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:基于事件相关电位的研究

IF 4.6 Q2 MATERIALS SCIENCE, BIOMATERIALS
Benjamin Stodt , Daniel Neudek , Stephan Getzmann , Edmund Wascher , Rainer Martin
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引用次数: 0

摘要

对声源距离的感知与许多日常情况息息相关,不仅在现实空间中如此,在虚拟现实(VR)环境中也是如此。真实房间往往会达到极限,而虚拟现实则为模拟各种声学场景提供了深远的可能性。然而,在虚拟房间声学中,要合理地再现与距离相关的线索可能具有挑战性。在本研究中,我们使用主动听觉怪球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。主要目的是测试虚拟环境和真实环境中的实验是否会产生相同的行为和脑电图结果。三个扬声器分别放置在参与者(20 人)面前 2 米(近处)、4 米(中间)和 8 米(远处)的自我中心距离,每个扬声器都低于参与者耳朵水平 66 厘米。500 毫秒的噪音刺激序列从中心位置(标准,占试验的 80%)或近处或远处位置(目标,各占 10%)发出。受试者必须通过操纵杆来指示目标位置("近 "或 "远")。声音由真实环境中的扬声器发出,或在虚拟环境中通过耳机渲染并播放相应位置的声音。此外,在这两种环境中,听觉刺激的响度要么保持不变(自然响度),要么对响度提示进行处理,使听者所处位置的三个扬声器都能感受到同样的响度(匹配响度)。脑电图分析的重点是错配负性(MMN)、P3a 和 P3b,它们分别与偏差检测、注意定向和情境更新/刺激评估相关。总体而言,行为数据表明,在虚拟环境中,尤其是当响度匹配时,对目标位置的检测会降低。除了在虚拟环境中出现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,虽然神经认知对距离变化的处理似乎在虚拟空间和真实空间中相似,但适当的响度表示似乎是在虚拟声学环境中实现良好任务表现的关键。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Comparing auditory distance perception in real and virtual environments and the role of the loudness cue: A study based on event-related potentials

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.

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来源期刊
ACS Applied Bio Materials
ACS Applied Bio Materials Chemistry-Chemistry (all)
CiteScore
9.40
自引率
2.10%
发文量
464
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