ArticleScientific reports2019
Short-term effects of sound localization training in virtual reality.
Article in Scientific reports, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 15 papers.
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Who cites it
15 citing papers in PubMed.
- An Augmented Reality Audio-Motor Training Game for Improving Speech-in-Noise Perception: Single-Arm Pilot Feasibility Study.JMIR formative research · 2026Article
- Happy new ears: Rapid adaptation to novel spectral cues in vertical sound localization.iScience · 2024Article
- The Effect of Training on Localizing HoloLens-Generated 3D Sound Sources.Sensors (Basel, Switzerland) · 2024Article
- Spatial hearing training in virtual reality with simulated asymmetric hearing loss.Scientific reports · 2024Article
- Auditory-motor adaptation: induction of a lateral shift in sound localization after biased immersive virtual reality training.Frontiers in cognition · 2024Article
- Virtual reality games for spatial hearing training in children and young people with bilateral cochlear implants: the "Both Ears (BEARS)" approach.Frontiers in neuroscience · 2024Article
- Feasibility of Virtual Reality-Based Auditory Localization Training With Binaurally Recorded Auditory Stimuli for Patients With Single-Sided Deafness.Clinical and experimental otorhinolaryngology · 2023Article
- Sound localization in web-based 3D environments.Scientific reports · 2022Article
- Adapting to altered auditory cues: Generalization from manual reaching to head pointing.PloS one · 2022Article
- Evaluating Spatial Hearing Using a Dual-Task Approach in a Virtual-Acoustics Environment.Frontiers in neuroscience · 2022Article
- Feasibility of Virtual Reality Audiological Testing: Prospective Study.JMIR serious games · 2021Article
- Involving Children and Teenagers With Bilateral Cochlear Implants in the Design of the BEARS (Both EARS) Virtual Reality Training Suite Improves Personalization.Frontiers in digital health · 2021Article
- Spatial Soundscapes and Virtual Worlds: Challenges and Opportunities.Frontiers in psychology · 2020Review
- Short-term effects of sound localization training in virtual reality.Scientific reports · 2019Article
- Toward Sound Localization Testing in Virtual Reality to Aid in the Screening of Auditory Processing Disorders.Trends in hearingArticle
Corrections and comments
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Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Head-related transfer functions (HRTFs) capture the direction-dependant way that sound interacts with the head and torso. In virtual audio systems, which aim to emulate these effects, non-individualized, generic HRTFs are typically used leading to an inaccurate perception of virtual sound location. Training has the potential to exploit the brain's ability to adapt to these unfamiliar cues. In this study, three virtual sound localization training paradigms were evaluated; one provided simple visual positional confirmation of sound source location, a second introduced game design elements ("gamification") and a final version additionally utilized head-tracking to provide listeners with experience of relative sound source motion ("active listening"). The results demonstrate a significant effect of training after a small number of short (12-minute) training sessions, which is retained across multiple days. Gamification alone had no significant effect on the efficacy of the training, but active listening resulted in a significantly greater improvements in localization accuracy. In general, improvements in virtual sound localization following training generalized to a second set of non-individualized HRTFs, although some HRTF-specific changes were observed in polar angle judgement for the active listening group. The implications of this on the putative mechanisms of the adaptation process are discussed.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.