Walter Setti, Isaac Alonso-Martinez Engel, Luigi F. Cuturi, Monica Gori, Lorenzo Picinali
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The Audio-Corsi: an acoustic virtual reality-based technological solution for evaluating audio-spatial memory abilities
Spatial memory is a cognitive skill that allows the recall of information about the space, its layout, and items’ locations. We present a novel application built around 3D spatial audio technology to evaluate audio-spatial memory abilities. The sound sources have been spatially distributed employing the 3D Tune-In Toolkit, a virtual acoustic simulator. The participants are presented with sequences of sounds of increasing length emitted from virtual auditory sources around their heads. To identify stimuli positions and register the test responses, we designed a custom-made interface with buttons arranged according to sound locations. We took inspiration from the Corsi-Block test for the experimental procedure, a validated clinical approach for assessing visuo-spatial memory abilities. In two different experimental sessions, the participants were tested with the classical Corsi-Block and, blindfolded, with the proposed task, named Audio-Corsi for brevity. Our results show comparable performance across the two tests in terms of the estimated memory parameter precision. Furthermore, in the Audio-Corsi we observe a lower span compared to the Corsi-Block test. We discuss these results in the context of the theoretical relationship between the auditory and visual sensory modalities and potential applications of this system in multiple scientific and clinical contexts.
期刊介绍:
The Journal of Multimodal User Interfaces publishes work in the design, implementation and evaluation of multimodal interfaces. Research in the domain of multimodal interaction is by its very essence a multidisciplinary area involving several fields including signal processing, human-machine interaction, computer science, cognitive science and ergonomics. This journal focuses on multimodal interfaces involving advanced modalities, several modalities and their fusion, user-centric design, usability and architectural considerations. Use cases and descriptions of specific application areas are welcome including for example e-learning, assistance, serious games, affective and social computing, interaction with avatars and robots.