Effects of Gamification on Assessment of Spatial Release From Masking.

Effects of Gamification on Assessment of Spatial Release From Masking.
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DOI:
10.1044/2022_aja-22-00133
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发表时间:
2023-03
影响因子:
1.8
通讯作者:
--
中科院分区:
医学4区
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噪声环境下的语音理解困难是一个常见的通信问题。噪声中的言语临床测试与真实世界的听力有很大不同,并且为患者提供了有限的内在动机来表现良好。为了设计一个测试,捕捉真实世界的沟通动机方面,本研究调查的影响,游戏化,或包含游戏元素,从掩蔽测试的实验室空间释放。54名听力正常的年轻人完成了一项传统的实验室和一项以平衡顺序从掩蔽中释放空间的游戏化测试。面具水平根据表现进行调整,传统测试在10次逆转后结束,游戏化测试在参与者解决视觉难题时结束。在两种测试的第10次反转后以及游戏化测试的自适应轨道的最后6次反转后,计算了具有共定位掩蔽物、分离掩蔽物和空间释放估计的目标掩蔽物比阈值(TMR)。从第10次反转计算的保留值表明,传统测试和游戏化测试之间没有显著差异。学习效果观察与空间上分离的掩蔽,这样的TMR是更好的第二次测试比第一次,无论测试顺序。从最后六次反转的gamified测试计算的保留值表明,与传统测试相比,在分离条件下的TMR更好。将游戏化元素添加到传统的掩蔽空间释放测试中并没有对测试有效性或空间释放估计产生负面影响。参与者愿意继续玩游戏化测试,平均30.2次适应性轨道的逆转。对于一些听众来说,在分离条件下的表现在第10次逆转后继续改善,与传统测试相比,在游戏化测试结束时,TMRs更好,掩蔽的空间释放更大。 https://doi.org/10.23641/asha.22028789
Difficulty understanding speech in noise is a common communication problem. Clinical tests of speech in noise differ considerably from real-world listening and offer patients limited intrinsic motivation to perform well. In order to design a test that captures motivational aspects of real-world communication, this study investigated effects of gamification, or the inclusion of game elements, on a laboratory spatial release from masking test. Fifty-four younger adults with normal hearing completed a traditional laboratory and a gamified test of spatial release from masking in counterbalanced order. Masker level adapted based on performance, with the traditional test ending after 10 reversals and the gamified test ending when participants solved a visual puzzle. Target-to-masker ratio thresholds (TMRs) with colocated maskers, separated maskers, and estimates of spatial release were calculated after the 10th reversal for both tests and from the last six reversals of the adaptive track from the gamified test. Thresholds calculated from the 10th reversal indicated no significant differences between the traditional and gamified tests. A learning effect was observed with spatially separated maskers, such that TMRs were better for the second test than the first, regardless of test order. Thresholds calculated from the last six reversals of the gamified test indicated better TMRs in the separated condition compared to the traditional test. Adding gamified elements to a traditional test of spatial release from masking did not negatively affect test validity or estimates of spatial release. Participants were willing to continue playing the gamified test for an average of 30.2 reversals of the adaptive track. For some listeners, performance in the separated condition continued to improve after the 10th reversal, leading to better TMRs and greater spatial release from masking at the end of the gamified test compared to the traditional test. https://doi.org/10.23641/asha.22028789