4 research outputs found

    Audiovisual Training in Virtual Reality Improves Auditory Spatial Adaptation in Unilateral Hearing Loss Patients

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    International audienceUnilateral hearing loss (UHL) leads to an alteration of binaural cues resulting in a significant increment of spatial errors in the horizontal plane. In this study, nineteen patients with UHL were recruited and randomized in a cross-over design into two groups; a first group (n = 9) that received spatial audiovisual training in the first session and a non-spatial audiovisual training in the second session (2 to 4 weeks after the first session). A second group (n = 10) received the same training in the opposite order (non-spatial and then spatial). A sound localization test using headpointing (LOCATEST) was completed prior to and following each training session. The results showed a significant decrease in head-pointing localization errors after spatial training for group 1 (24.85° ± 15.8° vs. 16.17° ± 11.28° ; p < 0.001). The number of head movements during the spatial training for the 19 participants did not change (p = 0.79); nonetheless, the hand-pointing errors and reaction times significantly decreased at the end of the spatial training (p < 0.001). This study suggests that audiovisual spatial training can improve and induce spatial adaptation to a monaural deficit through the optimization of effective head movements. Virtual reality systems are relevant tools that can be used in clinics to develop training programs for patients with hearing impairments

    Virtual reality set-up for studying vestibular function during head impulse test

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    International audienceObjectives: Virtual reality (VR) offers an ecological setting and the possibility of altered visual feedback during head movements useful for vestibular research and treatment of vestibular disorders. There is however no data quantifying vestibuloocular reflex (VOR) during head impulse test (HIT) in VR. The main objective of this study is to assess the feasibility and performance of eye and head movement measurements of healthy subjects in a VR environment during high velocity horizontal head rotation (VR-HIT) under a normal visual feedback condition. The secondary objective is to establish the feasibility of VR-HIT recordings in the same group of normal subjects but under altered visual feedback conditions.Design: Twelve healthy subjects underwent video HIT using both a standard setup (vHIT) and VR-HIT. In VR, eye and head positions were recorded by using, respectively, an imbedded eye tracker and an infrared motion tracker. Subjects were tested under four conditions, one reproducing normal visual feedback and three simulating an altered gain or direction of visual feedback. During these three altered conditions the movement of the visual scene relative to the head movement was decreased in amplitude by 50% (half), was nullified (freeze) or was inverted in direction (inverse).Results: Eye and head motion recording during normal visual feedback as well as during all 3 altered conditions was successful. There was no significant difference in VOR gain in VR-HIT between normal, half, freeze and inverse conditions. In the normal condition, VOR gain was significantly but slightly (by 3%) different for VR-HIT and vHIT. Duration and amplitude of head impulses were significantly greater in VR-HIT than in vHIT. In all three altered VR-HIT conditions, covert saccades were present in approximatively one out of four trials.Conclusion: Our VR setup allowed high quality recording of eye and head data during head impulse test under normal and altered visual feedback conditions. This setup could be used to investigate compensation mechanisms in vestibular hypofunction, to elicit adaptation of VOR in ecological settings or to allow objective evaluation of VR-based vestibular rehabilitation

    Spatial Hearing Difficulties in Reaching Space in Bilateral Cochlear Implant Children Improve With Head Movements

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    International audienceObjectives: The aim of this study was to assess three-dimensional (3D) spatial hearing abilities in reaching space of children and adolescents fitted with bilateral cochlear implants (BCI). The study also investigated the impact of spontaneous head movements on sound localization abilities.Design: BCI children (N = 18, aged between 8 and 17) and age-matched normal-hearing (NH) controls (N = 18) took part in the study. Tests were performed using immersive virtual reality equipment that allowed control over visual information and initial eye position, as well as real-time 3D motion tracking of head and hand position with subcentimeter accuracy. The experiment exploited these technical features to achieve trial-by-trial exact positioning in head-centered coordinates of a single loudspeaker used for real, near-field sound delivery, which was reproducible across trials and participants. Using this novel approach, broadband sounds were delivered at different azimuths within the participants' arm length, in front and back space, at two different distances from their heads. Continuous head-monitoring allowed us to compare two listening conditions: "head immobile" (no head movements allowed) and "head moving" (spontaneous head movements allowed). Sound localization performance was assessed by computing the mean 3D error (i.e. the difference in space between the X-Y-Z position of the loudspeaker and the participant's final hand position used to indicate the localization of the sound's source), as well as the percentage of front-back and left-right confusions in azimuth, and the discriminability between two nearby distances. Several clinical factors (i.e. age at test, interimplant interval, and duration of binaural experience) were also correlated with the mean 3D error. Finally, the Speech Spatial and Qualities of Hearing Scale was administered to BCI participants and their parents.Results: Although BCI participants distinguished well between left and right sound sources, near-field spatial hearing remained challenging, particularly under the " head immobile" condition. Without visual priors of the sound position, response accuracy was lower than that of their NH peers, as evidenced by the mean 3D error (BCI: 55 cm, NH: 24 cm, p = 0.008). The BCI group mainly pointed along the interaural axis, corresponding to the position of their CI microphones. This led to important front-back confusions (44.6%). Distance discrimination also remained challenging for BCI users, mostly due to sound compression applied by their processor. Notably, BCI users benefitted from head movements under the "head moving" condition, with a significant decrease of the 3D error when pointing to front targets (p < 0.001). Interimplant interval was correlated with 3D error (p < 0.001), whereas no correlation with self-assessment of spatial hearing difficulties emerged (p = 0.9).Conclusions: In reaching space, BCI children and adolescents are able to extract enough auditory cues to discriminate sound side. However, without any visual cues or spontaneous head movements during sound emission, their localization abilities are substantially impaired for front-back and distance discrimination. Exploring the environment with head movements was a valuable strategy for improving sound localization within individuals with different clinical backgrounds. These novel findings could prompt new perspectives to better understand sound localization maturation in BCI children, and more broadly in patients with hearing loss
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