NTT Communication Science Laboratories, NTT Corporation, Atsugi, Kanagawa 243-0198, Japan.
Proc Natl Acad Sci U S A. 2012 Apr 24;109(17):6775-80. doi: 10.1073/pnas.1112852109. Epub 2012 Apr 9.
Auditory scene analysis requires the listener to parse the incoming flow of acoustic information into perceptual "streams," such as sentences from a single talker in the midst of background noise. Behavioral and neural data show that the formation of streams is not instantaneous; rather, streaming builds up over time and can be reset by sudden changes in the acoustics of the scene. Here, we investigated the effect of changes induced by voluntary head motion on streaming. We used a telepresence robot in a virtual reality setup to disentangle all potential consequences of head motion: changes in acoustic cues at the ears, changes in apparent source location, and changes in motor or attentional processes. The results showed that self-motion influenced streaming in at least two ways. Right after the onset of movement, self-motion always induced some resetting of perceptual organization to one stream, even when the acoustic scene itself had not changed. Then, after the motion, the prevalent organization was rapidly biased by the binaural cues discovered through motion. Auditory scene analysis thus appears to be a dynamic process that is affected by the active sensing of the environment.
听觉场景分析要求听众将输入的声信息流解析为感知“流”,例如在背景噪声中来自单个说话者的句子。行为和神经数据表明,流的形成不是瞬间的;相反,流的形成是随着时间的推移而建立的,并且可以通过场景声学的突然变化而重置。在这里,我们研究了自愿头部运动引起的变化对流的影响。我们使用虚拟现实设置中的远程临场机器人来分离头部运动的所有潜在后果:耳朵处的声学线索变化、声源位置的表观变化以及运动或注意力过程的变化。结果表明,自运动对流的影响至少有两种方式。在运动开始后,自运动总是会导致某些流的感知组织重新设置,即使声学场景本身没有变化。然后,在运动之后,通过运动发现的双耳线索会迅速影响主导的组织。听觉场景分析因此似乎是一个动态过程,受环境主动感知的影响。