Applying Virtual Reality to Audiovisual Speech Perception Tasks in Children.
Purpose: The primary purpose of this study was to explore the efficacy of using virtual reality (VR) technology in hearing research with children by comparing speech perception abilities in a typical laboratory environment and a simulated VR classroom environment. Method: The study included 48 final...
| Published in: | American Journal of Audiology Vol. 29; no. 2; pp. 244 - 259 |
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| Main Authors: | , , , , |
| Format: | pictorial research tables/charts Journal Article |
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American Speech-Language-Hearing Association
Jun2020
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| Online Access: | View this record in EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=143638001&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 143638001 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 10590889 5KS jtl: American Journal of Audiology issn: 10590889 maglogo: N pubinfo: dt: Jun2020 vid: 29 iid: 2 pid: 42 pub: American Speech-Language-Hearing Association place: Rockville, Maryland artinfo: ui: 143638001 143638001 143638001 10.1044/2020_AJA-19-00004 143638001 ppf: 244 ppct: 15 formats: fmt: @attributes: type: P tig: atl: Applying Virtual Reality to Audiovisual Speech Perception Tasks in Children. aug: au: Salanger, Maeve Lewis, Dawna Vallier, Timothy McDermott, Tessa Dergan, Andrew affil: University of Maryland, College Park sug: subj: Virtual Reality Audiovisuals Speech Perception Evaluation Task Performance and Analysis Human Child Adult Acoustics Male Female Hearing Screening Audiorecording Videorecording Questionnaires Repeated Measures Analysis of Variance Data Analysis Software Chi Square Test Funding Source Child: 6-12 years Adult: 19-44 years Male Female ab: Purpose: The primary purpose of this study was to explore the efficacy of using virtual reality (VR) technology in hearing research with children by comparing speech perception abilities in a typical laboratory environment and a simulated VR classroom environment. Method: The study included 48 final participants (40 children and eight young adults). The study design utilized a speech perception task in conjunction with a localization demand in auditory-only (AO) and auditory--visual (AV) conditions. Tasks were completed in simulated classroom acoustics in both a typical laboratory environment and in a virtual classroom environment accessed using an Oculus Rift headmounted display. Results: Speech perception scores were higher for AV conditions over AO conditions across age groups. In addition, interaction effects of environment (i.e., laboratory environment and VR classroom environment) and visual accessibility (i.e., AV vs. AO) indicated that children's performance on the speech perception task in the VR classroom was more similar to their performance in the laboratory environment for AV tasks than it was for AO tasks. AO tasks showed improvement in speech perception scores from the laboratory to the VR classroom environment, whereas AV conditions showed little significant change. Conclusion: These results suggest that VR headmounted displays are a viable research tool in AV tasks for children, increasing flexibility for audiovisual testing in a typical laboratory environment. pubtype: Academic Journal doctype: pictorial research tables/charts Journal Article ougenre: Article language: English refInfo: holdings: @attributes: islocal: N |
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