| Literature DB >> 33105257 |
Volker Hohmann1,2,3, Richard Paluch3,4, Melanie Krueger2,3, Markus Meis3,5, Giso Grimm1,2,3.
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.Entities:
Mesh:
Year: 2020 PMID: 33105257 PMCID: PMC7676619 DOI: 10.1097/AUD.0000000000000945
Source DB: PubMed Journal: Ear Hear ISSN: 0196-0202 Impact factor: 3.562
Fig. 1.Communication loop representing the interaction between sound field, device (if present), and actively behaving subject.
Factors that may reduce the level of involvement in the communication loop (i.e., reduce ecological validity), examples of these factors, and corresponding metrics that may be used as a proxy to quantify the level of involvement (with references, if available)
| Factor | Example | Metric | References | |
|---|---|---|---|---|
| 1 | Visual stimuli differ from those experienced in the real-life condition under test | Low video reproduction quality; use of animated characters with low quality of appearance | Similarity of head and eye movement behavior to real-life behavior; Questionnaires/subjective scaling | |
| 2 | Acoustic stimuli differ from those experienced in the real-life condition under test | Low sound field reproduction quality; static (nonmoving) sound sources | Quantitative measures of the function of a (simulated) hearing device in comparison to its functioning in the real-life condition under test | |
| Questionnaires/subjective scaling | ||||
| Head- and eye-movement behavior | To be investigated | |||
| 3 | Unrealistic behavior of conversation partners in the (simulated) experiment | Animated characters do not move heads and eyes or do not show facial expressions | Head- and eye-movement behavior | To be investigated |
| 4 | Lack of interactivity of the experimental paradigm | The paradigm does not promote a closed-loop communication similar to the real-life condition under test | Subjective scaling of the involvement; gaze behavior or facial expression | To be investigated |
*Note that head and eye movements were used both as a metric and as experimental factors by Hendrikse et al. (2018): head and eye movements of communication partners in the (simulated) experiment were used as an experimental factor that was found to influence the metric, that is, the head and eye movement of the subjects in the experiment.
†The sound events and levels experienced by each subject during the walks were not controlled. This means that the sound levels in the field and in the lab were the same on average, but not for each subject individually. Individual dosimetry would have been required to make individual adjustments.
‡Because HA amplification was the same in both conditions and no noise reduction was employed, this finding suggests that the background noise level may have been somewhat higher in the field than in the lab and may have partially masked the sounds from the bicycles.
Fig. 2.Virtual reality lab at Oldenburg University (photo: Hörtech gGmbH). Projectors (yellow) project a 300-degree field-of-view image on a cylindrical screen. Sound is rendered over a spherical multi-loudspeaker array with 29 full-range loudspeakers (blue) and 4 subwoofers. Sensors include EOG sensors for eye gaze, EEG sensors, and head tracking (red). Furthermore, the subject can be video recorded during an experiment (green). EEG indicates electroencephalography; EOG, electrooculography.
Fig. 3.Virtual reality lab animations: Noisy street (upper panel) and cafeteria situation (lower panel, with a subject attending the scene). Photos: CC BY-SA 3.0 Giso Grimm.