64,556 research outputs found

    Abstract sounds and their applications in audio and perception research

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    International audienceRecognition of sound sources and events is an important pro- cess in sound perception and has been studied in many research domains. Conversely sounds that cannot be recognized are not often studied except by electroacoustic music composers. Besides, considerations on recogni- tion of sources might help to address the problem of stimulus selection and categorization of sounds in the context of perception research. This paper introduces what we call abstract sounds with the existing musical background and shows their relevance for different applications

    Spatially augmented audio delivery: applications of spatial sound awareness in sensor-equipped indoor environments

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    Current mainstream audio playback paradigms do not take any account of a user's physical location or orientation in the delivery of audio through headphones or speakers. Thus audio is usually presented as a static perception whereby it is naturally a dynamic 3D phenomenon audio environment. It fails to take advantage of our innate psycho-acoustical perception that we have of sound source locations around us. Described in this paper is an operational platform which we have built to augment the sound from a generic set of wireless headphones. We do this in a way that overcomes the spatial awareness limitation of audio playback in indoor 3D environments which are both location-aware and sensor-equipped. This platform provides access to an audio-spatial presentation modality which by its nature lends itself to numerous cross-dissiplinary applications. In the paper we present the platform and two demonstration applications

    An outdoor spatially-aware audio playback platform exemplified by a virtual zoo

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    Outlined in this short paper is a framework for the construction of outdoor location-and direction-aware audio applications along with an example application to showcase the strengths of the framework and to demonstrate how it works. Although there has been previous work in this area which has concentrated on the spatial presentation of sound through wireless headphones, typically such sounds are presented as though originating from specific, defined spatial locations within a 3D environment. Allowing a user to move freely within this space and adjusting the sound dynamically as we do here, further enhances the perceived reality of the virtual environment. Techniques to realise this are implemented by the real-time adjustment of the presented 2 channels of audio to the headphones, using readings of the user's head orientation and location which in turn are made possible by sensors mounted upon the headphones. Aside from proof of concept indoor applications, more user-responsive applications of spatial audio delivery have not been prototyped or explored. In this paper we present an audio-spatial presentation platform along with a primary demonstration application for an outdoor environment which we call a {\em virtual audio zoo}. This application explores our techniques to further improve the realism of the audio-spatial environments we can create, and to assess what types of future application are possible

    Leadership capability of team leaders in construction industry

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    This research was conducted to identify the important leadership capabilities for Malaysia construction industry team leaders. This research used exploratory sequential mix-method research design which is qualitative followed by quantitative research method. In the qualitative phase, semi-structured in-depth interview was selected and purposive sampling was employed in selecting 15 research participants involving team leaders and Human Resource Managers. Qualitative data was analysed using content and thematic analyses. Quantitative data was collected using survey questionnaire involving 171 randomly selected team leaders as respondents. The data was analyzed using descriptive and inferential statistics consisting of t-test, One-way Analysis of Variance (ANOVA), Pearson Correlation, Multiple Regression and Structured Equation Modeling (SEM). This study found that personal integrity, working within industry, customer focus and quality, communication and interpersonal skill, developing and empowering people and working as a team were needed leadership capabilities among construction industry team leaders. The research was also able to prove that leadership skill is a key element to develop leadership capability. A framework was developed based on the results of this study, which can be used as a guide by employers and relevant agencies in enhancing leadership capability of Malaysia construction industry team leade

    Audio-tactile stimuli to improve health and well-being : a preliminary position paper

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    From literature and through common experience it is known that stimulation of the tactile (touch) sense or auditory (hearing) sense can be used to improve people's health and well-being. For example, to make people relax, feel better, sleep better or feel comforted. In this position paper we propose the concept of combined auditory-tactile stimulation and argue that it potentially has positive effects on human health and well-being through influencing a user's body and mental state. Such effects have, to date, not yet been fully explored in scientific research. The current relevant state of the art is briefly addressed and its limitations are indicated. Based on this, a vision is presented of how auditory-tactile stimulation could be used in healthcare and various other application domains. Three interesting research challenges in this field are identified: 1) identifying relevant mechanisms of human perception of combined auditory-tactile stimuli; 2) finding methods for automatic conversions between audio and tactile content; 3) using measurement and analysis of human bio-signals and behavior to adapt the stimulation in an optimal way to the user. Ideas and possible routes to address these challenges are presented

    Immersive Composition for Sensory Rehabilitation: 3D Visualisation, Surround Sound, and Synthesised Music to Provoke Catharsis and Healing

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    There is a wide range of sensory therapies using sound, music and visual stimuli. Some focus on soothing or distracting stimuli such as natural sounds or classical music as analgesic, while other approaches emphasize the active performance of producing music as therapy. This paper proposes an immersive multi-sensory Exposure Therapy for people suffering from anxiety disorders, based on a rich, detailed surround-soundscape. This soundscape is composed to include the users’ own idiosyncratic anxiety triggers as a form of habituation, and to provoke psychological catharsis, as a non-verbal, visceral and enveloping exposure. To accurately pinpoint the most effective sounds and to optimally compose the soundscape we will monitor the participants’ physiological responses such as electroencephalography, respiration, electromyography, and heart rate during exposure. We hypothesize that such physiologically optimized sensory landscapes will aid the development of future immersive therapies for various psychological conditions, Sound is a major trigger of anxiety, and auditory hypersensitivity is an extremely problematic symptom. Exposure to stress-inducing sounds can free anxiety sufferers from entrenched avoidance behaviors, teaching physiological coping strategies and encouraging resolution of the psychological issues agitated by the sound

    HCU400: An Annotated Dataset for Exploring Aural Phenomenology Through Causal Uncertainty

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    The way we perceive a sound depends on many aspects-- its ecological frequency, acoustic features, typicality, and most notably, its identified source. In this paper, we present the HCU400: a dataset of 402 sounds ranging from easily identifiable everyday sounds to intentionally obscured artificial ones. It aims to lower the barrier for the study of aural phenomenology as the largest available audio dataset to include an analysis of causal attribution. Each sample has been annotated with crowd-sourced descriptions, as well as familiarity, imageability, arousal, and valence ratings. We extend existing calculations of causal uncertainty, automating and generalizing them with word embeddings. Upon analysis we find that individuals will provide less polarized emotion ratings as a sound's source becomes increasingly ambiguous; individual ratings of familiarity and imageability, on the other hand, diverge as uncertainty increases despite a clear negative trend on average
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