“…Though the effect was conceived by the mismatch of sound and video, not all speech signals perceived in our day-to-day conversations happen through a two-dimensional representation of our three-dimensional selves (as ubiquitous as online videoconferencing is becoming in today's world). Future research could further examine the McGurk effect in a 3D space using virtual reality technology in more phonologically complex languages like those mentioned in this review, building on the studies that have already been done in the more phonologically simple English and French languages (Siddig, Sun, Sun, Parker & Hines, 2019;Thézé et al, 2020). Another limitation is the use of monophonic or stereophonic playback (using one or two audio channels) through speakers or headphones, which makes it difficult to mimic true ambient sound as it is easier to localize the origin of the signal, whereas in a noisy environment, the disruptive signals that confuse a listener can be projected from any direction (Snow, 1953;Yao et al, 2020).…”