A detailed inquiry of the differences between headphones and loudspeakers influences on dynamic postural task performance
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This study examined the impact of sound variations and audio delivery methods on decision-making during a dynamic balance task. Twenty-four young adults (14 females, aged 24-31) wore an HTC Vive headset and avoided a virtual ball based on visual cues. We manipulated the environment by introducing congruent (sounds coincide with the visual rule) or incongruent (sounds may or may not coincide with the visual rule) and comparing multimodal (visual and congruent sounds) to unimodal (visual or congruent sounds only) stimuli presentation. Four audio delivery methods were tested: loudspeakers, headphones, passthrough, and room simulation. We quantified reaction time (RT) and accuracy (choosing the correct direction to move) from the head movement. Two files are attached: the kinematics dataset (head movement, RT and accuracy per condition) and the demographics dataset.
本研究探讨了声音变异与音频呈现方式对动态平衡任务中决策行为的影响。本研究招募24名年轻成年人参与实验(14名女性,年龄24~31岁),所有受试者佩戴HTC Vive头显,依据视觉提示躲避虚拟球体。我们通过引入与视觉规则同步匹配的一致声音,以及可能与视觉规则匹配或不匹配的不一致声音,同时对比多模态(视觉与一致声音结合)与单模态(仅视觉或仅一致声音)的刺激呈现方式,对实验环境进行操控。本次实验共测试了四种音频呈现方式:扬声器、头戴式耳机、直通模式(passthrough)以及房间声学模拟(room simulation)。基于受试者的头部运动数据,本研究量化了反应时(reaction time,RT)与准确率(即选择正确移动方向的正确率)。 本次实验附带两份数据文件:运动学数据集(包含各实验条件下的头部运动数据、反应时与准确率)以及人口统计学数据集。



