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

Event-related potentials Mismatch negativity Oddball P3a P3b Virtual acoustics

Journal

Hearing research
ISSN: 1878-5891
Titre abrégé: Hear Res
Pays: Netherlands
ID NLM: 7900445

Informations de publication

Date de publication:
03 Feb 2024
Historique:
received: 30 06 2023
revised: 12 01 2024
accepted: 02 02 2024
medline: 13 2 2024
pubmed: 13 2 2024
entrez: 13 2 2024
Statut: aheadofprint

Résumé

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.

Identifiants

pubmed: 38350176
pii: S0378-5955(24)00021-2
doi: 10.1016/j.heares.2024.108968
pii:
doi:

Types de publication

Journal Article

Langues

eng

Sous-ensembles de citation

IM

Pagination

108968

Informations de copyright

Copyright © 2024 The Author(s). Published by Elsevier B.V. All rights reserved.

Auteurs

Benjamin Stodt (B)

Leibniz Research Centre for Working Environment and Human Factors at the TU Dortmund (IfADo), Ardeystraße 67, Dortmund 44139, Germany. Electronic address: stodt@ifado.de.

Daniel Neudek (D)

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

Stephan Getzmann (S)

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

Edmund Wascher (E)

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

Rainer Martin (R)

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

Classifications MeSH