Beijing, China
| | - Jie Wang
- School of Electronics and Communication Engineering, Guangzhou University, Guangzhou, China
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18
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Cui D, Cai Y, Yu G. A Graphical-User-Interface-Based Azimuth-Collection Method in Autonomous Auditory Localization of Real and Virtual Sound Sources. IEEE J Biomed Health Inform 2021; 25:988-996. [PMID: 32750969 DOI: 10.1109/jbhi.2020.3011377] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/05/2022]
Abstract
Auditory localization of spatial sound sources is an important life skill for human beings. For the practical application-oriented measurement of auditory localization ability, the preference is a compromise among (i) data accuracy, (ii) the maneuverability of collecting directions, and (iii) the cost of hardware and software. The graphical user interface (GUI)-based sound-localization experimental platform proposed here (i) is cheap, (ii) can be operated autonomously by the listener, (iii) can store results online, and (iv) supports real or virtual sound sources. To evaluate the accuracy of this method, by using 12 loudspeakers arranged in equal azimuthal intervals of 30° in the horizontal plane, three groups of azimuthal localization experiments are conducted in the horizontal plane with subjects with normal hearing. In these experiments, the azimuths are reported using (i) an assistant, (ii) a motion tracker, or (iii) the newly designed GUI-based method. All three groups of results show that the localization errors are mostly within 5-12°, which is consistent with previous results from different localization experiments. Finally, the stimulus of virtual sound sources is integrated into the GUI-based experimental platform. The results with the virtual sources suggest that using individualized head-related transfer functions can achieve better performance in spatial sound source localization, which is consistent with previous conclusions and further validates the reliability of this experimental platform.
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19
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Steffens H, van de Par S, Ewert SD. The role of early and late reflections on perception of source orientation. THE JOURNAL OF THE ACOUSTICAL SOCIETY OF AMERICA 2021; 149:2255. [PMID: 33940902 DOI: 10.1121/10.0003823] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/14/2020] [Accepted: 03/01/2021] [Indexed: 06/12/2023]
Abstract
Sound radiation of most natural sources, like human speakers or musical instruments, typically exhibits a spatial directivity pattern. This directivity contributes to the perception of sound sources in rooms, affecting the spatial energy distribution of early reflections and late diffuse reverberation. Thus, for convincing sound field reproduction and acoustics simulation, source directivity has to be considered. Whereas perceptual effects of directivity, such as source-orientation-dependent coloration, appear relevant for the direct sound and individual early reflections, it is unclear how spectral and spatial cues interact for later reflections. Better knowledge of the perceptual relevance of source orientation cues might help to simplify the acoustics simulation. Here, it is assessed as to what extent directivity of a human speaker should be simulated for early reflections and diffuse reverberation. The computationally efficient hybrid approach to simulate and auralize binaural room impulse responses [Wendt et al., J. Audio Eng. Soc. 62, 11 (2014)] was extended to simulate source directivity. Two psychoacoustic experiments assessed the listeners' ability to distinguish between different virtual source orientations when the frequency-dependent spatial directivity pattern of the source was approximated by a direction-independent average filter for different higher reflection orders. The results indicate that it is sufficient to simulate effects of source directivity in the first-order reflections.
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Affiliation(s)
- Henning Steffens
- Medizinische Physik, Universität Oldenburg, Oldenburg 26111, Germany
| | - Steven van de Par
- Acoustics Group and Cluster of Excellence Hearing4all, Universität Oldenburg, Oldenburg 26111, Germany
| | - Stephan D Ewert
- Medizinische Physik and Cluster of Excellence Hearing4all, Universität Oldenburg, Oldenburg 26111, Germany
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20
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Vigliano M, Huarte A, Borro D, Lasarte U, Manrique Rodriguez MJ. Realistic Environment Audiometric Booth: Development and Clinical Validation. Audiol Neurootol 2021; 26:317-326. [PMID: 33631766 DOI: 10.1159/000512759] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/23/2020] [Accepted: 11/02/2020] [Indexed: 11/19/2022] Open
Abstract
BACKGROUND Technological developments to treat hearing loss with different types of hearing aids and auditory implants have improved the auditory perception of patients, particularly in highly complex listening conditions. These devices can be fitted and adapted to enhance speech perception. Audiological tests that assess hearing with and without auditory devices have traditionally taken place in sound-attenuated audiometric booths. Although the insights gained from these tests are extremely useful, they do not accurately reflect everyday listening situations, and accurate information about the potential benefits of the hearing device in real acoustic scenarios cannot be established. Consequently, it is difficult to optimize this technology since fitting cannot be customized. OBJECTIVES The aim of this study was to validate an audiological testing method using a new development, the Realistic Environment Audiometric Booth (REAB), in clinical practice. MATERIALS We used specifically designed software to perform audiological tests in an 8 m2 sound-attenuated booth. The REAB was designed to conduct audiological tests in standard testing conditions and in new hearing scenarios that simulate real-life situations since sound can be emitted simultaneously or alternately 360° around the patient, along with 3D images. METHODS Prospective study in which subjects were tested randomly in the REAB and the conventional booth (CB) in free field. RESULTS 150 subjects were recruited, mean age 56 ± 20.7 years. Auditory outcomes for pure-tone audiometry showed a high correlation; this was also the case for speech audiometries in quiet and in noise. The outcome of the new scenarios with real-life noise was plotted, including the mean values and their confidence intervals. A decreasing trend was observed in the results obtained by the different groups, according to their hearing levels. CONCLUSIONS We have developed and validated a new audiological testing method that enables hearing ability to be assessed in listening conditions similar to those found in real life. The REAB complements the tests performed in CBs, thereby aiding the diagnostic process by reproducing acoustic and visual scenarios that conventional tests do not offer.
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Affiliation(s)
- Melisa Vigliano
- Otorhinolaryngology Department, Clínica Universidad de Navarra, University of Navarra, Pamplona, Spain,
| | - Alicia Huarte
- Otorhinolaryngology Department, Clínica Universidad de Navarra, University of Navarra, Pamplona, Spain
| | - Diego Borro
- CEIT, Technological Research Center, University of Navarra, San Sebastián, Spain
| | - Unai Lasarte
- Otorhinolaryngology Department, Clínica Universidad de Navarra, University of Navarra, Pamplona, Spain
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21
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Rajguru C, Obrist M, Memoli G. Spatial Soundscapes and Virtual Worlds: Challenges and Opportunities. Front Psychol 2020; 11:569056. [PMID: 33262723 PMCID: PMC7685989 DOI: 10.3389/fpsyg.2020.569056] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/02/2020] [Accepted: 04/16/2020] [Indexed: 12/03/2022] Open
Abstract
There is increasing effort to characterize the soundscapes around us so that we can design more compelling and immersive experiences. This review paper focuses on the challenges and opportunities around sound perception, with a particular focus on spatial sound perception in a virtual reality (VR) cityscape. We review how research on temporal aspects has recently been extended to evaluating spatial factors when designing soundscapes. In particular, we discuss key findings on the human capability of localizing and distinguishing spatial sound cues for different technical setups. We highlight studies carried out in both real-world and virtual reality settings to evaluate spatial sound perception. We conclude this review by highlighting the opportunities offered by VR technology and the remaining open questions for virtual soundscape designers, especially with the advances in spatial sound stimulation.
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Affiliation(s)
| | | | - Gianluca Memoli
- School of Engineering and Informatics, University of Sussex, Falmer, United Kingdom
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22
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Bell L, Peng ZE, Pausch F, Reindl V, Neuschaefer-Rube C, Fels J, Konrad K. fNIRS Assessment of Speech Comprehension in Children with Normal Hearing and Children with Hearing Aids in Virtual Acoustic Environments: Pilot Data and Practical Recommendations. CHILDREN (BASEL, SWITZERLAND) 2020; 7:E219. [PMID: 33171753 PMCID: PMC7695031 DOI: 10.3390/children7110219] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 09/29/2020] [Revised: 11/02/2020] [Accepted: 11/05/2020] [Indexed: 11/16/2022]
Abstract
The integration of virtual acoustic environments (VAEs) with functional near-infrared spectroscopy (fNIRS) offers novel avenues to investigate behavioral and neural processes of speech-in-noise (SIN) comprehension in complex auditory scenes. Particularly in children with hearing aids (HAs), the combined application might offer new insights into the neural mechanism of SIN perception in simulated real-life acoustic scenarios. Here, we present first pilot data from six children with normal hearing (NH) and three children with bilateral HAs to explore the potential applicability of this novel approach. Children with NH received a speech recognition benefit from low room reverberation and target-distractors' spatial separation, particularly when the pitch of the target and the distractors was similar. On the neural level, the left inferior frontal gyrus appeared to support SIN comprehension during effortful listening. Children with HAs showed decreased SIN perception across conditions. The VAE-fNIRS approach is critically compared to traditional SIN assessments. Although the current study shows that feasibility still needs to be improved, the combined application potentially offers a promising tool to investigate novel research questions in simulated real-life listening. Future modified VAE-fNIRS applications are warranted to replicate the current findings and to validate its application in research and clinical settings.
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Affiliation(s)
- Laura Bell
- Child Neuropsychology Section, Department of Child and Adolescent Psychiatry, Psychosomatics and Psychotherapy, Medical Faculty, RWTH Aachen University, 52074 Aachen, Germany; (V.R.); (K.K.)
| | - Z. Ellen Peng
- Teaching and Research Area of Medical Acoustics, Institute of Technical Acoustics, RWTH Aachen University, 52074 Aachen, Germany; (F.P.); (J.F.)
- Waisman Center, University of Wisconsin-Madison, Madison, WI 53705, USA;
| | - Florian Pausch
- Teaching and Research Area of Medical Acoustics, Institute of Technical Acoustics, RWTH Aachen University, 52074 Aachen, Germany; (F.P.); (J.F.)
| | - Vanessa Reindl
- Child Neuropsychology Section, Department of Child and Adolescent Psychiatry, Psychosomatics and Psychotherapy, Medical Faculty, RWTH Aachen University, 52074 Aachen, Germany; (V.R.); (K.K.)
- JARA-Brain Institute II, Molecular Neuroscience and Neuroimaging, RWTH Aachen & Research Centre Juelich, 52428 Juelich, Germany
| | - Christiane Neuschaefer-Rube
- Clinic of Phoniatrics, Pedaudiology, and Communication Disorders, Medical Faculty, RWTH Aachen University, 52074 Aachen, Germany;
| | - Janina Fels
- Teaching and Research Area of Medical Acoustics, Institute of Technical Acoustics, RWTH Aachen University, 52074 Aachen, Germany; (F.P.); (J.F.)
| | - Kerstin Konrad
- Child Neuropsychology Section, Department of Child and Adolescent Psychiatry, Psychosomatics and Psychotherapy, Medical Faculty, RWTH Aachen University, 52074 Aachen, Germany; (V.R.); (K.K.)
- JARA-Brain Institute II, Molecular Neuroscience and Neuroimaging, RWTH Aachen & Research Centre Juelich, 52428 Juelich, Germany
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23
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The impact of a visual spatial frame on real sound-source localization in virtual reality. CURRENT RESEARCH IN BEHAVIORAL SCIENCES 2020. [DOI: 10.1016/j.crbeha.2020.100003] [Citation(s) in RCA: 8] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022] Open
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25
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Kishline LR, Colburn SW, Robinson PW. A multimedia speech corpus for audio visual research in virtual reality (L). THE JOURNAL OF THE ACOUSTICAL SOCIETY OF AMERICA 2020; 148:492. [PMID: 32873016 DOI: 10.1121/10.0001670] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/11/2020] [Accepted: 07/13/2020] [Indexed: 06/11/2023]
Abstract
Virtual reality environments offer new possibilities in perceptual research, such as presentation of physically impossible but ecologically valid stimuli in contrived scenarios. To facilitate perceptual research in such environments, this study presents a publicly available database of anechoic audio speech samples with matching stereoscopic and 360° video. These materials and accompanying software tool allow researchers to create simulations with up to five talkers positioned at arbitrary azimuthal locations, at multiple depth planes, in any 360° or stereoscopic environment. This study describes recording conditions and techniques, contents of the corpus, and how to use the materials within a virtual reality environment.
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26
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A Quality of Experience assessment of haptic and augmented reality feedback modalities in a gait analysis system. PLoS One 2020; 15:e0230570. [PMID: 32203533 PMCID: PMC7089541 DOI: 10.1371/journal.pone.0230570] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/29/2019] [Accepted: 03/03/2020] [Indexed: 11/19/2022] Open
Abstract
Gait analysis is a technique that is used to understand movement patterns and, in some cases, to inform the development of rehabilitation protocols. Traditional rehabilitation approaches have relied on expert guided feedback in clinical settings. Such efforts require the presence of an expert to inform the re-training (to evaluate any improvement) and the patient to travel to the clinic. Nowadays, potential opportunities exist to employ the use of digitized “feedback” modalities to help a user to “understand” improved gait technique. This is important as clear and concise feedback can enhance the quality of rehabilitation and recovery. A critical requirement emerges to consider the quality of feedback from the user perspective i.e. how they process, understand and react to the feedback. In this context, this paper reports the results of a Quality of Experience (QoE) evaluation of two feedback modalities: Augmented Reality (AR) and Haptic, employed as part of an overall gait analysis system. The aim of the feedback is to reduce varus/valgus misalignments, which can cause serious orthopedics problems. The QoE analysis considers objective (improvement in knee alignment) and subjective (questionnaire responses) user metrics in 26 participants, as part of a within subject design. Participants answered 12 questions on QoE aspects such as utility, usability, interaction and immersion of the feedback modalities via post-test reporting. In addition, objective metrics of participant performance (angles and alignment) were also considered as indicators of the utility of each feedback modality. The findings show statistically significant higher QoE ratings for AR feedback. Also, the number of knee misalignments was reduced after users experienced AR feedback (35% improvement with AR feedback relative to baseline when compared to haptic). Gender analysis showed significant differences in performance for number of misalignments and time to correct valgus misalignment (for males when they experienced AR feedback). The female group self-reported higher utility and QoE ratings for AR when compared to male group.
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27
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Kern AC, Ellermeier W. Audio in VR: Effects of a Soundscape and Movement-Triggered Step Sounds on Presence. Front Robot AI 2020; 7:20. [PMID: 33501189 PMCID: PMC7805954 DOI: 10.3389/frobt.2020.00020] [Citation(s) in RCA: 20] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/30/2019] [Accepted: 02/04/2020] [Indexed: 11/25/2022] Open
Abstract
For effective virtual realities, “presence,” the feeling of “being there” in a virtual environment (VR), is deemed an essential prerequisite. Several studies have assessed the effect of the (non-)availability of auditory stimulation on presence, but due to differences in study design (e.g., virtual realities used, types of sounds included, rendering technologies employed), generalizing the results and estimating the effect of the auditory component is difficult. In two experiments, the influence of an ambient nature soundscape and movement-triggered step sounds were investigated regarding their effects on presence. In each experiment, approximately forty participants walked on a treadmill, thereby strolling through a virtual park environment reproduced via a stereoscopic head-mounted display (HMD), while the acoustical environment was delivered via noise-canceling headphones. In Experiment 1, conditions with the ambient soundscape and the step sounds either present or absent were combined in a 2 × 2 within-subjects design, supplemented with an additional “no-headphones” control condition. For the synchronous playback of step sounds, the probability of a step being taken was estimated by an algorithm using the HMD's sensor data. The results of Experiment 1 show that questionnaire-based measures of presence and realism were influenced by the soundscape but not by the reproduction of steps, which might be confounded with the fact that the perceived synchronicity of the sensor-triggered step sounds was rated rather low. Therefore, in Experiment 2, the step-reproduction algorithm was improved and judged to be more synchronous by participants. Consequently, large and statistically significant effects of both kinds of audio manipulations on perceived presence and realism were observed, with the effect of the soundscape being larger than that of including footstep sounds, possibly due to the remaining imperfections in the reproduction of steps. Including an appropriate soundscape or self-triggered footsteps had differential effects on subscales of presence, in that both affected overall presence and realism, while involvement was improved and distraction reduced by the ambient soundscape only.
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Affiliation(s)
- Angelika C Kern
- Technical University of Darmstadt, Institute of Psychology, Darmstadt, Germany
| | - Wolfgang Ellermeier
- Technical University of Darmstadt, Institute of Psychology, Darmstadt, Germany
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