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An Augmented Reality Audio-Motor Training Game (ARIA) for Improving Speech-in-Noise Perception: A Single-Arm Pilot Feasibility Study
Journal article   Open access   Peer reviewed

An Augmented Reality Audio-Motor Training Game (ARIA) for Improving Speech-in-Noise Perception: A Single-Arm Pilot Feasibility Study

Pooseung Koh, Inyong Choi, Hyo-jeong Lee and Sungyoung Kim
JMIR formative research
01/12/2026
DOI: 10.2196/91260
url
https://doi.org/10.2196/91260View
Published (Version of record) Open Access

Abstract

Background: Difficulty understanding speech in noisy environments is a primary challenge of hearing impairment, inadequately addressed by hearing aids alone. While auditory training can enhance selective attention and speech perception, current digital programs face poor user adherence and lack realistic three-dimensional spatial audio. Objective: This pilot study evaluated the feasibility, usability, and preliminary efficacy of ARIA (Augmented Reality Immersive Auditory training), a novel gamified audio-motor intervention for at-home auditory training in older adults. Methods: In this single-arm pre-post-follow-up pilot, 11 adults (mean age 53.0, SD 3.0 years) with self-reported normal-to-mild hearing difficulties completed 4-week at-home training using ARIA on provided devices (iPhone 14, AirPods Pro 2). Speech-in-noise perception was assessed via Korean Matrix Sentence Test at baseline, 4 weeks, and 8 weeks at three signal-to-noise ratios (SNR, 0dB, -6dB, -9dB). Feasibility, usability (System Usability Scale), user experience (Player Experience of Need Satisfaction), in-game performance, and qualitative feedback were collected. Results: Protocol completion was 100% (11/11), demonstrating technical feasibility. Exploratory efficacy analyses revealed statistically significant speech-in-noise improvements post-training across all conditions (0dB: t₁₀=3.43, P=.019; -6dB: t₁₀=5.34, P<.001; -9dB: t₁₀=4.34, P=.004). Gains were maintained at 8-week follow-up. In-game localization improvements correlated significantly with speech perception gains at -6dB SNR(ρ=0.639, P=.034) and -9dB SNR(ρ=0.639, P=.034). User experience showed mixed results: mean System Usability Scale score was 70.2 (SD 19.6, range 47.5-92.5), reflecting substantial individual differences in usability perception. While 72% reported difficulties with AR environmental setup, 63% reported genuine mastery-driven engagement with core gameplay. Thematic analysis revealed a dissociation between peripheral usability challenges (setup friction, "homework" characterization due to protocol structure) and successful engagement with the training paradigm itself. Conclusions: This pilot demonstrated feasibility of AR-based audio-motor training for at-home delivery and revealed encouraging preliminary efficacy signals warranting progression to controlled efficacy trials. Formative findings identified specific usability refinements needed for broader implementation, particularly streamlining AR setup while preserving the core gameplay elements that successfully fostered competence and engagement. These insights provide clear guidance for platform optimization and randomized controlled trial design.
Augmented Reality Auditory Training Selective Auditory Attention Gamification

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