3,331 research outputs found

    Peripheral interaction: characteristics and considerations

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    © 2014, Springer-Verlag London. In everyday life, we are able to perceive information and perform physical actions in the background or periphery of attention. Inspired by this observation, several researchers have studied interactive systems that display digital information in the periphery of attention. To broaden the scope of this research direction, a few recent studies have focused on interactive systems that can not only be perceived in the background but also enable users to physically interact with digital information in their periphery. Such peripheral interaction designs can support computing technology to fluently embed in and become a meaningful part of people’s everyday routines. With the increasing ubiquity of technology in our everyday environment, we believe that this direction is highly relevant nowadays. This paper presents an in-depth analysis of three case studies on peripheral interaction. These case studies involved the design and development of peripheral interactive systems and deployment of these systems in the real context of use for a number of weeks. Based on the insights gained through these case studies, we discuss generalized characteristics and considerations for peripheral interaction design and evaluation. The aim of the work presented in this paper is to support interaction design researchers and practitioners in anticipating and facilitating peripheral interaction with the designs they are evaluating or developing

    Mapping and assessing natural soundscape quality: An indicator-based model for landscape planning

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    Natural soundscape quality (NSQ) has been recognized as an essential cultural ecosystem service that contributes significantly to human health and well-being. It also stands as an indispensable component of environmental quality, especially for landscape aesthetic quality. However, an assessment tool for NSQ in landscape planning and environmental impact assessments is still absent. Therefore, this paper aims to address this gap by proposing an indicator-based model for assessing and quantifying NSQ in the Geographic Information System. The model characterizes NSQ based on Calmness and Vibrancy, and employs several indicators, sub-indicators, and respective metrics as proxies to quantify and map them spatially. The evaluation criteria of the model correspond to the general public's preferences for soundscape features. The case study results in Springe municipality, Germany, show that the relative values of NSQ are high in green spaces, including forests, grasslands, and shrublands, whereas they are low in open farmlands. The multiple natural sounds yield higher NSQ scores than the individual ones. The same soundscape compositions in forests and in urban parks exhibit higher NSQ scores than in other land cover types. In addition, the shares of relative values show similar distribution patterns among Calmness, Vibrancy, and NSQ according to land cover types and soundscape compositions. The evaluation results align with public values and preferences for soundscape features. Unlike subjectivist approaches, our user-independent methodology is easily transferable and reproducible. The results are comparable and communicable among the assessed areas. These endow the indicator-based model with the potential to be applied at various planning and management scales. The findings can help to incorporate soundscape evaluation into landscape planning and management systems, supporting sustainable landscape development, and providing valuable information for policy-, plan- and decision-making

    Classifying urban public spaces according to their soundscape

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    Cities are composed of many types of outdoor spaces, each with their distinct soundscape. Some of these soundscapes can be extraordinary, others are often less memorable. However, most locations in a city are not visited with the purpose of experiencing the soundscape. Consequently, the soundscape will not necessarily attract attention. Existing methods based on the circumplex model of affect classify soundscapes according to the pleasure and arousal they evoke, but do not fully take into account the goals and expectations of the listener. Therefore, in earlier work, a top-level hierarchical classification method was developed, which distinguishes between spaces based on the degree to which the soundscape creates awareness of the acoustical environment, matches expectations and arouses the listener. This paper presents the results of an immersive laboratory experiment, designed to validate this classification method. The experiment involved 40 participants and 50 audiovisual recordings drawn from the Urban Soundscapes of the World database. It is shown that the proposed classification method results in clearly distinct classes, and that membership to these classes can be explained well by physical parameters, extracted from the acoustical environment as well as the visual scene

    How to analyse and represent quantitative soundscape data

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    This study first examines the methods presented in ISO 12913 for analysing and representing soundscape data by applying them to a large existing database of soundscape assessments. The key issue identified is the inability of the standard methods to summarise the soundscape of locations and groups. The presented solution inherently considers the variety of responses within a group and provides an open-source visualisation tool to facilitate a nuanced approach to soundscape assessment and design. Several demonstrations of the soundscape distribution of urban spaces are presented, along with proposals for how this approach can be used and developed

    Design for peripheral interaction

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    In everyday life we perform several activities in our periphery of attention. For example, we are aware of what the weather is like and we can wash our hands without actively thinking about it. Though computing technology is becoming increasingly present in our everyday routines, interactions with these technologies usually require focused attention. Inspired by our interactions in the physical world, this thesis explores the concept of peripheral interaction: interaction with technology that takes place outside the focus of attention. We believe that this direction may support interactive devices to better blend into our everyday routines. We explore peripheral interaction by observing how everyday activities take place in the periphery and by developing and deploying a number of physical peripheral interaction designs. We conclude with a set of considerations for facilitating peripheral interaction. With this work, we hope to contribute to interaction design research and practice by providing insights in how human attention abilities can be leveraged in interaction design

    Classification of soundscapes of urban public open spaces

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    It is increasingly acknowledged by landscape architects and urban planners that the soundscape contributes significantly to the perception of urban public open spaces. Describing and classifying this impact, however, remains a challenge. This article presents a hierarchical method for classification that distinguishes between backgrounded and foregrounded, disruptive and supportive, and finally calming and stimulating soundscapes. This four-class classification is applied to a growing collection of immersive audio-visual recordings of sound environments from around the world that could be explored using virtual reality playback. To validate the proposed methodology, an experiment involving 40 participants and 50 soundscape stimuli collected in urban public open spaces worldwide was conducted. The experiment showed that (1) the virtual reality headset reproduction based on affordable spatial audio with 360-degree video recordings was perceived as ecologically valid in terms of realism and immersion; (2) the proposed classification method results in well-separated classes; (3) membership to these classes could be explained by physical parameters, both regarding sound and vision. Moreover, models based on a limited number of acoustical indicators were constructed that could correctly classify a soundscape in each of the four proposed categories, with an accuracy exceeding 88% on an independent dataset

    On the Validity of Immersive Virtual Reality as tool for multisensory evaluation of urban spaces

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    The Europe2020 document indicates a new strategy to turn EU into a smart, sustainable and inclusive economy. At local level urban planning policies may help to reach these aims. Several research works proposed the Immersive Virtual Reality as tool to evaluate the effectiveness of these interventions. Nevertheless people's perception within virtual environments still needs to be verified. In this study, two groups of participants had to provide subjective measures related to the global, acoustic and visual quality of a real environment or of a multisensory reproduced version in Immersive Virtual Reality. Outcomes highlight the ecological effectiveness of this multisensory tool

    Sound Water Masking to Match a Waterfront Soundscape with the Users’ Expectations: The Case Study of the Seafront in Naples, Italy

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    In the last decades, the soundscape approach has attracted the attention of architects and urban planners, leading them to incorporate the acoustic features into the enjoyment of their creations. One of the key aspects for an appreciated urban environment is to match the expectations of the users. In this study, the matching of the waterfront soundscape with the users’ expectations is evaluated by laboratory tests using semantic differential scales applied to reproduced virtual scenarios obtained adding different water sound pressure levels (SPLs) to the original in-situ setting. The tests were carried out by an immersive virtual reality (IVR) device, using 360◦ videos and spatial audio recorded in two sites of the waterfront in Naples, Italy. The scenarios were presented to the participants according to three experimental protocols, namely audio-only (A), video-only (V), and simultaneous audio-video (AV) reproduction. The examined different acoustic scenarios were the original one recorded in situ and others obtained adding seawater sounds at SPL increments of 5 dB. The results show that all the scenarios with water sounds added are rated more pleasant than the original one for the audio-only scenario. When video and audio are displayed simultaneously, two scenarios are more pleasant than the original one, likely because there is a need for coherence between the water sound SPL heard and the visible noise sources. Sounds coherent with the type of shore show a higher matching with expectations and pleasantness appraisals, rather than those that are uncoherent with the layout scenario

    Modifying and co-creating the urban soundscape through digital technologies

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    Sound is one of the most dynamic elements of the public open space in cities. The perception and understanding of this sonic environment by its users or society as a whole is commonly referred to as the soundscape. It depends on the noticeability of the composing sounds; the preference, expectations and beliefs of the users; and the overall context that is set by the visual environment and the envisaged use of the space. The local character and the volatility of the soundscape make it an ideal subject for co-creation involving citizens. Digital technologies are applicable for audiovisually predicting the impact of design options. Auralisation, either ab initio or based on multichannel recordings, still involves technological challenges that will be explored in this chapter. Digital technologies can also be used for adding sound accents that allow to change the character of the soundscape, e.g. making it livelier or increasing its mental restoration potential. Such digitally augmented soundscapes can be the direct result of a co-creation effort with the users of the public open space. The innovative combination of creating a tailored soundscape and the ability to achieve this through a co-creation process has a promising potential impact on the user experience in public open spaces
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