This study assesses the contributions of varying levels of sensory input during voice production in virtual reality (VR). The influence of auralized room acoustics and visual scenes on voice and the feasibility of VR-based voice therapy were investigated. Two groups of participants were involved—(1) 47 young adults (18–27 years) and (2) 10 pre-service teachers (18–19 years). Group one performed speech tasks in varying VR conditions: (i) auralized, (ii) visual-only, and (iii) multisensory (audiovisual), while Group two performed speech tasks in varying real and VR conditions: (i) control, (ii) teaching style, and (iii) VR intervention. Additionally, with Group two, clinician-mediated feedback was provided in the VR. Voice parameters were analyzed. Multisensory VR environments significantly (p .05) influenced voice outcomes. Larger, noisy, and densely occupied VR spaces had more pronounced effects. The VR intervention resulted in a significantly lower time dose (p .05) compared to the control condition. Real-time clinician feedback within VR resulted in reduced SPL (p .05), fundamental frequency (p .05), and time dose (p .05) compared to instances without clinician feedback. The results demonstrate that VR environments can significantly alter voice and may aid voice therapy. Work supported by Raymond H. Stetson Scholarship in Phonetics and Speech Science (2024)
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Charles J. Nudelman
Syracuse University
Asritha Tunuguntla
Ngoc-The Ha
University of Illinois Urbana-Champaign
The Journal of the Acoustical Society of America
University of Illinois Urbana-Champaign
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Nudelman et al. (Tue,) studied this question.
synapsesocial.com/papers/68c1abf954b1d3bfb60e4223 — DOI: https://doi.org/10.1121/10.0037651