scholarly journals The Ventriloquist Effect is not Consistently Affected by Stimulus Realism

Author(s):  
Thirsa Huisman ◽  
Torsten Dau ◽  
Tobias Piechowiak ◽  
Ewen MacDonald

Despite more than 60 years of research, it has remained uncertain if and how realism affects the ventriloquist effect. Here, a sound localization experiment was run using spatially disparate audio-visual stimuli. The visual stimuli were presented using virtual reality, allowing for easy manipulation of the degree of realism of the stimuli. Starting from stimuli commonly used in ventriloquist experiments, i.e., a light flash and noise burst, a new factor was added or changed in each condition to investigate the effect of movement and realism without confounding the effects of an increased temporal correlation of the audio-visual stimuli. First, a distractor task was introduced to ensure that participants fixated their eye gaze during the experiment. Next, movement was added to the visual stimuli while maintaining a similar temporal correlation between the stimuli. Finally, by changing the stimuli from the flash and noise stimuli to the visuals of a bouncing ball that made a matching impact sound, the effect of realism was assessed. No evidence for an effect of realism and movement of the stimuli was found, suggesting that, in simple scenarios, the ventriloquist effect might not be affected by stimulus realism.

Author(s):  
Thirsa Huisman ◽  
Torsten Dau ◽  
Tobias Piechowiak ◽  
Ewen MacDonald

Despite more than 60 years of research, it has remained uncertain if and how realism affects the ventriloquist effect. Here, a sound localization experiment was run using spatially disparate audio-visual stimuli. The visual stimuli were presented using virtual reality, allowing for easy manipulation of the degree of realism of the stimuli. Starting from stimuli commonly used in ventriloquist experiments, i.e., a light flash and noise burst, a new factor was added or changed in each condition to investigate the effect of movement and realism without confounding the effects of an increased temporal correlation of the audio-visual stimuli. First, a distractor task was introduced to ensure that participants fixated their eye gaze during the experiment. Next, movement was added to the visual stimuli while maintaining a similar temporal correlation between the stimuli. Finally, by changing the stimuli from the flash and noise stimuli to the visuals of a bouncing ball that made a matching impact sound, the effect of realism was assessed. No evidence for an effect of realism and movement of the stimuli was found, suggesting that, in simple scenarios, the ventriloquist effect might not be affected by stimulus realism.


Author(s):  
Jinwoo Kim ◽  
Heeseok Oh ◽  
Woojae Kim ◽  
Seonghwa Choi ◽  
Wookho Son ◽  
...  

Electronics ◽  
2021 ◽  
Vol 10 (9) ◽  
pp. 1051
Author(s):  
Si Jung Kim ◽  
Teemu H. Laine ◽  
Hae Jung Suk

Presence refers to the emotional state of users where their motivation for thinking and acting arises based on the perception of the entities in a virtual world. The immersion level of users can vary when they interact with different media content, which may result in different levels of presence especially in a virtual reality (VR) environment. This study investigates how user characteristics, such as gender, immersion level, and emotional valence on VR, are related to the three elements of presence effects (attention, enjoyment, and memory). A VR story was created and used as an immersive stimulus in an experiment, which was presented through a head-mounted display (HMD) equipped with an eye tracker that collected the participants’ eye gaze data during the experiment. A total of 53 university students (26 females, 27 males), with an age range from 20 to 29 years old (mean 23.8), participated in the experiment. A set of pre- and post-questionnaires were used as a subjective measure to support the evidence of relationships among the presence effects and user characteristics. The results showed that user characteristics, such as gender, immersion level, and emotional valence, affected their level of presence, however, there is no evidence that attention is associated with enjoyment or memory.


2021 ◽  
pp. 1-19
Author(s):  
Sophie Rohlf ◽  
Patrick Bruns ◽  
Brigitte Röder

Abstract Reliability-based cue combination is a hallmark of multisensory integration, while the role of cue reliability for crossmodal recalibration is less understood. The present study investigated whether visual cue reliability affects audiovisual recalibration in adults and children. Participants had to localize sounds, which were presented either alone or in combination with a spatially discrepant high- or low-reliability visual stimulus. In a previous study we had shown that the ventriloquist effect (indicating multisensory integration) was overall larger in the children groups and that the shift in sound localization toward the spatially discrepant visual stimulus decreased with visual cue reliability in all groups. The present study replicated the onset of the immediate ventriloquist aftereffect (a shift in unimodal sound localization following a single exposure of a spatially discrepant audiovisual stimulus) at the age of 6–7 years. In adults the immediate ventriloquist aftereffect depended on visual cue reliability, whereas the cumulative ventriloquist aftereffect (reflecting the audiovisual spatial discrepancies over the complete experiment) did not. In 6–7-year-olds the immediate ventriloquist aftereffect was independent of visual cue reliability. The present results are compatible with the idea of immediate and cumulative crossmodal recalibrations being dissociable processes and that the immediate ventriloquist aftereffect is more closely related to genuine multisensory integration.


2021 ◽  
Vol 150 (4) ◽  
pp. A299-A299
Author(s):  
Jwala P. Rejimon ◽  
Monica L. Folkerts ◽  
G. Christopher Stecker

2020 ◽  
Vol 1518 ◽  
pp. 012020
Author(s):  
Shengfu Lu ◽  
Richeng Li ◽  
Jinan Jiao ◽  
Jiaming Kang ◽  
Nana Zhao ◽  
...  

2016 ◽  
Vol 55 (01) ◽  
pp. 79-83 ◽  
Author(s):  
A. Vourvopoulos ◽  
A. Bernardino ◽  
i Bermúdez Badia ◽  
J. Alves

Summary Introduction: This article is part of the Focus Theme of Methods of Information in Medicine on “Methodologies, Models and Algorithms for Patients Rehabilitation”. Objective: Identify eye gaze correlates of motor impairment in a virtual reality motor observation task in a study with healthy participants and stroke patients. Methods: Participants consisted of a group of healthy subjects (N = 20) and a group of stroke survivors (N = 10). Both groups were required to observe a simple reach-and-grab and place-and-release task in a virtual environment. Additionally, healthy subjects were required to observe the task in a normal condition and a constrained movement condition. Eye movements were recorded during the observation task for later analysis. Results: For healthy participants, results showed differences in gaze metrics when comparing the normal and arm-constrained conditions. Differences in gaze metrics were also found when comparing dominant and non-dominant arm for saccades and smooth pursuit events. For stroke patients, results showed longer smooth pursuit segments in action observation when observing the paretic arm, thus providing evidence that the affected circuitry may be activated for eye gaze control during observation of the simulated motor action. Conclusions: This study suggests that neural motor circuits are involved, at multiple levels, in observation of motor actions displayed in a virtual reality environment. Thus, eye tracking combined with action observation tasks in a virtual reality display can be used to monitor motor deficits derived from stroke, and consequently can also be used for re -habilitation of stroke patients.


Sign in / Sign up

Export Citation Format

Share Document