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比较真实和虚拟环境中的听觉距离感知以及响度线索的作用:一项基于事件相关电位的研究。

Comparing auditory distance perception in real and virtual environments and the role of the loudness cue: A study based on event-related potentials.

作者信息

Stodt Benjamin, Neudek Daniel, Getzmann Stephan, Wascher Edmund, Martin Rainer

机构信息

Leibniz Research Centre for Working Environment and Human Factors at the TU Dortmund (IfADo), Ardeystraße 67, Dortmund 44139, Germany.

Institute of Communication Acoustics, Ruhr-Universität Bochum, Universitätsstraße 150, Bochum 44780, Germany.

出版信息

Hear Res. 2024 Mar 15;444:108968. doi: 10.1016/j.heares.2024.108968. Epub 2024 Feb 3.

Abstract

The perception of the distance to a sound source is relevant in many everyday situations, not only in real spaces, but also in virtual reality (VR) environments. Where real rooms often reach their limits, VR offers far-reaching possibilities to simulate a wide range of acoustic scenarios. However, in virtual room acoustics a plausible reproduction of distance-related cues can be challenging. In the present study, we compared the detection of changes of the distance to a sound source and its neurocognitive correlates in a real and a virtual reverberant environment, using an active auditory oddball paradigm and EEG measures. The main goal was to test whether the experiments in the virtual and real environments produced equivalent behavioral and EEG results. Three loudspeakers were placed at ego-centric distances of 2 m (near), 4 m (center), and 8 m (far) in front of the participants (N = 20), each 66 cm below their ear level. Sequences of 500 ms noise stimuli were presented either from the center position (standards, 80 % of trials) or from the near or far position (targets, 10 % each). The participants had to indicate a target position via a joystick response ("near" or "far"). Sounds were emitted either by real loudspeakers in the real environment or rendered and played back for the corresponding positions via headphones in the virtual environment. In addition, within both environments, loudness of the auditory stimuli was either unaltered (natural loudness) or the loudness cue was manipulated, so that all three loudspeakers were perceived equally loud at the listener's position (matched loudness). The EEG analysis focused on the mismatch negativity (MMN), P3a, and P3b as correlates of deviance detection, attentional orientation, and context-updating/stimulus evaluation, respectively. Overall, behavioral data showed that detection of the target positions was reduced within the virtual environment, and especially when loudness was matched. Except for slight latency shifts in the virtual environment, EEG analysis indicated comparable patterns within both environments and independent of loudness settings. Thus, while the neurocognitive processing of changes in distance appears to be similar in virtual and real spaces, a proper representation of loudness appears to be crucial to achieve a good task performance in virtual acoustic environments.

摘要

对声源距离的感知在许多日常情境中都很重要,不仅在现实空间中如此,在虚拟现实(VR)环境中也是如此。在现实空间中,真实房间往往会受到限制,而VR则提供了广泛的可能性来模拟各种声学场景。然而,在虚拟房间声学中,逼真地再现与距离相关的线索可能具有挑战性。在本研究中,我们使用主动听觉oddball范式和脑电图测量方法,比较了在真实和虚拟混响环境中对声源距离变化的检测及其神经认知相关性。主要目标是测试在虚拟和真实环境中的实验是否产生等效的行为和脑电图结果。三个扬声器分别以自我为中心的距离放置在参与者(N = 20)前方2米(近)、4米(中)和8米(远)处,每个扬声器都在他们耳朵水平以下66厘米。500毫秒噪声刺激序列要么从中部位置呈现(标准刺激,占试验的80%),要么从近处或远处位置呈现(目标刺激,各占10%)。参与者必须通过操纵杆响应(“近”或“远”)来指示目标位置。声音要么由真实环境中的真实扬声器发出,要么在虚拟环境中通过耳机为相应位置进行渲染和回放。此外,在两种环境中,听觉刺激的响度要么保持不变(自然响度),要么操纵响度线索,使所有三个扬声器在听众位置被感知为同样响亮(匹配响度)。脑电图分析重点关注失匹配负波(MMN)、P3a和P3b,它们分别作为偏差检测、注意力定向以及情境更新/刺激评估的相关指标。总体而言,行为数据表明,在虚拟环境中,尤其是响度匹配时,目标位置的检测能力会降低。除了虚拟环境中轻微的潜伏期变化外,脑电图分析表明两种环境中的模式具有可比性,且与响度设置无关。因此,虽然在虚拟和现实空间中,对距离变化的神经认知处理似乎相似,但在虚拟声学环境中,正确呈现响度似乎对实现良好的任务表现至关重要。

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