Literature DB >> 32250641

Applying Virtual Reality to Audiovisual Speech Perception Tasks in Children.

Maeve Salanger1, Dawna Lewis2, Timothy Vallier2, Tessa McDermott2, Andrew Dergan2.   

Abstract

Purpose The primary purpose of this study was to explore the efficacy of using virtual reality (VR) technology in hearing research with children by comparing speech perception abilities in a typical laboratory environment and a simulated VR classroom environment. Method The study included 48 final participants (40 children and eight young adults). The study design utilized a speech perception task in conjunction with a localization demand in auditory-only (AO) and auditory-visual (AV) conditions. Tasks were completed in simulated classroom acoustics in both a typical laboratory environment and in a virtual classroom environment accessed using an Oculus Rift head-mounted display. Results Speech perception scores were higher for AV conditions over AO conditions across age groups. In addition, interaction effects of environment (i.e., laboratory environment and VR classroom environment) and visual accessibility (i.e., AV vs. AO) indicated that children's performance on the speech perception task in the VR classroom was more similar to their performance in the laboratory environment for AV tasks than it was for AO tasks. AO tasks showed improvement in speech perception scores from the laboratory to the VR classroom environment, whereas AV conditions showed little significant change. Conclusion These results suggest that VR head-mounted displays are a viable research tool in AV tasks for children, increasing flexibility for audiovisual testing in a typical laboratory environment.

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Year:  2020        PMID: 32250641      PMCID: PMC7839020          DOI: 10.1044/2020_AJA-19-00004

Source DB:  PubMed          Journal:  Am J Audiol        ISSN: 1059-0889            Impact factor:   1.493


  17 in total

1.  Oculomotor changes within virtual environments.

Authors:  P A Howarth
Journal:  Appl Ergon       Date:  1999-02       Impact factor: 3.661

Review 2.  Revisiting speech interference in classrooms.

Authors:  M Picard; J S Bradley
Journal:  Audiology       Date:  2001 Sep-Oct

3.  Stereoscopic viewing and reported perceived immersion and symptoms.

Authors:  Shun-nan Yang; Tawny Schlieski; Brent Selmins; Scott C Cooper; Rina A Doherty; Philip J Corriveau; James E Sheedy
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4.  Visual environment, attention allocation, and learning in young children: when too much of a good thing may be bad.

Authors:  Anna V Fisher; Karrie E Godwin; Howard Seltman
Journal:  Psychol Sci       Date:  2014-05-21

5.  Relationships between unoccupied classroom acoustical conditions and elementary student achievement measured in eastern Nebraska.

Authors:  Lauren M Ronsse; Lily M Wang
Journal:  J Acoust Soc Am       Date:  2013-03       Impact factor: 1.840

6.  The influence of vision on the absolute identification of sound-source position.

Authors:  B R Shelton; C L Searle
Journal:  Percept Psychophys       Date:  1980-12

7.  Motion sickness susceptibility questionnaire revised and its relationship to other forms of sickness.

Authors:  J F Golding
Journal:  Brain Res Bull       Date:  1998-11-15       Impact factor: 4.077

Review 8.  Human factors consideration in clinical applications of virtual reality.

Authors:  C H Lewis; M J Griffin
Journal:  Stud Health Technol Inform       Date:  1997

9.  Background noise levels and reverberation times in unoccupied classrooms: predictions and measurements.

Authors:  Heather A Knecht; Peggy B Nelson; Gail M Whitelaw; Lawrence L Feth
Journal:  Am J Audiol       Date:  2002-12       Impact factor: 1.493

10.  User experience while viewing stereoscopic 3D television.

Authors:  Jenny C A Read; Iwo Bohr
Journal:  Ergonomics       Date:  2014-05-30       Impact factor: 2.778

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  1 in total

1.  Rapid assessment of hand reaching using virtual reality and application in cerebellar stroke.

Authors:  E L Isenstein; T Waz; A LoPrete; Y Hernandez; E J Knight; A Busza; D Tadin
Journal:  PLoS One       Date:  2022-09-29       Impact factor: 3.752

  1 in total

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