Gamified spatial release from masking and relationships with self-reported auditory difficulties

Journal of the Acoustical Society of America(2023)

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摘要
Many individuals with and without hearing loss, including those with a history of traumatic brain injury (TBI), often report difficulties understanding speech in noise that are not well predicted by common behavioral measures. Recent work in the gamification of behavioral auditory tasks has led to the development of measures that aim to better mimic the demands of real-world auditory environments through the use of video game features that engage and motivate the user. This study examined the effects of gamification on a spatial release from masking (SRM) task in 37 adults who ranged in age, hearing sensitivity, and history of TBI. Participants completed a gamified and non-gamified version of the SRM task on an iPad using the Portable Automatic Rapid Testing (PART) application. Regression models were used to assess whether gamification had an effect on SRM and whether participant age, hearing sensitivity, or history of TBI differentially impacted results. This study was also designed to determine whether performance on the gamified SRM task was predictive of self-reported auditory difficulties that were measured using three hearing health questionnaires. Results of this work will have important implications for the development of clinically useful gamified tasks that better replicate real-world auditory environments. [R01DC018166, VA CDA1 RX003187]
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关键词
spatial release,masking,self-reported
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