Evidence map›Paper›PMID 42133934›Full record

ArticleJMIR formative research2026

An Augmented Reality Audio-Motor Training Game for Improving Speech-in-Noise Perception: Single-Arm Pilot Feasibility Study.

Pooseung Koh, Inyong Choi, Hyo-Jeong Lee, Sungyoung Kim

Abstract read
In one paragraph

Article in JMIR formative research, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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0citing papers in PubMed
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1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Pooseung KohGraduate School of Culture Technology, Korea Advanced Institute of Science and Technology, Yuseong-gu Daehakro 291, Daejeon, Daejeon, 34141, Republic of Korea, 82 01027537697.ORCID 0000-0002-4520-4774
Inyong ChoiDepartment of Communication Sciences and Disorderes, University of Iowa, Iowa City, IA, United States.ORCID 0000-0002-6663-9152
Hyo-Jeong LeeLaboratory of Hearing, Balance and Integrated Neuroscience, College of Medicine, Hallym University, Anyang, Gyeongi-do, Republic of Korea.ORCID 0000-0003-2258-0803
Sungyoung KimGraduate School of Culture Technology, Korea Advanced Institute of Science and Technology, Yuseong-gu Daehakro 291, Daejeon, Daejeon, 34141, Republic of Korea, 82 01027537697.ORCID 0000-0001-8270-3399

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Difficulty understanding speech in noisy environments is a primary challenge of hearing impairment, inadequately addressed by hearing aids alone. While auditory training can enhance selective attention and speech perception, current digital programs face poor user adherence and lack realistic 3D spatial audio. Objective: This pilot study evaluated the feasibility, usability, and preliminary efficacy of ARIA (Augmented Reality Immersive Auditory training), a handheld mobile intervention that provides gamified at-home auditory training to middle-aged adults via earbud-delivered spatial audio. Methods: In this single-arm, pre-post-follow-up pilot study, 11 adults (mean age 53.0, SD 3.0 y) with functional hearing not requiring amplification completed a 4-week at-home training program using ARIA on provided devices (iPhone 14 Pro, AirPods Pro 2). Speech-in-noise perception was assessed via the Korean Matrix Sentence Test at baseline, 4 weeks, and 8 weeks at 3 signal-to-noise ratios (SNRs; 0 dB, -6 dB, and -9 dB, respectively). Feasibility, usability (System Usability Scale), user experience (Player Experience of Need Satisfaction), in-game performance, and qualitative feedback were collected. Results: Protocol completion was 100% (11/11), demonstrating technical feasibility. Exploratory efficacy analyses revealed statistically significant speech-in-noise improvements posttraining across all conditions (0 dB: t10=3.43, P=.02; -6 dB: t10=5.34, P<.001; -9 dB: t10=4.34, P=.004). Gains were maintained at the 8-week follow-up. In-game localization improvements correlated significantly with speech perception gains at -6 dB SNR (ρ=0.639; P=.03) and -9 dB SNR (ρ=0.612; P=.045). User experience showed mixed results: the mean System Usability Scale score was 70.2 (SD 19.6; range 47.5-92.5), reflecting substantial individual differences in usability perception. While 72% (n=8) reported difficulties with the augmented reality (AR) environmental setup, 63% reported genuine mastery-driven engagement with core gameplay. Thematic analysis revealed a dissociation between peripheral usability challenges (setup friction, "homework" characterization due to protocol structure) and successful engagement with the training paradigm itself. Conclusions: This pilot demonstrated the feasibility of AR-based audio-motor training for at-home delivery and revealed encouraging preliminary efficacy signals, warranting progression to controlled efficacy trials. Formative findings identified specific usability refinements needed for broader implementation, particularly streamlining AR setup while preserving the core gameplay elements that successfully fostered competence and engagement. These insights provide clear guidance for platform optimization and randomized controlled trial design.

Indexed as

Augmented RealitySpeech PerceptionAdultFeasibility StudiesFemaleHumansMaleMiddle AgedNoisePilot Projectsauditory trainingaugmented realitygamificationmHealthmobile healthselective auditory attention

Identifiers

PMID42133934
PMCPMC13175522

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LicenceCC BY
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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.