Search bioRxivSearch

Biology subjects

Salemme, R.

Publications and source records attributed to Salemme, R..

3 recordsLinked to original sources

Patterns of multisensory facilitation distinguish peripersonal from reaching space

Peripersonal space (PPS) is a multisensory representation of the space near body parts facilitating interactions with the close environment. Studies on non-human and human primates converge in showing that PPS is a body-part-centred representation that guides actions. Because of these characteristics, growing confusion conflates peripersonal and arm-reaching space (ARS), that is the space ones arm can reach. Despite neuroanatomical evidence favors their distinction, no study has contrasted directly their respective extent and behavioral features. Here, in five experiments (N=140) we found that PPS differs from ARS, as evidenced both by participants spatial and temporal performance and its modeling. We mapped PPS and ARS using both their respective gold standard tasks and a novel multisensory facilitation paradigm. Results show that 1) PPS is smaller than ARS; 2) multivariate analyses of spatial patterns of multisensory facilitation predict participants hand locations within ARS; 3) the multisensory facilitation map shifts isomorphically following hand positions, revealing hand-centred coding of PPS, therefore pointing to a functional similarity to the receptive fields of monkeys multisensory neurons. A control experiment further corroborated these results and additionally ruled out the orienting of attention as driving mechanism for the increased multisensory facilitation near the hand. In sharp contrast, ARS mapping results in a larger spatial extent, with undistinguishable patterns across hand positions, cross-validating the conclusion that PPS and ARS are distinct spatial representations. These findings urge for a refinement of theoretical models of PPS, which is relevant to constructs as diverse as self-representation, social interpersonal distance, and motor control.

neuroscience

Reaching to sounds in virtual reality: A multisensory-motor approach to re-learn sound localisation

When localising sounds in space the brain relies on internal models that specify the correspondence between the auditory input reaching the ears and initial head-position with coordinates in external space. These models can be updated throughout life, setting the basis for re-learning spatial hearing abilities in adulthood. This is particularly important for individuals who experience long-term auditory alterations (e.g., hearing loss, hearing aids, cochlear implants) as well as individuals who have to adapt to novel auditory cues when listening in virtual auditory environments. Until now, several methodological constraints have limited our understanding of the mechanisms involved in spatial hearing re-learning. In particular, the potential role of active listening and head-movements have remained largely overlooked. Here, we overcome these limitations by using a novel methodology, based on virtual reality and real-time kinematic tracking, to study the role of active multisensory-motor interactions with sounds in the updating of sound-space correspondences. Participants were immersed in a virtual reality scenario showing 17 speakers at ear-level. From each visible speaker a free-field real sound could be generated. Two separate groups of participants localised the sound source either by reaching or naming the perceived sound source, under binaural or monaural listening. Participants were free to move their head during the task and received audio-visual feedback on their performance. Results showed that both groups compensated rapidly for the short-term auditory alteration caused by monaural listening, improving sound localisation performance across trials. Crucially, compared to naming, reaching the sounds induced faster and larger sound localisation improvements. Furthermore, more accurate sound localisation was accompanied by progressively wider head-movements. These two measures were significantly correlated selectively for the Reaching group. In conclusion, reaching to sounds in an immersive visual VR context proved most effective for updating altered spatial hearing. Head movements played an important role in this fast updating, pointing to the importance of active listening when implementing training protocols for improving spatial hearing. HIGHLIGHTS- We studied spatial hearing re-learning using virtual reality and kinematic tracking - Audio-visual feedback combined with active listening improved monaural sound localisation - Reaching to sounds improved performance more than naming sounds - Monaural listening triggered compensatory head-movement behaviour - Head-movement behaviour correlated with re-learning only when reaching to sounds

neuroscience

SPHERE: A novel approach to 3D and active sound localization

In everyday life, localizing a sound source in free-field entails more than the sole extraction of monaural and binaural auditory cues to define its location in the three-dimensions (azimuth, elevation and distance). In spatial hearing, we also take into account all the available visual information (e.g., cues to sound position, cues to the structure of the environment), and we resolve perceptual ambiguities through active listening behavior, exploring the auditory environment with head or/and body movements. Here we introduce a novel approach to sound localization in 3D named SPHERE (European patent n{degrees} WO2017203028A1), which exploits a commercially available Virtual Reality Head-mounted display system with real-time kinematic tracking to combine all of these elements (controlled positioning of a real sound source and recording of participants responses in 3D, controlled visual stimulations and active listening behavior). We prove that SPHERE allows accurate sampling of the 3D spatial hearing abilities of normal hearing adults, and it allowed detecting and quantifying the contribution of active listening. Specifically, comparing static vs. free head-motion during sound emission we found an improvement of sound localization accuracy and precisions. By combining visual virtual reality, real-time kinematic tracking and real-sound delivery we have achieved a novel approach to the study of spatial hearing, with the potentials to capture real-life behaviors in laboratory conditions. Furthermore, our new approach also paves the way for clinical and industrial applications that will leverage the full potentials of active listening and multisensory stimulation intrinsic to the SPHERE approach for the purpose rehabilitation and product assessment.

neuroscience