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中文摘要
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摘要 语音障碍是整个生命周期中最常见的沟通条件。后果是不- 在健康、社会、职业和情感领域都是微不足道的。声音治疗是最好的治疗方法 对于大多数这些疾病的方法。治疗成功的一个关键因素与泛化有关 在治疗中训练的运动行为,到现实生活中,日常情况。数据稀疏,但通常不是 令人鼓舞的是,作为治疗过程中心的普遍化。井- 实践的具体性原则表明,治疗环境应与 患者在真实的生活中可能遇到的感觉背景,以便发生泛化。虚拟 现实,由于最近的技术进步而变得更加有吸引力,有能力创造这样的 复制,但在语音训练和治疗中的利用率很低,迄今为止研究不足。的 拟议中的系列将通过使用高科技虚拟现实(VR)开始解决这一差距, 在声音产生的背景下复制可信的视听环境,并调查 从基础科学的角度研究这种环境对自我感知和声音产生的影响。 具体的独立的,假设驱动的目的是:(SA 1)检查单一感觉输入的效果 (听觉和视觉输入分开)与多感官输入(视听)对说话者对他们的感知的影响。 采用被试内实验设计,利用虚拟现实技术对自己的声音响度、发声努力度和发声舒适度进行了研究; (SA2)检查单一感觉输入(分别为听觉和视觉输入)与多感觉输入的效果 输入(视听)对扬声器的生产自己的声音,使用VR在一个受试者内的实验 (SA 3)获得关于VR中语音训练(共振语音)的效用的初步数据 与典型的临床环境相比,使用受试者间实验设计, 声音健康的教师。 该系列将利用高度的创新和先进的VR技术, 与基础科学相关的数据,并为随后的R 01提案奠定经验基础, 将建立在目前的工作扩大其理论和翻译价值。
英文摘要
Abstract Voice disorders are the most common communication condition across the lifespan. Consequences are non- trivial across health, social, occupational, and emotional domains. Voice therapy is the first-line treatment approach for the majority of these disorders. A critical factor in therapy success has to do with generalization of motor behaviors trained in therapy to real-life, everyday situations. Data are sparse, but generally not encouraging regarding the very generalization that stands at the center of the therapy process. The well- documented Specificity of Practice principle suggests therapeutic contexts should replicate as closely as possible the sensory contexts that the patient will encounter in real life for generalization to occur. Virtual Reality, made all the more attractive due to recent technological advances, has the ability to create such replication but has been vastly underutilized in voice training and therapy and understudied to date. The proposed series will address this gap at an initial level by using high-tech Virtual Reality (VR) to start to replicate credible audiovisual environments in the context of voice production, and moreover to investigate the effects of this environment on self-perception and production of voice from a basic science perspective. Specific independent, hypothesis-driven Aims are: (SA1) examine the effect of single sensory input (auditory and visual input separately) vs. multisensory input (audiovisual) on speakers’ perception of their own voices’ loudness, vocal effort and vocal comfort, using VR in a within-subjects experimental design; (SA2); examine the effect of single sensory input (auditory and visual input separately) vs. multisensory input (audiovisual) on speakers’ production of their own voices, using VR in a within-subjects experimental design; and (SA3) obtain preliminary data on the utility of voice training (resonant voice) in the VR environment compared to a typical clinical environment, using a between-subjects experimental design in vocally healthy teachers. The series will utilize a high degree of innovation and sophisticated VR technology to provide preliminary data pertinent to basic science and to lay the empirical foundation for a subsequent R01 proposal, which will build on the present work expanding both its theoretical and translational value.
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