| Literature DB >> 32516060 |
Maartje M E Hendrikse1, Gerard Llorach1,2, Volker Hohmann1,2, Giso Grimm1.
Abstract
Recent achievements in hearing aid development, such as visually guided hearing aids, make it increasingly important to study movement behavior in everyday situations in order to develop test methods and evaluate hearing aid performance. In this work, audiovisual virtual environments (VEs) were designed for communication conditions in a living room, a lecture hall, a cafeteria, a train station, and a street environment. Movement behavior (head movement, gaze direction, and torso rotation) and electroencephalography signals were measured in these VEs in the laboratory for 22 younger normal-hearing participants and 19 older normal-hearing participants. These data establish a reference for future studies that will investigate the movement behavior of hearing-impaired listeners and hearing aid users for comparison. Questionnaires were used to evaluate the subjective experience in the VEs. A test-retest comparison showed that the measured movement behavior is reproducible and that the measures of movement behavior used in this study are reliable. Moreover, evaluation of the questionnaires indicated that the VEs are sufficiently realistic. The participants rated the experienced acoustic realism of the VEs positively, and although the rating of the experienced visual realism was lower, the participants felt to some extent present and involved in the VEs. Analysis of the movement data showed that movement behavior depends on the VE and the age of the subject and is predictable in multitalker conversations and for moving distractors. The VEs and a database of the collected data are publicly available.Entities:
Keywords: audiovisual virtual reality; gaze direction; head movement; hearing aid evaluation; torso rotation
Year: 2019 PMID: 32516060 PMCID: PMC6732870 DOI: 10.1177/2331216519872362
Source DB: PubMed Journal: Trends Hear ISSN: 2331-2165 Impact factor: 3.293
Figure 1.Images of the virtual audiovisual environments with panoramic view. From top to bottom: living room, lecture hall, cafeteria, train station, street_active, and street_passive.
Overview of Main Acoustic Features for the Different Virtual Environments.
| Environment | Target and noise source properties | Duration | Scene description parameters (sound
level | Room acoustic parameters (T60, EDT, DRR, and IACC) |
|---|---|---|---|---|
|
| Target: close single speech source over loudspeakers Noise: close and far static sources, competing speech, and others | 74 s | Target: 60.7 dBA Noise: 52.5 dBA DDtarget+noise: 0.63 DDtarget: 0.62 DDnoise: 0.72 | T60 = 0.31 s EDT = 0.08 s DRR = 3.9 dB IACC = 0.25 |
|
| Target: far speech source direct and through loudspeakers Noise: multiple static sources | 144 s | Target: 51.7 dBA Noise: 44.6 dBA DDtarget+noise: 0.71 DDtarget: 0.68 DDnoise: 0.74 | T60 = 0.78 s EDT = 0.49 s DRR = −3.1 dB IACC = 0.12 |
|
| Target: close multiple speech sources Noise: multiple static competing speech sources, diffuse noise, and music over loudspeakers | 88 s | Target: 57.0 dBA Noise: 60.1 dBA DDtarget+noise: 0.66 DDtarget: 0.44 DDnoise: 0.71 | T60 = 1.41 s EDT = 0.08 s DRR = 6.2 dB IACC = 0.42 |
|
| As | 88 s | Target: 63.2 dBA Noise: 61.0 dBA DDtarget+noise: 0.64 DDtarget: 0.47 DDnoise: 0.71 | |
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| Target: announcements far over multiple loudspeakers (no vision) Noise: close and far static and moving sources and diffuse noise | 90 s | Target: 68.3 dBA Noise: 67.8 dBA DDtarget+noise: 0.42 DDtarget: 0.80 DDnoise: 0.41 | T60 = 1.77 s EDT = 1.52 s DRR = −7.0 dB IACC = 0.10 |
|
| Target: close multiple speech sources Noise: multiple moving sources and diffuse noise | 88 s | Target: 63.2 dBA Noise: 63.4 dBA DDtarget+noise: 0.47 DDtarget: 0.49 DDnoise: 0.49 | T60 = 0.14 s EDT = 0.07 s DRR = 8.8 dB IACC = 0.27 |
|
| Noise: multiple moving sources and diffuse noise | 100 s | Noise: 64.5 dBA DDnoise: 0.66 | T60 = 0.14 s EDT = 0.14 s DRR = 5.9 dB IACC = 0.48 |
| Reproduction room (including platform) | Background noise: 32.9 dBA | T60 = 0.13 s EDT = 0.04 s DRR = 12.9 dB IACC = 0.83 | ||
Note. Properties of the target and noise sources and the duration of the presented communication sequence are listed. As scene description parameters, the sound level (Leq) and DD are listed. Room acoustic parameters are described with the reverberation time (T60), EDT, DRR in the better ear, and IACC. DD = degree of diffusiveness; EDT = early decay time; DRR = direct-to-reverberant ratio; IACC = interaural cross-correlation.
Acoustic Rendering Method per Environment and Source Type.
| Environment | Primary sources | Elevated primary sources | Image sources | Diffuse sources and reverberation |
|---|---|---|---|---|
|
| 2D HOA | — | 3D NSP | 3D NSP |
|
| 2D HOA | — | 3D NSP | 3D NSP |
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| 2D HOA | — | 3D NSP | 3D NSP |
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| 2D HOA | 3D NSP | 2D HOA | 3D NSP |
|
| 2D HOA | — | 2D HOA | 2D HOA |
Note. 2D HOA = two-dimensional horizontal seventh-order Ambisonics panning; 3D NSP = three-dimensional nearest-speaker panning.
List of All Measures Computed From the Raw Movement Data, Including a Brief Description and a List of Environments in Which They Were Calculated.
| Measure | Description | Environments |
|---|---|---|
| GazeStd | Standard deviation of the gaze trajectories (degrees) | All |
| GazeSpeedMean | Mean speed of the gaze trajectories (degrees per second) | All |
| NGazeJumps | Number of gaze jumps, normalized by the duration of the VE (counts per second) | All |
| GazeDelay | Delay between speaker change and gaze jump in the right direction (seconds) | Only |
| HeadGazeRatio | Absolute head angle relative to torso over the absolute gaze angle relative to torso (dimensionless) | All |
| HeadGazeRatio_excl_behavior | Ratio of excluded data points for HeadGazeRatio because the head angle was bigger than the gaze angle or of opposite sign (dimensionless) | All |
| HeadGazeRatio_excl_move | Ratio of excluded data points for calculating the HeadGazeRatio because the data point was during a head/eye saccade (dimensionless) | All |
| HeadGazeRatio_excl_smallangle | Ratio of excluded data points for calculating the HeadGazeRatio because the gaze angle was smaller than 10° (dimensionless) | All |
| TargetSim | Similarity of gaze trajectory to the position of the target source (dimensionless) | All except |
| DistractorSim | Similarity of gaze trajectory to the position of the distractor source(s) (dimensionless) | All except |
| BetweenParticipantSim | Similarity between gaze trajectories of two participants (dimensionless) | All |
Note. VE = virtual environment.
Listening Effort Ratings (ACALES scores) for the VEs, Separated by Age-Group.
| Environment |
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|
|---|---|---|---|---|---|---|
| Age-group | ||||||
| Younger | 3.9 ± 2.4 | 3.7 ± 2.1 | 8.9 ± 2.0 | 8.2 ± 2.2 | 10.6 ± 1.8 | 5.7 ± 2.1 |
| Older | 6.0 ± 3.0 | 6.1 ± 3.0 | 9.7 ± 2.1 | 8.7 ± 2.3 | 10.3 ± 3.0 | 7.5 ± 3.0 |
Note. The VEs were rated on a 14-point scale, where 0 is no effort, 12 is extreme effort, and 13 corresponds to only noise. VE = virtual environment.
Mean Scores and Statistics for the Different Items of the Igroup Presence Questionnaire.
| Concept | Mean score (1 = | Significantly different from 3? |
|---|---|---|
| Overall sense of presence | 3.59 | |
| Spatial presence | 3.88 | |
| Involvement | 3.51 | |
| Experienced realism | 2.87 | |
| Experienced acoustic realism | 3.80 | |
| Experienced visual realism | 2.56 |
Note. All items except the “experienced realism” differed significantly from the neutral score. From the different items, the “experienced visual realism” was rated poorer than neutral, and all other items were rated better than neutral.
Participants' Votes for the Most and Least Realistic VEs, for the Younger Participants and Older Participants and Overall Percentage of Votes, per VE.
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|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Age-group | ||||||||||||
| Most realistic | 1 | 8.3% | 2 | 5.0% | 10 | 21.7% | 13 | 40.0% | 2 | 10.0% | 3 | 15.0% |
| 4 | 1 | 3 | 11 | 4 | 6 | |||||||
| Least realistic | 5 | 15.7% | 3 | 17.6% | 8 | 31.4% | 2 | 5.9% | 4 | 9.8% | 8 | 19.6% |
| 3 | 6 | 8 | 1 | 1 | 2 | |||||||
Note. Some participants voted for more than one VE and some could not make a decision, so the number of votes does not correspond with the number of participants. Those VEs based on real environments known to the participants (train station for both age groups, cafeteria for the younger participants) received more votes for being the most realistic VEs. VE = virtual environment.
Figure 2.Similarity measure based on the angular difference between gaze trajectories of test and retest (for 10 of the younger participants) for the different VEs. WithinParticipantSim values are on the diagonal (blue upper left value is the mean of the diagonal). BetweenParticipantSim values are the off-diagonal values, the mean of which is shown in the black box in the bottom-right corner. WithinParticipantSim and BetweenParticipantSim were lowest for the street_passive and train station environments.
Overall Test–Retest Correlations for All Measures and Their p Values.
| Measure | Overall test–retest correlation |
|
|---|---|---|
| GazeStd | .89 | |
| GazeSpeedMean | .80 | |
| NGazeJumps | .77 | |
| GazeDelay | .19 | |
| HeadGazeRatio | .51 | |
| HeadGazeRatio_excl_behavior | .67 | |
| HeadGazeRatio_excl_move | .86 | |
| HeadGazeRatio_excl_smallangle | .64 | |
| TargetSim | .89 | |
| DistractorSim | .86 | |
| Mean BetweenParticipantSim | .95 |
Note. A significant test–retest correlation was found for all measures except for GazeDelay.
Statistical Outcomes for the Main Effects of “Environment Type,” “Age-Group,” “Gender,” and “Wearing Glasses” on the Movement and Similarity Measures.
| Effect | Measure |
|
| Effect size η2 |
|---|---|---|---|---|
| Environment | GazeStd |
|
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| GazeSpeedMean |
|
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| |
| NGazeJumps |
|
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| |
| HeadGazeRatio |
|
|
| |
| HeadGazeRatio_excl_behavior |
|
|
| |
| HeadGazeRatio_excl_move |
|
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| |
| HeadGazeRatio_excl_smallangle |
|
|
| |
| GazeDelay | .045 | .085 | ||
| DistractorSim |
|
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| |
| TargetSim |
|
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| |
| Age-group | GazeStd | .312 | .03 | |
| GazeSpeedMean | .103 | .07 | ||
| NGazeJumps | .436 | .02 | ||
| HeadGazeRatio |
|
|
| |
| HeadGazeRatio_excl_behavior | .037 | .12 | ||
| HeadGazeRatio_excl_move | .025 | .14 | ||
| HeadGazeRatio_excl_smallangle |
|
|
| |
| GazeDelay | .309 | .03 | ||
| DistractorSim | .836 | .00 | ||
| TargetSim | .020 | .14 | ||
| Gender | GazeStd | .207 | .04 | |
| GazeSpeedMean | .205 | .04 | ||
| NGazeJumps | .362 | .02 | ||
| HeadGazeRatio | .822 | .00 | ||
| HeadGazeRatio_excl_behavior | .761 | .00 | ||
| HeadGazeRatio_excl_move | .552 | .01 | ||
| HeadGazeRatio_excl_smallangle | .346 | .03 | ||
| GazeDelay | .825 | .00 | ||
| DistractorSim | .366 | .02 | ||
| TargetSim | .624 | .01 | ||
| Wearing glasses | GazeStd | .747 | .00 | |
| GazeSpeedMean | .064 | .09 | ||
| NGazeJumps | .069 | .09 | ||
| HeadGazeRatio |
|
|
| |
| HeadGazeRatio_excl_behavior | .439 | .02 | ||
| HeadGazeRatio_excl_move | .017 | .16 | ||
| HeadGazeRatio_excl_smallangle | .362 | .03 | ||
| GazeDelay | .683 | .01 | ||
| DistractorSim | .115 | .07 | ||
| TargetSim | .159 | .05 | ||
| Environment × Age-Group | HeadGazeRatio_excl_smallangle |
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| DistractorSim |
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Note. Outcomes of significant effects are displayed in boldface. Significant first-order interaction effects are also listed. F values indicated with an asterisk had a significant sphericity according to Mauchly's test and were corrected with the Greenhouse–Geisser estimate of sphericity. The environment had a significant effect on all measures except for GazeDelay. The age-group and wearing glasses had a significant effect on HeadGazeRatio (older participants and subjects wearing glasses showed a larger value than younger participants). Gender did not show a significant effect on any of the measures.
Figure 3.Pairwise comparisons between VEs for the GazeStd, GazeSpeedMean, NGazeJumps, HeadGazeRatio, DistractorSim, and TargetSim measures. Plotted is the mean difference (row minus column VE) for each measure with stars indicating significant (<.01) p values. Only the lower triangle is plotted because the matrix is skew-symmetric. If the measure was not calculated in the VE, it was plotted in black. It can be seen that the train station and street_passive VEs differ from the other VEs for most measures.
Figure 4.Gaze (head plus eye angle) trajectories for all participants in the living room VE. Individual data are plotted as gray lines; the black line and dark gray area show the mean trajectory and 15th and 85th percentiles. The position of the target (TV) is plotted in green. The position of the person commenting on the news is plotted in orange when this person is speaking.
Figure 5.Gaze (head plus eye angle) trajectories for all participants in the lecture hall VE. Individual data are plotted as gray lines; the black line and dark gray area show the mean trajectory and 15th and 85th percentiles. The position of the target (lecturer) is plotted in green. Distractor positions are plotted in orange: Changes of slides are plotted as orange crosses at the position of the center of the screen and the position of the paper plane is indicated.
Figure 6.Gaze (head plus eye angle) trajectories for all participants in the cafeteria_listeningonly VE. Individual data are plotted as gray lines; the black line and dark gray area show the mean trajectory and 15th and 85th percentiles. The position of the active target speaker is plotted in green. Most subjects followed the active speakers with their gaze.
Figure 9.Gaze (head plus eye angle) trajectories for all participants in the street_active VE. Individual data are plotted as gray lines; the black line and dark gray area show the mean trajectory and 15th and 85th percentiles. The position of the active target speaker is plotted in green. Distractor positions are plotted in orange, including labels.
Figure 7.Gaze (head plus eye angle) trajectories for all participants in the cafeteria_dualtask VE. Individual data are plotted as gray lines; the black line and dark gray area show the mean trajectory and 15th and 85th percentiles. The position of the active target speaker is plotted in green. The active speaker was not followed as much as in the single task condition (Figure 5).
Figure 8.Angular histogram of the head pitch in the cafeteria_dualtask and cafeteria_listeningonly VEs. It can be seen that in the dual-task condition, the participants divided their time between looking straight ahead and looking down, whereas they always looked straight ahead in the listening only condition.
Figure 10.Gaze (head plus eye angle) trajectories for all participants in the train station VE. Individual data are plotted as gray lines; the black line and dark gray area show the mean trajectory and 15th and 85th percentiles. Distractor positions are plotted in orange, including labels.
Figure 11.Gaze (head plus eye angle) trajectories for all participants in the street_passive VE. Individual data are plotted as gray lines; the black line and dark gray area show the mean trajectory and 15th and 85th percentiles. Distractor positions are plotted in orange, including labels. Some events (e.g., car02, car11, car03, rescue car, pram) triggered a similar movement for most participants.
Figure 12.Outcomes of HeadGazeRatio and DistractorSim measures for the different VEs for the younger (dark gray) and older (light gray) participants. Individual data points are plotted as well as the distribution and the mean (red cross). Outliers were determined by calculating the adjusted outlyingness after Hubert and Van der Veeken (2008) and are marked with a blue “x,” including the participant number. The older participants had a higher HeadGazeRatio than the younger participants (top panel), indicating that the older participants did more of the movement with their head. The older participants also had a higher DistractorSim in the street_passive VE (bottom panel), indicating that they were looking more closely at the traffic passing by in this VE.
Figure 13.Pairwise between-subject similarity measure (BetweenParticipantSim) based on the angular gaze difference for all VEs. Outlier detection was done using the adjusted outlyingness for skewed data, after Hubert and Van der Veeken (2008); possible outliers are indicated in red (similarity below median) and blue (similarity above median). BetweenParticipantSim was lower in the train station and street_passive VEs. Some participants seem to have behaved differently from the others (dark lines in cafeteria_listeningonly and street_active).
Figure 14.Angular histograms of the torso (orange), head (blue), and gaze (green) rotation in the (from top to bottom) train station, street_passive, street_active, and living room VEs, plotted for the younger (left) and older (right) participants separately. Participants rotated their torso more in the standing VEs (top three panels) compared with the sitting VE (living room). In the street VEs, older participants moved their torso more than the younger participants.
Igroup Presence Questionnaire Items.
| Number | Concept | English question | English anchors | German question | German anchors |
|---|---|---|---|---|---|
| 1 | Overall sense of presence | In the computer generated world, I had a sense of “being there.” | Not at all–very much | In der computererzeugten Welt hatte ich den Eindruck, dort gewesen zu sein … | überhaupt nicht–sehr stark |
| 2 | Spatial presence | Somehow I felt that the virtual world surrounded me. | Fully disagree–fully agree | Ich hatte das Gefühl, daß die virtuelle Umgebung hinter mir weitergeht. | trifft gar nicht zu–trifft völlig zu |
| 3 | Spatial presence | I felt like I was just perceiving pictures. | Fully disagree–fully agree | Ich hatte das Gefühl, nur Bilder zu sehen. | trifft gar nicht zu–trifft völlig zu |
| 4 changed | Spatial presence | I felt present in the virtual space. | Fully disagree–fully agree | Ich hatte nicht das Gefühl, in dem virtuellen Raum zu sein. | hatte nicht das Gefühl–hatte das Gefühl trifft gar nicht zu–trifft völlig zu |
| 5 removed | Spatial presence | I had a sense of acting in the virtual space, rather than operating something from outside. | Fully disagree–fully agree | Ich hatte das Gefühl, in dem virtuellen Raum zu handeln statt etwas von außen zu bedienen. | trifft gar nicht zu–trifft völlig zu |
| 6 | Spatial presence | I felt present in the virtual space. | Fully disagree–fully agree | Ich fühlte mich im virtuellen Raum anwesend. | trifft gar nicht zu–trifft völlig zu |
| 7 | Involvement | How aware were you of the real world surrounding while navigating in the virtual world? (i.e., sounds, room temperature, other people, etc.)? | Extremely aware–moderately aware–not aware at all | Wie bewusst war Ihnen die reale Welt, während Sie sich durch die virtuelle Welt bewegten (z.B. Geräusche, Raumtemperatur, andere Personen, etc.)? | extrem bewusst-mittelmäßig bewusst-unbewusst |
| 8 | Involvement | I was not aware of my real environment. | Fully disagree–fully agree | Meine reale Umgebung war mir nicht mehr bewusst. | trifft gar nicht zu–trifft völlig zu |
| 9 | Involvement | I still paid attention to the real environment. | Fully disagree–fully agree | Ich achtete noch auf die reale Umgebung. | trifft gar nicht zu–trifft völlig zu |
| 10 | Involvement | I was completely captivated by the virtual world. | Fully disagree–fully agree | Meine Aufmerksamkeit war von der virtuellen Welt völlig in Bann gezogen. | trifft gar nicht zu–trifft völlig zu |
| 11 | Realism | How real did the virtual world seem to you? | Completely real–not real at all | Wie real erschien Ihnen die virtuelle Umgebung? | volkommen real-weder noch-gar nicht real |
| 12 | Realism | How much did your experience in the virtual environment seem consistent with your real world experience? | Not consistent–moderately consistent–very consistent | Wie sehr glich Ihr Erleben der virtuellen Umgebung dem Erleben einer realen Umgebung? | überhaupt nicht-etwas-vollständig |
| 13 | Realism | How real did the virtual world seem to you? | About as real as an imagined world–indistinguishable from the real world | Wie real erschien Ihnen die virtuelle Welt? | wie eine vorgestellte Welt–nicht zu unterscheiden von der realen Welt |
| 13a added | Acoustic realism | How real did the virtual acoustic world seem to you? | About as real as an imagined world–indistinguishable from the real world | Wie real erschien Ihnen die virtuelle akustische Umgebung? | wie eine vorgestellte Welt–nicht zu unterscheiden von der realen Welt |
| 13b added | Visual realism | How real did the virtual visual world seem to you? | About as real as an imagined world–indistinguishable from the real world | Wie real erschien Ihnen die virtuelle visuelle Umgebung? | wie eine vorgestellte Welt-nicht zu unterscheiden von der realen Welt |
| 14 | Realism | The virtual world seemed more realistic than the real world. | Fully disagree–fully agree | Die virtuelle Welt erschien mir wirklicher als die reale Welt. | trifft gar nicht zu–trifft völlig zu |