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训练对定位 HoloLens 生成的 3D 声源的影响。

The Effect of Training on Localizing HoloLens-Generated 3D Sound Sources.

机构信息

Department of Electrical and Computer Engineering, Sungkyunkwan University, Suwon 16419, Republic of Korea.

Artificial Intelligence Department, Sungkyunkwan University, Suwon 16419, Republic of Korea.

出版信息

Sensors (Basel). 2024 May 27;24(11):3442. doi: 10.3390/s24113442.

Abstract

Sound localization is a crucial aspect of human auditory perception. VR (virtual reality) technologies provide immersive audio platforms that allow human listeners to experience natural sounds based on their ability to localize sound. However, the simulations of sound generated by these platforms, which are based on the general head-related transfer function (HRTF), often lack accuracy in terms of individual sound perception and localization due to significant individual differences in this function. In this study, we aimed to investigate the disparities between the perceived locations of sound sources by users and the locations generated by the platform. Our goal was to determine if it is possible to train users to adapt to the platform-generated sound sources. We utilized the Microsoft HoloLens 2 virtual platform and collected data from 12 subjects based on six separate training sessions arranged in 2 weeks. We employed three modes of training to assess their effects on sound localization, in particular for studying the impacts of multimodal error, visual, and sound guidance in combination with kinesthetic/postural guidance, on the effectiveness of the training. We analyzed the collected data in terms of the training effect between pre- and post-sessions as well as the retention effect between two separate sessions based on subject-wise paired statistics. Our findings indicate that, as far as the training effect between pre- and post-sessions is concerned, the effect is proven to be statistically significant, in particular in the case wherein kinesthetic/postural guidance is mixed with visual and sound guidance. Conversely, visual error guidance alone was found to be largely ineffective. On the other hand, as far as the retention effect between two separate sessions is concerned, we could not find any meaningful statistical implication on the effect for all three error guidance modes out of the 2-week session of training. These findings can contribute to the improvement of VR technologies by ensuring they are designed to optimize human sound localization abilities.

摘要

声音定位是人类听觉感知的一个关键方面。VR(虚拟现实)技术提供了沉浸式音频平台,使人类听众能够根据自己定位声音的能力体验自然声音。然而,这些平台生成的声音模拟通常基于通用头部相关传递函数(HRTF),由于该函数在个体之间存在显著差异,因此在个体声音感知和定位方面缺乏准确性。在这项研究中,我们旨在研究用户感知声源位置与平台生成声源位置之间的差异。我们的目标是确定是否可以训练用户适应平台生成的声源。我们利用 Microsoft HoloLens 2 虚拟平台,从 12 名参与者收集数据,这些数据基于两周内安排的六个单独的培训课程。我们采用了三种训练模式来评估它们对声音定位的影响,特别是研究在结合运动/姿势指导的情况下,多模态误差、视觉和声音指导对训练效果的影响。我们根据参与者之间的配对统计数据,从培训前后的培训效果和两个单独培训之间的保留效果两个方面来分析收集的数据。我们的研究结果表明,就培训前后的培训效果而言,证明效果具有统计学意义,特别是在运动/姿势指导与视觉和声音指导混合的情况下。相反,单独使用视觉误差指导效果不大。另一方面,就两个单独培训之间的保留效果而言,我们无法在 2 周的培训课程中找到所有三种误差指导模式的任何有意义的统计意义上的影响。这些发现可以通过确保 VR 技术的设计能够优化人类声音定位能力,为 VR 技术的改进做出贡献。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/fc6b/11174390/345a97c8c213/sensors-24-03442-g001a.jpg

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