679 research outputs found

    Haptic Feedback for Enhancing Realism of Walking Simulations

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    Intelligent Decision-Support in Virtual Reality Healthcare & Rehabilitation

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    The Rise of Reactive and Interactive Video Game Audio

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    As video games have matured from a technical hobby to a fully-fledged art form, so too have the methods used to create them matured. In tandem with the constant evolution of graphical fidelity, gameplay mechanics, input devices, and storytelling techniques spanning the entire existence of video games, there has also been an evolution in the purpose, and implementation, of music and sound effects. Whereas early video games utilized simple melodies to attract players in arcades, modern video games have grown to utilize audio as a means for storytelling in itself. As the visual component continues to grow more realistic with each gaming generation, equally realistic audio has become increasingly important in creating a cohesive experience for the player. For this reason, many developers have turned to utilizing audio pipelines which allow for expanded mixing and audio processing techniques, resulting in the most immersive interactive audio experiences ever made

    Sound based social networks

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    The sound environment is an eco of the activity and character of each place, often carrying additional information to that made available to the eyes (both new and redundant). It is, therefore, an intangible and volatile acoustic fingerprint of the place, or simply an acoustic snapshot of a single event. Such rich resource, full of meaning and subtleness, Schaeffer called Soundscape. The exploratory research project presented here addresses the Soundscape in the context of Mobile Online Social Networking, aiming at determining the extent of its applicability regarding the establishment and/or strengthening of new and existing social links. Such research goal demanded an interdisciplinary approach, which we have anchored in three main stems: Soundscapes, Mobile Sound and Social Networking. These three areas pave the scientific ground for this study and are introduced during the first part of the thesis. An extensive survey of the state-of-the-arte projects related with this research is also presented, gathering examples from different but adjacent areas such as mobile sensing, wearable computing, sonification, social media and contextaware computing. This survey validates that our approach is scientifically opportune and unique, at the same time. Furthermore, in order to assess the role of Soundscapes in the context of Social Networking, an experimental procedure has been implemented based on an Online Social Networking mobile application, enriched with environmental sensing mechanisms, able to capture and analyze the surrounding Soundscape and users' movements. Two main goals guided this prototypal research tool: collecting data regarding users' activity (both sonic and kinetic) and providing users with a real experience using a Sound-Based Social Network, in order to collect informed opinions about this unique type of Social Networking. The application – Hurly-Burly – senses the surrounding Soundscape and analyzes it using machine audition techniques, classifying it according to four categories: speech, music, environmental sounds and silence. Additionally, it determines the sound pressure level of the sensed Soundscape in dB(A)eq. This information is then broadcasted to the entire online social network of the user, allowing each element to visualize and audition a representation of the collected data. An individual record for each user is kept available in a webserver and can be accessed through an online application, displaying the continuous acoustic profile of each user along a timeline graph. The experimental procedure included three different test groups, forming each one a social network with a cluster coefficient equal to one. After the implementation and result analysis stages we concluded that Soundscapes can have a role in the Online Social Networking paradigm, specially when concerning mobile applications. Has been proven that current offthe- shelf mobile technology is a promising opportunity for accomplishing this kind of tasks (such as continuous monitoring, life logging and environment sensing) but battery limitations and multitasking's constraints are still the bottleneck, hindering the massification of successful applications. Additionally, online privacy is something that users are not enthusiastic in letting go: using captured sound instead of representations of the sound would abstain users from utilizing such applications. We also demonstrated that users who are more aware of the Soundscape concept are also more inclined to assume it as playing an important role in OSN. This means that more pedagogy towards the acoustic phenomenon is needed and this type of research gives a step further in that direction.O ambiente sonoro de um lugar é um eco da sua atividade e carácter, transportando, na maior parte da vezes, informação adicional àquela que é proporcionada à visão (quer seja redundante ou complementar). É, portanto, uma impressão digital acústica - tangível e volátil - do lugar a que pertence, ou simplesmente uma fotografia acústica de um evento pontual. A este opulento recurso, carregado de significados e subtilezas, Schafer chamou de Paisagem-Sonora. O projeto de investigação de carácter exploratório que aqui apresentamos visa o estudo da Paisagem-Sonora no contexto das Redes Sociais Móveis Em-Linha, procurando entender os moldes e limites da sua aplicação, tendo em vista o estabelecimento e/ou reforço de novos ou existente laços sociais, respectivamente. Para satisfazer este objectivo foi necessária uma abordagem multidisciplinar, ancorada em três pilares principais: a Paisagem-Sonora, o Som Móvel e as Redes Sociais. Estas três áreas determinaram a moldura científica de referência em que se enquadrou esta investigação, sendo explanadas na primeira parte da tese. Um extenso levantamento do estado-da-arte referente a projetos relacionados com este estudo é também apresentado, compilando exemplos de áreas distintas mas adjacentes, tais como: Computação Sensorial Móvel, Computação Vestível, Sonificação, Média Social e Computação Contexto-Dependente. Este levantamento veio confirmar quer a originalidade quer a pertinência científica do projeto apresentado. Posteriormente, a fim de avaliar o papel da Paisagem-Sonora no contexto das Redes Sociais, foi posto em prática um procedimento experimental baseado numa Rede Social Sonora Em-Linha, desenvolvida de raiz para dispositivos móveis e acrescida de mecanismos sensoriais para estímulos ambientais, capazes de analisar a Paisagem-Sonora envolvente e os movimentos do utilizador. Dois objectivos principais guiaram a produção desta ferramenta de investigação: recolher dados relativos à atividade cinética e sonora dos utilizadores e proporcionar a estes uma experiência real de utilização uma Rede Social Sonora, de modo a recolher opiniões fundamentadas sobre esta tipologia específica de socialização. A aplicação – Hurly-Burly – analisa a Paisagem-Sonora através de algoritmos de Audição Computacional, classificando- a de acordo com quatro categorias: diálogo (voz), música, sons ambientais (“ruídos”) e silêncio. Adicionalmente, determina o seu nível de pressão sonora em dB(A)eq. Esta informação é então distribuída pela rede social dos utilizadores, permitindo a cada elemento visualizar e ouvir uma representação do som analisado. É mantido num servidor Web um registo individual da informação sonora e cinética captada, o qual pode ser acedido através de uma aplicação Web que mostra o perfil sonoro de cada utilizador ao longo do tempo, numa visualização ao estilo linha-temporal. O procedimento experimental incluiu três grupos de teste distintos, formando cada um a sua própria rede social com coeficiente de aglomeração igual a um. Após a implementação da experiência e análise de resultados, concluímos que a Paisagem- Sonora pode desempenhar um papel no paradigma das Redes Sociais Em- Linha, em particular no que diz respeito à sua presença nos dispositivos móveis. Ficou provado que os dispositivos móveis comerciais da atualidade apresentam-se com uma oportunidade promissora para desempenhar este tipo de tarefas (tais como: monitorização contínua, registo quotidiano e análise sensorial ambiental), mas as limitações relacionadas com a autonomia energética e funcionamento em multitarefa representam ainda um constrangimento que impede a sua massificação. Além disso, a privacidade no mundo virtual é algo que os utilizadores atuais não estão dispostos a abdicar: partilhar continuamente a Paisagem-Sonora real em detrimento de uma representação de alto nível é algo que refrearia os utilizadores de usar a aplicação. Também demonstrámos que os utilizadores que mais conhecedores do fenómeno da Paisagem-Sonora são também os que consideram esta como importante no contexto das Redes Sociais Em-Linha. Isso significa que uma atitude pedagógica em relação ao fenómeno sonoro é essencial para obter dele o maior ganho possível. Esta investigação propõe-se a dar um passo em frente nessa direção

    Developing a Multi-sensory Public Participation GIS (MSPPGIS) method for integrating landscape values and soundscapes of urban green infrastructure

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    This paper develops, tests and validates a Multi-sensory Public Participation GIS (MSPPGIS) method combining the qualities of soundscapes and landscape values mapping. The development of the method involved: a) Public Participation GIS survey design; b) three-phase evaluation of survey addressing analytical, applicability and usability criteria; c) survey refinement; d) sampling and data collection, and; e) spatial data analysis. The analysis consisted of hotspot mapping involving Kernel Density Estimation, spatial overlap assessment using Jaccard coefficients and value compatibility analysis showing the level of spatial compatibility between positive landscape values and positive and negative soundscapes. Results indicated very low to low spatial overlap between the different landscape values and pleasant/unpleasant sound hotspots, suggesting that landscape values do not necessarily reflect sonic perception of urban green and blue spaces. Pleasant and unpleasant sounds were located closer to home than landscape values (except for urban life values), indicating that respondents' soundscape 'cognitive map' is smaller in spatial range. The MSPPGIS method enables the elicitation of a more dynamic and diverse set of sounds compared to previous soundscape mapping which tend to focus on 'noise' instead of multiple experiences of different sounds. Also, the combination of landscape values and soundscapes in MSPPGIS provides for a more integrated assessment of 'where' and 'how' to design urban green infrastructure

    Developing a Multi-sensory Public Participation GIS (MSPPGIS) method for integrating landscape values and soundscapes of urban green infrastructure

    Get PDF
    This paper develops, tests and validates a Multi-sensory Public Participation GIS (MSPPGIS) method combining the qualities of soundscapes and landscape values mapping. The development of the method involved: a) Public Participation GIS survey design; b) three-phase evaluation of survey addressing analytical, applicability and usability criteria; c) survey refinement; d) sampling and data collection, and; e) spatial data analysis. The analysis consisted of hotspot mapping involving Kernel Density Estimation, spatial overlap assessment using Jaccard coefficients and value compatibility analysis showing the level of spatial compatibility between positive landscape values and positive and negative soundscapes. Results indicated very low to low spatial overlap between the different landscape values and pleasant/unpleasant sound hotspots, suggesting that landscape values do not necessarily reflect sonic perception of urban green and blue spaces. Pleasant and unpleasant sounds were located closer to home than landscape values (except for urban life values), indicating that respondents' soundscape 'cognitive map' is smaller in spatial range. The MSPPGIS method enables the elicitation of a more dynamic and diverse set of sounds compared to previous soundscape mapping which tend to focus on 'noise' instead of multiple experiences of different sounds. Also, the combination of landscape values and soundscapes in MSPPGIS provides for a more integrated assessment of 'where' and 'how' to design urban green infrastructure.Peer reviewe

    Soundscape Evaluation on Mississippi State University Campus

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    The term soundscape, used for the first time at the end of 1970s, refers to the sum of the sounds that can be heard and perceived by people in a specific environment. The concept of soundscape has recently received attention in planning and design disciplines. Recent studies on soundscape have shown that the acoustic environment plays an important role for the comfort of site users. Hence, this research investigates how objective measurement of soundscape might be different from subjective perceptions of users in the Mississippi State University Campus as a public open space due to demographic and climatic variations. The public open spaces studied in the Mississippi State University Campus include four locations: the Mitchell Memorial Library, the Colvard Student Union, the Bell Island, and the Sanderson Center. These locations were evaluated through objective measurement, and subjective evaluation
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