Studies of the nature of the neural mechanisms involved in goal-directed movements tend to concentrate on the role of vision. We present here an attempt to address the mechanisms whereby an auditory input is transformed into a motor command. The spatial and temporal organization of hand movements were studied in normal human subjects as they pointed towards unseen auditory targets located in a horizontal plane in front of them. Positions and movements of the hand were measured by a six infrared camera tracking system. In one condition, we assessed the role of auditory information about target position in correcting the trajectory of the hand. To accomplish this, the duration of the target presentation was varied. In another condition, subjects received continuous auditory feedback of their hand movement while pointing to the auditory targets. Online auditory control of the direction of pointing movements was assessed by evaluating how subjects reacted to shifts in heard hand position. Localization errors were exacerbated by short duration of target presentation but not modified by auditory feedback of hand position. Long duration of target presentation gave rise to a higher level of accuracy and was accompanied by early automatic head orienting movements consistently related to target direction. These results highlight the efficiency of auditory feedback processing in online motor control and suggest that the auditory system takes advantages of dynamic changes of the acoustic cues due to changes in head orientation in order to process online motor control. How to design an informative acoustic feedback needs to be carefully studied to demonstrate that auditory feedback of the hand could assist the monitoring of movements directed at objects in auditory space.
1 January 2016 in Acta Acustica united with Acustica
International audienceThis study evaluates several methods for reporting the perceived location of real sound sources. It is well known that the method used for collecting judgments in auditory-localization experiments has a strong influence on the accuracy of a subject’s response. Previous works on auditory-localization tasks revealed that egocentric pointing methods (which are based on a body-centered coordinate system) allow for more accurate judgments than verbal reporting or exocentric pointing techniques (which are based on a 2D or 3D reporting device). Three different egocentric methods are compared: the most commonly applied “manual pointing” and “head pointing” methods, and the “proximal pointing” method, which forces the participants to indicate the apparent direction by pointing in the proximal region of the head with a marker held at the fingertips. The two first methods involve a rotation of the body of the participant, whereas the third method only involves movements of the arm(s) and hand(s) with a fixed head. Sound stimuli were presented randomly over 24 loudspeakers that were uniformly distributed on the upper hemisphere around the subject. The merits of the different methods are compared and discussed with regard to localization errors and to practical considerations. Although they show similar trends, each of the different methods affects the pointing accuracy in a specific way. The proximal pointing method, for example, is more accurate for sources located at high elevation angles. However, at rear locations close to the median plane an increased bias appears due to difficulties in performing the motor task to reach these positions. The proximal pointing method shows faster response times, which may be advantageous when planning 3D sound localization experiments
1 February 2013 in Cyberpsychology, Behavior, and Social Networking
Traditionally, virtual reality (VR) exposure-based treatment concentrates primarily on the presentation of a high-fidelity visual experience. However, adequately combining the visual and the auditory experience provides a powerful tool to enhance sensory processing and modulate attention. We present the design and usability testing of an auditory–visual interactive environment for investigating VR exposure-based treatment for cynophobia. The specificity of our application involves 3D sound, allowing the presentation and spatial manipulations of a fearful stimulus in the auditory modality and in the visual modality. We conducted an evaluation test with 10 participants who fear dogs to assess the capacity of our auditory–visual virtual environment (VE) to generate fear reactions. The specific perceptual characteristics of the dog model that were implemented in the VE were highly arousing, suggesting that VR is a promising tool to treat cynophobia.
Directional room impulse responses (DRIR) measured with spherical microphone arrays (SMA) enable the reproduction of room reverberation effects on three-dimensional surround-sound systems (e.g., Higher-Order Ambisonics) through multichannel convolution. However, such measurements inevitably contain a nondecaying noise floor that may produce an audible “infinite reverberation effect” upon convolution. If the late reverberation tail can be considered a diffuse field before reaching the noise floor, the latter may be removed and replaced with an extension of the exponentially-decaying tail synthesized as a zero-mean Gaussian noise. This has previously been shown to preserve the diffuse-field properties of the late reverberation tail when performed in the spherical harmonic domain (SHD). In this paper, we show that in the case of highly anisotropic yet incoherent late fields, the spatial symmetry of the spherical harmonics is not conducive to preserving the energy distribution of the reverberation tail. To remedy this, we propose denoising in an optimized spatial domain obtained by plane-wave decomposition (PWD), and demonstrate that this method equally preserves the incoherence of the late reverberation field.
Audio-only augmented reality consists of enhancing a real environment with virtual sound events. A seamless integration of the virtual events within the environment requires processing them with artificial spatialization and reverberation effects that simulate the acoustic properties of the room. However, in augmented reality, the visual and acoustic environment of the listener may not be fully mastered. This study aims to gain some insight into the acoustic cues (intensity and reverberation) that are used by the listener to form an auditory distance judgment, and to observe if these strategies can be influenced by the listener’s environment. To do so, we present a perceptual evaluation of two distance-rendering models informed by a measured Spatial Room Impulse Response. The choice of the rendering methods was made to design stimuli categories in which the availability and reproduction quality of acoustic cues are different. The proposed models have been evaluated in an online experiment gathering 108 participants who were asked to provide judgments of auditory distance about a stationary source. To evaluate the importance of environmental cues, participants had to describe the environment in which they were running the experiment, and more specifically the volume of the room and the distance to the wall they were facing. It could be shown that these context cues had a limited, but significant, influence on the perceived auditory distance.