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Lestang, J.-H.

Publications and source records attributed to Lestang, J.-H..

2 recordsLinked to original sources

Canonical brain computations account for perceived sound source location

Sound localization in reverberant environments is a difficult task that human listeners perform effortlessly. Many neural mechanisms have been proposed to account for this behavior. Generally they rely on emphasizing localization information at the onset of the incoming sound while discarding localization cues that arrive later. We modelled several of these mechanisms using neural circuits commonly found in the brain and tested their performance in the context of experiments showing that, in the dominant frequency region for sound localisation, we have a preference for auditory cues arriving during the rising slope of the sound energy (Dietz et al., 2013). We found that both single cell mechanisms (onset and adaptation) and population mechanisms (lateral inhibition) were easily able to reproduce the results across a very wide range of parameter settings. This suggests that sound localization in reverberant environments may not require specialised mechanisms specific to perform that task, but could instead rely on common neural circuits in the brain. This would allow for the possibility of individual differences in learnt strategies or neuronal parameters. This research is fully reproducible, and we made our code available to edit and run online via interactive live notebooks.

neuroscience

Effects of gamification and active listening on short-term sound localization training in virtual reality

Head-related transfer functions (HRTFs) capture the direction-dependant way that sound interacts with the head and torso. In virtual audio systems, which aim to emulate these effects, non-individualized, generic HRTFs are typically used leading to an inaccurate perception of virtual sound location. Training has the potential to exploit the brains ability to adapt to these unfamiliar cues. In this study, three virtual sound localization training paradigms were evaluated; one provided simple visual positional confirmation of sound source location, a second introduced game design elements ("gamification") and a final version additionally utilized head-tracking to provide listeners with experience of relative sound source motion ("active listening"). The results demonstrate a significant effect of training after a small number of short (12-minute) training sessions, which is retained across multiple days. Gamification alone had no significant effect on the efficacy of the training, but active listening resulted in a significantly greater improvements in localization accuracy. In general, improvements in virtual sound localization following training generalized to a second set of non-individualized HRTFs, although some HRTF-specific changes were observed in polar angle judgement for the active listening group. The implications of this on the putative mechanisms of the adaptation process are discussed.

animal behavior and cognition