Abstract

This study explored the independent effects of visual input on voice production using virtual reality. Specifically, its effects on acoustic voice parameters and vocal status ratings, with the hypothesis that larger (a virtual lecture hall and theater compared to an office) and more full virtual rooms (75% of the capacity compared to 45%) would result in changes to the voice parameters and vocal status ratings. Voice production from 30 vocally healthy participants was recorded in six virtual reality conditions. After each condition, the participants provided vocal status ratings. The voice recordings were processed to calculate mean and standard deviation of sound pressure level and fundamental frequency, mean pitch strength, time dose, and cepstral peak prominence smoothed. The effects of the virtual reality conditions on these voice acoustic parameters and the vocal status ratings were analyzed. The full virtual reality rooms resulted in significantly higher vocal fatigue and vocal discomfort ratings. The larger virtual reality rooms were significantly related to increases in mean and the standard deviation of sound pressure level, mean pitch strength, and cepstral peak prominence smoothed. This study demonstrated that visual size and visual fullness input during speech tasks have distinct effects on voice production and self-reported vocal status. Visual size is related to voice acoustic outcomes, while visual fullness is related to self-reported outcomes.

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