Role of pinnae and head movements in localizing pure tones 1The authors would like to thank Mr. Remi Humbert for implementing the experiment in Turbo Pascal and for his further assistance.

1999 ◽  
Vol 58 (3) ◽  
pp. 170-179 ◽  
Author(s):  
Barbara S. Muller ◽  
Pierre Bovet

Twelve blindfolded subjects localized two different pure tones, randomly played by eight sound sources in the horizontal plane. Either subjects could get information supplied by their pinnae (external ear) and their head movements or not. We found that pinnae, as well as head movements, had a marked influence on auditory localization performance with this type of sound. Effects of pinnae and head movements seemed to be additive; the absence of one or the other factor provoked the same loss of localization accuracy and even much the same error pattern. Head movement analysis showed that subjects turn their face towards the emitting sound source, except for sources exactly in the front or exactly in the rear, which are identified by turning the head to both sides. The head movement amplitude increased smoothly as the sound source moved from the anterior to the posterior quadrant.

2005 ◽  
Vol 93 (3) ◽  
pp. 1223-1234 ◽  
Author(s):  
Daniel J. Tollin ◽  
Luis C. Populin ◽  
Jordan M. Moore ◽  
Janet L. Ruhland ◽  
Tom C. T. Yin

In oculomotor research, there are two common methods by which the apparent location of visual and/or auditory targets are measured, saccadic eye movements with the head restrained and gaze shifts (combined saccades and head movements) with the head unrestrained. Because cats have a small oculomotor range (approximately ±25°), head movements are necessary when orienting to targets at the extremes of or outside this range. Here we tested the hypothesis that the accuracy of localizing auditory and visual targets using more ethologically natural head-unrestrained gaze shifts would be superior to head-restrained eye saccades. The effect of stimulus duration on localization accuracy was also investigated. Three cats were trained using operant conditioning with their heads initially restrained to indicate the location of auditory and visual targets via eye position. Long-duration visual targets were localized accurately with little error, but the locations of short-duration visual and both long- and short-duration auditory targets were markedly underestimated. With the head unrestrained, localization accuracy improved substantially for all stimuli and all durations. While the improvement for long-duration stimuli with the head unrestrained might be expected given that dynamic sensory cues were available during the gaze shifts and the lack of a memory component, surprisingly, the improvement was greatest for the auditory and visual stimuli with the shortest durations, where the stimuli were extinguished prior to the onset of the eye or head movement. The underestimation of auditory targets with the head restrained is explained in terms of the unnatural sensorimotor conditions that likely result during head restraint.


2013 ◽  
Vol 109 (6) ◽  
pp. 1658-1668 ◽  
Author(s):  
Daniel J. Tollin ◽  
Janet L. Ruhland ◽  
Tom C. T. Yin

Sound localization along the azimuthal dimension depends on interaural time and level disparities, whereas localization in elevation depends on broadband power spectra resulting from the filtering properties of the head and pinnae. We trained cats with their heads unrestrained, using operant conditioning to indicate the apparent locations of sounds via gaze shift. Targets consisted of broadband (BB), high-pass (HP), or low-pass (LP) noise, tones from 0.5 to 14 kHz, and 1/6 octave narrow-band (NB) noise with center frequencies ranging from 6 to 16 kHz. For each sound type, localization performance was summarized by the slope of the regression relating actual gaze shift to desired gaze shift. Overall localization accuracy for BB noise was comparable in azimuth and in elevation but was markedly better in azimuth than in elevation for sounds with limited spectra. Gaze shifts to targets in azimuth were most accurate to BB, less accurate for HP, LP, and NB sounds, and considerably less accurate for tones. In elevation, cats were most accurate in localizing BB, somewhat less accurate to HP, and less yet to LP noise (although still with slopes ∼0.60), but they localized NB noise much worse and were unable to localize tones. Deterioration of localization as bandwidth narrows is consistent with the hypothesis that spectral information is critical for sound localization in elevation. For NB noise or tones in elevation, unlike humans, most cats did not have unique responses at different frequencies, and some appeared to respond with a “default” location at all frequencies.


2018 ◽  
Author(s):  
Axel Ahrens ◽  
Kasper Duemose Lund ◽  
Marton Marschall ◽  
Torsten Dau

AbstractTo achieve accurate spatial auditory perception, subjects typically require personal head-related transfer functions (HRTFs) and the freedom for head movements. Loudspeaker-based virtual sound environments allow for realism without individualized measurements. To study audio-visual perception in realistic environments, the combination of spatially tracked head mounted displays (HMDs), also known as virtual reality glasses, and virtual sound environments may be valuable. However, HMDs were recently shown to affect the subjects’ HRTFs and thus might influence sound localization performance. Furthermore, due to limitations of the reproduction of visual information on the HMD, audio-visual perception might be influenced. Here, a sound localization experiment was conducted both with and without an HMD and with a varying amount of visual information provided to the subjects. Furthermore, interaural time and level difference errors (ITDs and ILDs) as well as spectral perturbations induced by the HMD were analyzed and compared to the perceptual localization data. The results showed a reduction of the localization accuracy when the subjects were wearing an HMD and when they were blindfolded. The HMD-induced error in azimuth localization was found to be larger in the left than in the right hemisphere. Thus, the errors in ITD and ILD can only partly account for the perceptual differences. When visual information of the limited set of source locations was provided, the localization error induced by the HMD was found to be negligible. Presenting visual information of hand-location, room dimensions, source locations and pointing feedback on the HMD revealed similar effects as previously shown in real environments.


2020 ◽  
Author(s):  
Chiara Valzolgher ◽  
Grègoire Verdelet ◽  
Romeo Salemme ◽  
Luigi Lombardi ◽  
Valerie Gaveau ◽  
...  

ABSTRACTWhen localising sounds in space the brain relies on internal models that specify the correspondence between the auditory input reaching the ears and initial head-position with coordinates in external space. These models can be updated throughout life, setting the basis for re-learning spatial hearing abilities in adulthood. This is particularly important for individuals who experience long-term auditory alterations (e.g., hearing loss, hearing aids, cochlear implants) as well as individuals who have to adapt to novel auditory cues when listening in virtual auditory environments. Until now, several methodological constraints have limited our understanding of the mechanisms involved in spatial hearing re-learning. In particular, the potential role of active listening and head-movements have remained largely overlooked. Here, we overcome these limitations by using a novel methodology, based on virtual reality and real-time kinematic tracking, to study the role of active multisensory-motor interactions with sounds in the updating of sound-space correspondences. Participants were immersed in a virtual reality scenario showing 17 speakers at ear-level. From each visible speaker a free-field real sound could be generated. Two separate groups of participants localised the sound source either by reaching or naming the perceived sound source, under binaural or monaural listening. Participants were free to move their head during the task and received audio-visual feedback on their performance. Results showed that both groups compensated rapidly for the short-term auditory alteration caused by monaural listening, improving sound localisation performance across trials. Crucially, compared to naming, reaching the sounds induced faster and larger sound localisation improvements. Furthermore, more accurate sound localisation was accompanied by progressively wider head-movements. These two measures were significantly correlated selectively for the Reaching group. In conclusion, reaching to sounds in an immersive visual VR context proved most effective for updating altered spatial hearing. Head movements played an important role in this fast updating, pointing to the importance of active listening when implementing training protocols for improving spatial hearing.HIGHLIGHTS- We studied spatial hearing re-learning using virtual reality and kinematic tracking- Audio-visual feedback combined with active listening improved monaural sound localisation- Reaching to sounds improved performance more than naming sounds- Monaural listening triggered compensatory head-movement behaviour- Head-movement behaviour correlated with re-learning only when reaching to sounds


2020 ◽  
Author(s):  
Timo Oess ◽  
Heiko Neumann ◽  
Marc O. Ernst

AbstractEarly studies have shown that the localization of a sound source in the vertical plane can be accomplished with only a single ear and thus assumed to be based on monaural spectral cues. Such cues consists of notches and peaks in the perceived spectrum which vary systematically with the elevation of sound sources. This poses several problems to the auditory system like extracting relevant and direction-dependent cues among others. Interestingly, at the stage of elevation estimate binaural information from both ears is already available and it seems reasonable of the auditory system to take advantage of this information. Especially, since such a binaural integration can improve the localization performance dramatically as we demonstrate with a computational model of binaural signal integration for sound source localization in the vertical plane. In line with previous findings of vertical localization, modeling results show that the auditory system can perform monaural as well as binaural sound source localization given a single, learned map of binaural signals. Binaural localization is by far more accurate than monaural localization, however, when prior information about the perceived sound is integrated localization performance is restored. Thus, we propose that elevation estimation of sound sources is facilitated by an early binaural signal integration and can incorporate sound type specific prior information for higher accuracy.


2007 ◽  
Vol 16 (2) ◽  
pp. 157-171 ◽  
Author(s):  
Matti Gröhn ◽  
Tapio Lokki ◽  
Tapio Takala

In a CAVE-like virtual environment spatial audio is typically reproduced with amplitude panning on loudspeakers behind the screens. We arranged a localization experiment where the subjects' task was to point to the perceived location of a sound source. Measured accuracy for a static source was as good as the accuracy in previous headphone experiments using head-related transfer functions. We also measured the localization accuracy of a moving auditory stimulus. The accuracy was decreased by an amount comparable to the minimum audible movement angle.


Author(s):  
K. A. McMullen ◽  
Gregory H. Wakefield

Although static localization performance in auditory displays is known to substantially improve as a listener spends more time in the environment, the impact of real-time interactive movement on these tasks is not yet well understood. Accordingly, a training procedure was developed and evaluated to address this question. In a set of experiments, listeners searched for and marked the locations of five virtually spatialized sound sources. The task was performed with and without training. Finally, the listeners performed a second search and mark task to assess the impacts of training. The results indicate that the training procedure maintained or significantly improved localization accuracy. In addition, localization performance did not improve for listeners who did not complete the training procedure.


Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 532
Author(s):  
Henglin Pu ◽  
Chao Cai ◽  
Menglan Hu ◽  
Tianping Deng ◽  
Rong Zheng ◽  
...  

Multiple blind sound source localization is the key technology for a myriad of applications such as robotic navigation and indoor localization. However, existing solutions can only locate a few sound sources simultaneously due to the limitation imposed by the number of microphones in an array. To this end, this paper proposes a novel multiple blind sound source localization algorithms using Source seParation and BeamForming (SPBF). Our algorithm overcomes the limitations of existing solutions and can locate more blind sources than the number of microphones in an array. Specifically, we propose a novel microphone layout, enabling salient multiple source separation while still preserving their arrival time information. After then, we perform source localization via beamforming using each demixed source. Such a design allows minimizing mutual interference from different sound sources, thereby enabling finer AoA estimation. To further enhance localization performance, we design a new spectral weighting function that can enhance the signal-to-noise-ratio, allowing a relatively narrow beam and thus finer angle of arrival estimation. Simulation experiments under typical indoor situations demonstrate a maximum of only 4∘ even under up to 14 sources.


2003 ◽  
Vol 89 (5) ◽  
pp. 2516-2527 ◽  
Author(s):  
Laurent Petit ◽  
Michael S. Beauchamp

We used event-related fMRI to measure brain activity while subjects performed saccadic eye, head, and gaze movements to visually presented targets. Two distinct patterns of response were observed. One set of areas was equally active during eye, head, and gaze movements and consisted of the superior and inferior subdivisions of the frontal eye fields, the supplementary eye field, the intraparietal sulcus, the precuneus, area MT in the lateral occipital sulcus and subcortically in basal ganglia, thalamus, and the superior colliculus. These areas have been previously observed in functional imaging studies of human eye movements, suggesting that a common set of brain areas subserves both oculomotor and head movement control in humans, consistent with data from single-unit recording and microstimulation studies in nonhuman primates that have described overlapping eye- and head-movement representations in oculomotor control areas. A second set of areas was active during head and gaze movements but not during eye movements. This set of areas included the posterior part of the planum temporale and the cortex at the temporoparietal junction, known as the parieto-insular vestibular cortex (PIVC). Activity in PIVC has been observed during imaging studies of invasive vestibular stimulation, and we confirm its role in processing the vestibular cues accompanying natural head movements. Our findings demonstrate that fMRI can be used to study the neural basis of head movements and show that areas that control eye movements also control head movements. In addition, we provide the first evidence for brain activity associated with vestibular input produced by natural head movements as opposed to invasive caloric or galvanic vestibular stimulation.


Author(s):  
Simone Spagnol ◽  
Michele Geronazzo ◽  
Davide Rocchesso ◽  
Federico Avanzini

Purpose – The purpose of this paper is to present a system for customized binaural audio delivery based on the extraction of relevant features from a 2-D representation of the listener’s pinna. Design/methodology/approach – The most significant pinna contours are extracted by means of multi-flash imaging, and they provide values for the parameters of a structural head-related transfer function (HRTF) model. The HRTF model spatializes a given sound file according to the listener’s head orientation, tracked by sensor-equipped headphones, with respect to the virtual sound source. Findings – A preliminary localization test shows that the model is able to statically render the elevation of a virtual sound source better than non-individual HRTFs. Research limitations/implications – Results encourage a deeper analysis of the psychoacoustic impact that the individualized HRTF model has on perceived elevation of virtual sound sources. Practical implications – The model has low complexity and is suitable for implementation on mobile devices. The resulting hardware/software package will hopefully allow an easy and low-tech fruition of custom spatial audio to any user. Originality/value – The authors show that custom binaural audio can be successfully deployed without the need of cumbersome subjective measurements.


Sign in / Sign up

Export Citation Format

Share Document