scholarly journals Evaluating Two Ways to Train Sensitivity to Echoes to Improve Echolocation

Author(s):  
Laurie M. Heller ◽  
Arley Schenker ◽  
Pulkit Grover ◽  
Madeline Gardner ◽  
Felix Liu

We investigated whether training sighted individuals to attend to information in echoes could improve their active echolocation ability. We evaluated two training techniques that involved artificially generated sounds. Both artificial techniques were evaluated by their effect on natural echolocation of real objects with self-generated clicks. One group trained by discriminating sounds presented over headphones in the lab. The lateral displacement or distance of the echo was varied in a staircase procedure. The second training group used an echolocation app on a smartphone. They navigated a maze by using echo cues presented over earbuds. The echo cues had 3D audio virtual reality cues. Participants in the control condition did not improve but the majority of participants who trained did improve. The lab training is labor intensive whereas the app training was self-guided and convenient. This has implications for training methods aimed at echolocation that might ultimately be useful for navigation by visually impaired individuals.

PLoS ONE ◽  
2020 ◽  
Vol 15 (12) ◽  
pp. e0243380
Author(s):  
David Bakhos ◽  
John Galvin ◽  
Jean-Marie Aoustin ◽  
Mathieu Robier ◽  
Sandrine Kerneis ◽  
...  

Due to limited space and resources, it can be difficult to train students on audiological procedures adequately. In the present study, we compared audiology training outcomes between a traditional approach and a recently developed immersive virtual reality (VR) approach in audiology students. Twenty-nine first-year audiology students participated in the study; 14 received traditional training (“TT group”), and 15 received the VR training (“VRT group”). Pre- and post-training evaluation included a 20-item test developed by an audiology educator. Post-training satisfaction and self-confidence were evaluated using Likert scales. Mean post-training test scores improved by 6.9±9.8 percentage points in the TT group and by 21.1±7.8 points in the VRT group; the improvement in scores was significant for both groups. After completing the traditional training, the TT group was subsequently trained with the VR system, after which mean scores further improved by 7.5 points; there was no significant difference in post-VR training scores between the TT and VRT groups. After training, the TT and VRT groups completed satisfaction and self-confidence questionnaires. Satisfaction and self-confidence ratings were significantly higher for the VR training group, compared to the traditional training group. Satisfaction ratings were “good” (4 on Likert scale) for 74% of the TT group and 100% of the VRT group. Self-confidence ratings were “good” for 71% of the TT group and 92% of the VRT group. These results suggest that a VR training approach may be an effective alternative or supplement to traditional training for audiology students.


2019 ◽  
Vol 69 (1) ◽  
pp. 149-157 ◽  
Author(s):  
Sebastian Rutkowski ◽  
Anna Rutkowska ◽  
Dariusz Jastrzębski ◽  
Henryk Racheniuk ◽  
Witold Pawełczyk ◽  
...  

Abstract The aim of the study was to evaluate the effects of rehabilitation in patients with chronic obstructive pulmonary disease (COPD) using the Kinect system during stationary rehabilitation. The study included 68 patients with COPD (35 men, 33 women, mean age 61.3 ± 3.7). The subjects were randomly assigned to one of the two experimental groups described below. Group I included 34 patients – non‐participants in Kinect training. Group II included 34 patients – participants in Kinect training. In all patients before and after rehabilitation physical fitness was assessed using the Senior Fitness Test (SFT). The Xbox 360 and Kinect motion sensor were used to carry out virtual reality training. In group I, statistically significant improvements in SFT performance were observed. Patients in group II also showed statistically significant improvement in physical fitness in all attempts of the SFT. Virtual rehabilitation training in patients with COPD seems to be a practical and beneficial intervention capable of enhancing mobility and physical fitness.


The evolution of the technology takes the education to next level, where it makes the learning process more interesting and attractive. The Virtual Reality plays an important role in this evolution. The main aim of this work is to enhance the learning ability in students through virtual environment by developing an education based game. In this work, the virtual reality device-Wii mote has been used for the learning process, and also for answering the questions in the different levels of game. The learning process also involves the speech synthesis. This helps the visually impaired people to learn without others help and it also motivates even the average students to participate more actively in learning process. The game has been further divided as easy, medium and difficult levels. So the learning ability of each student can be easily tested and further steps can be taken in order to motivate them, and to optimize their learning skill. Thus, this work motivates the students for learning and to exalt their learning ability.


Author(s):  
Manoj Srinivasan ◽  
Syed T. Mubarrat ◽  
Quentin Humphrey ◽  
Thomas Chen ◽  
Kieran Binkley ◽  
...  

In this study, we developed a low-cost simulated testbed of a physically interactive virtual reality (VR) system and evaluated its efficacy as an occupational virtual trainer for human-robot collaborative (HRC) tasks. The VR system could be implemented in industrial training applications for sensorimotor skill acquisitions and identifying potential task-, robot-, and human-induced hazards in the industrial environments. One of the challenges in designing and implementing such simulation testbed is the effective integration of virtual and real objects and environment, including human movement biomechanics. Therefore, this study aimed to compare the movement kinematics (joint angles) and kinetics (center of pressure) of the human participants while performing pick-and-place lifting tasks with and without using a physically interactive VR testbed. Results showed marginal differences in human movement kinematics and kinetics between real and virtual environment tasks, suggesting the effective transfer of training benefits from VR to real-life situations.


2011 ◽  
pp. 724-735
Author(s):  
Maxim Kolesnikov ◽  
Arnold D. Steinberg ◽  
Miloš Žefran

This chapter describes the haptic dental simulator developed at the University of Illinois at Chicago. It explores its use and advantages as an educational tool in dentistry and examines the structure of the simulator, its hardware and software components, the simulator’s functionality, reality assessment, and the users’ experiences with this technology. The authors hope that the dental haptic simulation program should provide significant benefits over traditional dental training techniques. It should facilitate students’ development of necessary tactile skills, provide unlimited practice time and require less student/instructor interaction while helping students learn basic clinical skills more quickly and effectively.


Author(s):  
Jaume Segura-Garcia ◽  
Mario Montagud-Climent ◽  
Sebastià Mirasol-Menacho ◽  
Joan Oleza-Simó

AbstractNowadays, the use of virtual reality/virtual acoustics (VR/VA) in archaeology for rendering lost buildings is an important topic in the cultural heritage field. Moreover, the addition of additional senses apart from the sight increases the feeling of immersion in virtual environments. The aim of this paper is to show the interaction work developed in a VA system, based on Unity and FMOD, the graphical and acoustical reconstruction of an ancient building and the development of a VR goggles with headphones to render 3D audio and video interactively. This system has been implemented to render auralizations in a binaural system and has been applied to the renderization of an old and lost theatre in València (Spain). The first building of theatre was built in the 16th century, and was rebuilt several times until the 18th century. The auralization of several theatrical excerpts of different Spanish authors of that time is also presented. The integrated system has been subjectively evaluated, obtaining very satisfactory results.


2020 ◽  
Vol 44 (5) ◽  
pp. 1833-1842 ◽  
Author(s):  
Seung Min Oh ◽  
Ju Young Kim ◽  
Seungho Han ◽  
Won Lee ◽  
Il Kim ◽  
...  

Abstract Purpose As filler procedures have increased in popularity, serious injection-related complications (e.g., blindness and stroke) have also increased in number. Proper and effective training is important for filler procedure safety; however, limitations exist in traditional training methods (i.e. anatomical illustrations and cadaver studies). We aimed to describe the development process and evaluate the usability of a virtual reality (VR)-based aesthetic filler injection training system. Materials and Methods We developed the virtual reality hardware for the training system and a short guide, with a lecture regarding safe filler injection techniques. One hundred clinicians who attended a conference tested the training system. Participants completed system usability scale (SUS) and satisfaction questionnaires. Results Nearly half of the participants were aged 35–50 years, and 38% had more than 5 years of aesthetic experience. The mean SUS score was 59.8 (standard deviation, 12.23), with no significant differences among the evaluated subgroups. Approximately 76% of participants provided SUS scores of more than 51, indicating acceptable usability. Participants aged 35–50 years were more likely to rate the system as having poor usability than were those aged < 35 years (odds ratio = 5.20, 95% confidence interval: 1.35–20.08). Conclusions This study was the first to develop and explore the usability of a VR-based filler training system. Nearly three-fourths of participants indicated that the training system has an acceptable level of usability. However, assessments in precise target audiences and more detailed usability information are necessary to further refine the training system. Level of evidence IV This journal requires that authors assign a level of evidence to each article. For a full description of these Evidence-Based Medicine ratings, please refer to the Table of Contents or the online Instructions to Authors www.springer.com/00266.


Author(s):  
Maxim Kolesnikov ◽  
Arnold D. Steinberg ◽  
Milos Zefran

This chapter describes the haptic dental simulator developed at the University of Illinois at Chicago. It explores its use and advantages as an educational tool in dentistry and examines the structure of the simulator, its hardware and software components, the simulator’s functionality, reality assessment, and the users’ experiences with this technology. The authors hope that the dental haptic simulation program should provide significant benefits over traditional dental training techniques. It should facilitate students’ development of necessary tactile skills, provide unlimited practice time and require less student/instructor interaction while helping students learn basic clinical skills more quickly and effectively.


2017 ◽  
Vol 111 (2) ◽  
pp. 148-164 ◽  
Author(s):  
Oana Bălan ◽  
Alin Moldoveanu ◽  
Florica Moldoveanu ◽  
Hunor Nagy ◽  
György Wersényi ◽  
...  

Introduction As the number of people with visual impairments (that is, those who are blind or have low vision) is continuously increasing, rehabilitation and engineering researchers have identified the need to design sensory-substitution devices that would offer assistance and guidance to these people for performing navigational tasks. Auditory and haptic cues have been shown to be an effective approach towards creating a rich spatial representation of the environment, so they are considered for inclusion in the development of assistive tools that would enable people with visual impairments to acquire knowledge of the surrounding space in a way close to the visually based perception of sighted individuals. However, achieving efficiency through a sensory substitution device requires extensive training for visually impaired users to learn how to process the artificial auditory cues and convert them into spatial information. Methods Considering all the potential advantages game-based learning can provide, we propose a new method for training sound localization and virtual navigational skills of visually impaired people in a 3D audio game with hierarchical levels of difficulty. The training procedure is focused on a multimodal (auditory and haptic) learning approach in which the subjects have been asked to listen to 3D sounds while simultaneously perceiving a series of vibrations on a haptic headband that corresponds to the direction of the sound source in space. Results The results we obtained in a sound-localization experiment with 10 visually impaired people showed that the proposed training strategy resulted in significant improvements in auditory performance and navigation skills of the subjects, thus ensuring behavioral gains in the spatial perception of the environment.


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