2007
DOI: 10.1016/j.apacoust.2006.08.007
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Transfer effects on sound localization performances from playing a virtual three-dimensional auditory game

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Cited by 50 publications
(67 citation statements)
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“…Minnaar et al (2001) studied localization accuracy with binaural recordings made with several artificial heads and reported continuous improvement over a period of five days. Honda et al (2007) reported that two weeks of game playing in an AVR substantially improved the players' AVR localization accuracy in both the horizontal and vertical planes. However, for studies demonstrating the effectiveness of practice on localization performance in AVR environments, the question arises as to what extent the observed improvements are the results of the practice itself and to what extent they are the effects of procedural learning and adaptation to the AVR environment (Hawkey et al 2004).…”
Section: Appendix a Direction Pointingmentioning
confidence: 99%
“…Minnaar et al (2001) studied localization accuracy with binaural recordings made with several artificial heads and reported continuous improvement over a period of five days. Honda et al (2007) reported that two weeks of game playing in an AVR substantially improved the players' AVR localization accuracy in both the horizontal and vertical planes. However, for studies demonstrating the effectiveness of practice on localization performance in AVR environments, the question arises as to what extent the observed improvements are the results of the practice itself and to what extent they are the effects of procedural learning and adaptation to the AVR environment (Hawkey et al 2004).…”
Section: Appendix a Direction Pointingmentioning
confidence: 99%
“…Most of the subjects reached the same level of localisation performance as their counterparts from the control group (who listened to 3D sounds filtered with individualised HRTFs) after performing several training sessions (Parseihian, Katz, 2012;Blum et al, 2004). Moreover, the training procedure proved to have long-term effects, as the listeners recorded similar levels of performance even one month after the experiment had taken place (Honda et al, 2007). In addition, the game-based training method helped the subjects to adapt to altered hearing conditions (the perception of 3D binaural sounds synthesised with non-individualised HRTFs in virtual auditory environments) and to recalibrate their spatial auditory representation while focusing on the most salient features of the incoming sound (Ohuchi et al, 2006).…”
Section: Training Sound Localisationmentioning
confidence: 99%
“…In the majority of the studied experiments, the auditory recalibration procedure was based on proprioceptive feedback (Honda et al, 2013), audiovisual (Strelnikov et al, 2011;Shinn-Cunningham et al, 2005) and multimodal training (Blum et al, 2004), or 3D audio games (Honda et al, 2007;Blum et al, 2004). Most of the subjects reached the same level of localisation performance as their counterparts from the control group (who listened to 3D sounds filtered with individualised HRTFs) after performing several training sessions (Parseihian, Katz, 2012;Blum et al, 2004).…”
Section: Training Sound Localisationmentioning
confidence: 99%
“…As stated previously, within the sweep condition this lack of improvement may be due to participants ignoring the supplementary spatial cues once the front-back region was identified. In the case of the swing condition, perhaps localising performance was not improved given the absence of prior learning [16].…”
Section: Internalisation and Localising Accuracymentioning
confidence: 99%