Periodic Reporting for period 1 - SAV (Spatial Audio Virtualization and Gamification for Hearing Assessment andEnhancement)
Período documentado: 2023-10-01 hasta 2025-09-30
To overcome these challenges, SAV combines virtual reality (VR) and gamification to develop innovative, immersive tools that better simulate real-life auditory environments. By incorporating VR and game-like elements into training and testing, SAV aims to increase user engagement and enhance the learning transfer from training in the lab to everyday life. This approach not only mirrors the dynamic nature of actual hearing environments but also engages neural processes essential for speech and spatial perception.
Through collaborations among European and international institutions specializing in cognitive neuroscience, auditory modeling, and VR technology, the project is building a suite of virtual and gamified modules. These will be integrated into existing auditory assessment tools like the Portable Automated Rapid Testing (PART) app. SAV’s goal is to improve hearing assessment accuracy, deepen our understanding of auditory perception mechanisms, and enhance applications that can significantly benefit those with hearing challenges.
The SAV project’s potential impact spans health, cognitive neuroscience, and technological innovation, creating tools that not only address individual hearing needs but also set new standards for assessment and training protocols in clinical and everyday settings.
Progress has been made in the gamification of training exercises, where interactive, game-like tasks are used to encourage consistent engagement and enhance auditory skill retention. Research teams have examined the impact of these VR and gamified environments on participants’ spatial and speech perception abilities, using psychophysical and neuroimaging studies to map the neural mechanisms involved.
Early-phase experimental studies have focused on understanding the factors essential for creating a convincing perception of “sound externalization”—the sensation of sound originating outside the head rather than from within, which is crucial for realistic auditory simulations.
The project has successfully tested prototypes of VR/gamified/externalization environments with groups of normal-hearing and hearing-impaired participants, with promising initial results on the efficacy of VR-based auditory training. As a next step, results will inform adjustments to further refine the realism and user experience of the modules, with upcoming tests planned to evaluate the tools’ effectiveness across a broader demographic range.
One of SAV’s key innovations is its focus on achieving “sound externalization,” a quality that ensures sounds are perceived as originating from external sources, mirroring how we naturally hear in real environments. This approach allows for a more immersive and realistic testing experience and promotes better transfer of skills from training environments to daily life. Additionally, SAV’s gamified modules tap into motivational and cognitive mechanisms that enhance the learning experience, leveraging game-based rewards to maintain user engagement and stimulate brain areas related to learning and attention.
As the project progresses, SAV aims to refine these innovations and make them accessible for widespread use, potentially leading to significant advancements in hearing aid fitting, auditory therapy, and clinical assessments. The outcomes will support the development of robust, next-generation tools that are applicable not only to individuals with hearing impairments but also to broader audiences seeking cognitive and perceptual enhancement.