Abstract
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 head-mounted 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 head-mounted displays are a viable research tool in AV tasks for children, increasing flexibility for audiovisual testing in a typical laboratory environment.

References
-
Allen, B., Hanley, T., Rokers, B., & Green, C. S. (2016). Visual 3D motion acuity predicts discomfort in 3D stereoscopic environments.Entertainment Computing, 13, 1–9. https://doi.org/10.1016/j.entcom.2016.01.001 - American National Standards Institute. (2010). Acoustical performance criteria, design requirements and guidelines for schools, Part 1: Permanent schools. ANSI/ASA 12.60 2010/Part 1. Acoustical Society of America.
-
Barutchu, A., Danaher, J., Crewther, S. G., Innes-Brown, H., Shivdasani, M. N., & Paolini, A. G. (2010). Audiovisual integration in noise by children and adults.Journal of Experimental Child Psychology, 105(1–2), 38–50. https://doi.org/10.1016/j.jecp.2009.08.005 -
Bates, D., Maechler, M., Bolker, B., Walker, S., Christensen, R. H. B., Singmann, H., Dai, B., Scheipl, F., Grothendieck, G., Green, P., & Fox, J. (2015). Package ‘lme4'.Convergence, 12(1). -
Best, V., Ozmeral, E. J., & Shinn-Cunningham, B. G. (2007). Visually-guided attention enhances target identification in a complex auditory scene.Journal for the Association for Research in Otolaryngology, 8(2), 294–304. https://doi.org/10.1007/s10162-007-0073-z -
Braasch, J., Peters, N., & Valente, D. L. (2008). A loudspeaker-based projection technique for spatial music applications using virtual microphone control.Computer Music Journal, 32(3), 55–71. https://doi.org/10.1162/comj.2008.32.3.55 -
Bradley, J. S., & Sato, H. (2008). The intelligibility of speech in elementary school classrooms.The Journal of the Acoustical Society of America, 123(4), 2078–2086. https://doi.org/10.1121/1.2839285 -
Bushey, R. (2017, August29). Advancements in virtual reality device development. https://www.rdworldonline.com/advancements-in-virtual-reality-device-development-2/ -
Fisher, A. V., Godwin, K. E., & Seltman, H. (2014). Visual environment, attention allocation, and learning in young children: When too much of a good thing may be bad.Psychological Science, 25(7), 1362–1370. https://doi.org/10.1177/0956797614533801 -
Golding, J. F. (1998). Motion sickness susceptibility questionnaire revised and its relationship to other forms of sickness.Brain Research Bulletin, 47(5), 507–516. https://doi.org/10.1016/S0361-9230(98)00091-4 -
Hill, S. (2016, April23). Is VR too dangerous for kids? We asked the experts. https://www.digitaltrends.com/virtual-reality/is-vr-safe-for-kids-we-asked-the-experts/ -
Howarth, P. A. (1999). Oculomotor changes within virtual environments.Applied Ergonomics, 30(1), 59–67. https://doi.org/10.1016/S0003-6870(98)00043-X -
Howarth, P. A., & Costello, P. J. (1997). The occurrence of virtual simulation sickness symptoms when an HMD was used as a personal viewing system.Displays, 18(2), 107–116. https://doi.org/10.1016/S0141-9382(97)00011-5 -
Knecht, H. A., Nelson, P. B., Whitelaw, G. M., & Feth, L. L. (2002). Background noise levels and reverberation times in unoccupied classrooms.American Journal of Audiology, 11(2), 65–71. https://doi.org/10.1044/1059-0889(2002/009) -
Kolasinski, E. M. (1995). Simulator sickness in virtual environments(No. ARI-TR-1027) . U.S. Army Research Institute for the Behavioral and Social Sciences. https://doi.org/10.21236/ADA295861 -
Kozulin, P., Ames, S. L., & McBrien, N. A. (2009). Effects of a head-mounted display on the oculomotor system of children.Optometry and Vision Science, 86(7), 845–856. https://doi.org/10.1097/OPX.0b013e3181adff42 -
Lewis, C. H., & Griffin, M. J. (1997). Human factors consideration in clinical applications of virtual reality.Studies in Health Technology and Informatics, 44, 35–56. -
Lewis, T. L., & Maurer, D. (2005). Multiple sensitive periods in human visual development: Evidence from visually deprived children.Developmental Psychobiology: The Journal of the International Society for Developmental Psychobiology, 46(3), 163–183. https://doi.org/10.1002/dev.20055 -
McCreery, R. W., Spratford, M., Kirby, B., & Brennan, M. (2017). Individual differences in language and working memory affect children's speech recognition in noise.International Journal of Audiology, 56(5), 306–315. https://doi.org/10.1080/14992027.2016.1266703 -
Navarra, J., Alsius, A., Soto-Faraco, S., & Spence, C. (2010). Assessing the role of attention in the audiovisual integration of speech.Information Fusion, 11(1), 4–11. https://doi.org/10.1016/j.inffus.2009.04.001 -
Nelson, E. L., Smaldino, J., Erler, S., & Garstecki, D. (2008). Background noise levels and reverberation times in old and new elementary school classrooms.Journal of Educational Audiology, 14, 16–22. -
Picard, M., & Bradley, J. S. (2001). Revisiting speech interference in classrooms: Revisando la interferencia en el habla dentro del salón de clases.Audiology, 40(5), 221–244. https://doi.org/10.3109/00206090109073117 - R Core Team. (2017). R: A language and environment for statistical computing. https://www.R-project.org/
-
Read, J. C., & Bohr, I. (2014). User experience while viewing stereoscopic 3D television.Ergonomics, 57(8), 1140–1153. https://doi.org/10.1080/00140139.2014.914581 -
Ronsse, L. M., & Wang, L. M. (2013). Relationships between unoccupied classroom acoustical conditions and elementary student achievement measured in eastern Nebraska.The Journal of the Acoustical Society of America, 133(3), 1480–1495. https://doi.org/10.1121/1.4789356 -
Shelton, B. R., & Searle, C. L. (1980). The influence of vision on the absolute identification of sound-source position.Perception & Psychophysics, 28(6), 589–596. https://doi.org/10.3758/BF03198830 -
Valente, D. L., Plevinsky, H. M., Franco, J. M., Heinrichs-Graham, E. C., & Lewis, D. E. (2012). Experimental investigation of the effects of the acoustical conditions in a simulated classroom on speech recognition and learning in children.The Journal of the Acoustical Society of America, 131(1), 232–246. https://doi.org/10.1121/1.3662059 -
Yang, S. N., Schlieski, T., Selmins, B., Cooper, S. C., Doherty, R. A., Corriveau, P. J., & Sheedy, J. E. (2012). Stereoscopic viewing and reported perceived immersion and symptoms.Optometry and Vision Science, 89(7), 1068–1080. https://doi.org/10.1097/OPX.0b013e31825da430