Sound(e)scape: Can a Sonic Break Improve Cognitive Performance?

Alaa Algargoosh – algargoosh@vt.edu

Virginia Polytechnic Institute and State University (Virginia Tech), Perry St, Blacksburg, VA, 24061, United States

Megan Wysocki
Virginia Polytechnic Institute and State University (Virginia Tech)

Amneh Hamida
RWTH Aachen University.

Popular version of 1pNSa4 – Cognitive Restoration in Virtual Interactions with Indoor Acoustic Environments
Presented at the 189th ASA Meeting
Read the abstract at https://eppro02.ativ.me//web/index.php?page=Session&project=ASAASJ25&id=3977035

–The research described in this Acoustics Lay Language Paper may not have yet been peer reviewed–

People often associate restorative experiences with nature: the sound of birds, wind, or flowing water. But what if indoor spaces could offer their own kind of mental escape, not through what we see, but through how we interact with sound?

This idea began with a simple observation. When you walk into a space and notice how your footsteps and voice are reflected back to you, the echoes create a subtle sense of awe. According to Attention Restoration Theory, experiences that evoke fascination and effortless engagement can help replenish mental resources. We wanted to explore whether these moments of acoustic interaction between a person and a space could invite gentle attention and, in turn, support cognitive restoration. In Attention Restoration Theory, this is referred to as soft fascination, a type of stimulus that is engaging but not overwhelming.

Exploring Echoes as a Path to Mental Restoration:
During a live demonstration at the MIT Museum, we used auralization a technology that allows you to hear your voice as if you were in a different place using that place’s sound signature or impulse response. A volunteer hummed into the acoustic signature of Hagia Sophia. Later, the entire audience hummed together and reflected on their experiences. The conversation pointed to the potential of such acoustic interaction to support a meditative state by impacting sense of space, time, and self.

This inspired a controlled experiment to study the restorative potential of indoor acoustic environments. We asked people to experience different sound environments (Figure 1) and measure their cognitive activity before and after each interaction. Early results suggest that interactive acoustics may support attention restoration depending on the acoustic characteristics, opening a new way of thinking about how sound affects us indoors.

Figure 1: Virtual interaction with an acoustic environment during the experiment, where a person hears their own voice transformed through the acoustic signature of another space.

Why does this matter?
We spend most of our time indoors, yet discussions of restorative environments often focus on natural settings. This is especially relevant for workplaces and schools, where mental fatigue is common. It may also hold meaningful promise for neurodivergent individuals, including those with ADHD, who often benefit from environments that support attention without overstimulating it.
We imagine applications in immersive restorative spaces where people can interact with sound to reset and return to their activities with greater clarity. We also envision subtle integration into transitional spaces such as staircases, corridors, and building entrances that provide gentle cognitive relief as people move throughout their day.

Sound(e)scape reframes acoustics not as background, but as a tool for well-being. By understanding how interactive sound shapes attention and cognition, we can design buildings that do not simply avoid harmful noise. They can actively help the mind take a restorative break.

Figure 2: Visualization of interacting with different acoustic environments. Left: A person vocalizing in an office environment (MIT Media Lab). Middle: “Hagia Sophia – Muhammad, Allah, Abu Bakr” by Rabe!, licensed under CC BY-SA 3.0 (https://commons.wikimedia.org/wiki/File:Hagia_Sophia_-_Muhammad,_Allah,_Abu_Bakr.jpg) Cropped and one person added by Alaa Algargoosh. Right: A person vocalizing in Boston Symphony Hall.

Sound recordings:
1. Vocalizing in an office environment (MIT Media Lab).
2. Virtual vocalization in Hagia Sophia.
3. Virtual vocalization in Boston Symphony Hall.
The virtual vocalizations were generated using the impulse responses available at ODEON software library.

Tools for shaping the sound of the future city in virtual reality

Christian Dreier – cdr@akustik.rwth-aachen.de

Institute for Hearing Technology and Acoustics
RWTH Aachen University
Aachen, Northrhine-Westfalia 52064
Germany

– Christian Dreier (lead author, LinkedIn: Christian Dreier)
– Rouben Rehman
– Josep Llorca-Bofí (LinkedIn: Josep Llorca Bofí, X: @Josepllorcabofi, Instagram: @josep.llorca.bofi)
– Jonas Heck (LinkedIn: Jonas Heck)
– Michael Vorländer (LinkedIn: Michael Vorländer)

Popular version of 3aAAb9 – Perceptual study on combined real-time traffic sound auralization and visualization
Presented at the 186th ASA Meeting
Read the abstract at https://doi.org/10.1121/10.0027232

–The research described in this Acoustics Lay Language Paper may not have yet been peer reviewed–

“One man’s noise is another man’s signal”. This famous quote by Edward Ng from a 1990’s New York Times article breaks down a major learning from noise research. A rule of thumb within noise research states the community response to noise, when asked for “annoyance” ratings, is said to be statistically explained only to one third by acoustic factors (like the well-known A-weighted sound pressure level, which can be found on household devices as “dB(A)” information). Referring to Ng’s quote, another third is explained by non-acoustic, personal or social variables, whereas the last third cannot be explained according to the current state of research.

Noise reduction in built urban environments is an important goal for urban planners, as noise is not only a cause of cardio-vascular diseases, but also affects learning and work performance in schools and offices. To achieve this goal, a number of solutions are available, ranging from switching to electrified public transport, speed limits, traffic flow management or masking of annoyant noise by pleasant noise, for example fountains.

In our research, we develop a tool for making the sound of virtual urban scenery audible and visible. From its visual appearance, the result is comparable to a computer game, with the difference that the acoustic simulation is physics-based, a technique that is called auralization. The research software “Virtual Acoustics” simulates the entire physical “history” of a sound wave for producing an audible scene. Therefore, the sonic characteristics of traffic sound sources (cars, motorcycles, aircraft) are modeled, the sound wave’s interaction with different materials at building and ground surfaces are calculated, and human hearing is considered.

You might have recognized a lightning strike sounding dull when being far away and bright when being close, respectively. The same applies for aircraft sound too. In an according study, we auralized the sound of an aircraft for different weather conditions. A 360° video compares how the same aircraft typically sounds during summer, autumn and winter when the acoustical changes due to the weather conditions are considered (use headphones for full experience!)

In another work we prepared a freely available project template for using Virtual Acoustics. Therefore, we acoustically and graphically modeled the IHTApark, that is located next to the Institute for Hearing Technology and Acoustics (IHTA): https://www.openstreetmap.org/#map=18/50.78070/6.06680.

In our latest experiment, we focused on the perception of especially annoyant traffic sound events. Therefore, we presented the traffic situations by using virtual reality headsets and asked the participants to assess them. How (un)pleasant would be the drone for you during a walk in the IHTApark?