14 research outputs found

    An introduction to interactive sonification

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    The research field of sonification, a subset of the topic of auditory display, has developed rapidly in recent decades. It brings together interests from the areas of data mining, exploratory data analysis, human–computer interfaces, and computer music. Sonification presents information by using sound (particularly nonspeech), so that the user of an auditory display obtains a deeper understanding of the data or processes under investigation by listening

    Sonimime: Sonification of fine motor skills

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    Presented at the 11th International Conference on Auditory Display (ICAD2005)This paper describes the design of SoniMime, a system for the soni cation of hand motion. Among SoniMime's applications is the use of auditory feedback to re ne ne motor skills in a wide variety of tasks. Our primary soni cation method involves mapping movement to timbre parameters. Speci cally, we explore the application of the tristimulus timbre model for the soni cation of gestural data, working toward the goals of assisting a user to learn a particular motion or gesture with minimal deviation. We also explore real-time timbre shaping and its possible use as an intuitive soni cation tool related to formant synthesis and human vowel recognition. SoniMime uses two 3-D accelerometers connected to an Atmel microprocessor which outputs OSC control messages. Data ltering, parameter mapping, and sound synthesis take place in Pd running on a Linux computer

    The digitally 'Hand Made' object

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    This article will outline the author’s investigations of types of computer interfaces in practical three-dimensional design practice. The paper contains a description of two main projects in glass and ceramic tableware design, using a Microscribe G2L digitising arm as an interface to record three-dimensional spatial\ud design input.\ud \ud The article will provide critical reflections on the results of the investigations and will argue that new approaches in digital design interfaces could have relevance in developing design methods which incorporate more physical ‘human’ expressions in a three-dimensional design practice. The research builds on concepts indentified in traditional craft practice as foundations for constructing new types of creative practices based on the use of digital technologies, as outlined by McCullough (1996)

    Physical contraptions as social interaction catalysts

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    Spatial auditory display for acoustics and music collections

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    PhDThis thesis explores how audio can be better incorporated into how people access information and does so by developing approaches for creating three-dimensional audio environments with low processing demands. This is done by investigating three research questions. Mobile applications have processor and memory requirements that restrict the number of concurrent static or moving sound sources that can be rendered with binaural audio. Is there a more e cient approach that is as perceptually accurate as the traditional method? This thesis concludes that virtual Ambisonics is an ef cient and accurate means to render a binaural auditory display consisting of noise signals placed on the horizontal plane without head tracking. Virtual Ambisonics is then more e cient than convolution of HRTFs if more than two sound sources are concurrently rendered or if movement of the sources or head tracking is implemented. Complex acoustics models require signi cant amounts of memory and processing. If the memory and processor loads for a model are too large for a particular device, that model cannot be interactive in real-time. What steps can be taken to allow a complex room model to be interactive by using less memory and decreasing the computational load? This thesis presents a new reverberation model based on hybrid reverberation which uses a collection of B-format IRs. A new metric for determining the mixing time of a room is developed and interpolation between early re ections is investigated. Though hybrid reverberation typically uses a recursive lter such as a FDN for the late reverberation, an average late reverberation tail is instead synthesised for convolution reverberation. Commercial interfaces for music search and discovery use little aural information even though the information being sought is audio. How can audio be used in interfaces for music search and discovery? This thesis looks at 20 interfaces and determines that several themes emerge from past interfaces. These include using a two or three-dimensional space to explore a music collection, allowing concurrent playback of multiple sources, and tools such as auras to control how much information is presented. A new interface, the amblr, is developed because virtual two-dimensional spaces populated by music have been a common approach, but not yet a perfected one. The amblr is also interpreted as an art installation which was visited by approximately 1000 people over 5 days. The installation maps the virtual space created by the amblr to a physical space

    Moving sounds and sonic moves : exploring interaction quality of embodied music mediation technologies through a user-centered perspective

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    This research project deals with the user-experience related to embodied music mediation technologies. More specifically, adoption and policy problems surrounding new media (art) are considered, which arise from the usability issues that to date pervade new interfaces for musical expression. Since the emergence of new wireless mediators and control devices for musical expression, there is an explicit aspiration of the creative industries and various research centers to embed such technologies into different areas of the cultural industries. The number of applications and their uses have exponentially increased over the last decade. Conversely, many of the applications to date still suffer from severe usability problems, which not only hinder the adoption by the cultural sector, but also make culture participants take a rather cautious, hesitant, or even downright negative stance towards these technologies. Therefore, this thesis takes a vantage point that is in part sociological in nature, yet has a link to cultural studies as well. It combines this with a musicological frame of reference to which it introduces empirical user-oriented approaches, predominantly taken from the field of human-computer-interaction studies. This interdisciplinary strategy is adopted to cope with the complex nature of digital embodied music controlling technologies. Within the Flanders cultural (and creative) industries, opportunities of systems affiliated with embodied interaction are created and examined. This constitutes an epistemological jigsaw that looks into 1) “which stakeholders require what various levels of involvement, what interactive means and what artistic possibilities?”, 2) “the way in which artistic aspirations, cultural prerequisites and operational necessities of (prospective) users can be defined?”, 3) “how functional, artistic and aesthetic requirements can be accommodated?”, and 4) “how quality of use and quality of experience can be achieved, quantified, evaluated and, eventually, improved?”. Within this multi-facetted problem, the eventual aim is to assess the applicability of the foresaid technology, both from a theoretically and empirically sound basis, and to facilitate widening and enhancing the adoption of said technologies. Methodologically, this is achieved by 1) applied experimentation, 2) interview techniques, 3) self-reporting and survey research, 4) usability evaluation of existing devices, and 5) human-computer interaction methods applied – and attuned – to the specific case of embodied music mediation technologies. Within that scope, concepts related to usability, flow, presence, goal assessment and game enjoyment are scrutinized and applied, and both task- and experience-oriented heuristics and metrics are developed and tested. In the first part, covering three chapters, the general context of the thesis is given. In the first chapter, an introduction to the topic is offered and the current problems are enumerated. In the second chapter, a broader theoretical background is presented of the concepts that underpin the project, namely 1) the paradigm of embodiment and its connection to musicology, 2) a state of the arts concerning new interfaces for musical expression, 3) an introduction into HCI-usability and its application domain in systematic musicology, 4) an insight into user-centered digital design procedures, and 5) the challenges brought about by e-culture and digitization for the cultural-creative industries. In the third chapter, the state of the arts concerning the available methodologies related to the thesis’ endeavor is discussed, a set of literature-based design guidelines are enumerated and from this a conceptual model is deduced which is gradually presented throughout the thesis, and fully deployed in the “SoundField”-project (as described in Chapter 9). The following chapters, contained in the second part of the thesis, give a quasi-chronological overview of how methodological concepts have been applied throughout the empirical case studies, aimed specifically at the exploration of the various aspects of the complex status quaestionis. In the fourth chapter, a series of application-based tests, predominantly revolving around interface evaluation, illustrate the complex relation between gestural interfaces and meaningful musical expression, advocating a more user-centered development approach to be adopted. In the fifth chapter, a multi-purpose questionnaire dubbed “What Moves You” is discussed, which aimed at creating a survey of the (prospective) end-users of embodied music mediation technologies. Therefore, it primarily focused on cultural background, musical profile and preferences, views on embodied interaction, literacy of and attitudes towards new technology and participation in digital culture. In the sixth chapter, the ethnographical studies that accompanied the exhibition of two interactive art pieces, entitled "Heart as an Ocean" & "Lament", are discussed. In these studies, the use of interview and questionnaire methodologies together with the presentation and reception of interactive art pieces, are probed. In the seventh chapter, the development of the collaboratively controlled music-game “Sync-In-Team” is presented, in which interface evaluation, presence, game enjoyment and goal assessment are the pivotal topics. In the eighth chapter, two usability studies are considered, that were conducted on prototype systems/interfaces, namely a heuristic evaluation of the “Virtual String” and a usability metrics evaluation on the “Multi-Level Sonification Tool”. The findings of these two studies in conjunction with the exploratory studies performed in association with the interactive art pieces, finally gave rise to the “SoundField”-project, which is recounted in full throughout the ninth chapter. The integrated participatory design and evaluation method, presented in the conceptual model is fully applied over the course of the “SoundField”-project, in which technological opportunities and ecological validity and applicability are investigated through user-informed development of numerous use cases. The third and last part of the thesis renders the final conclusions of this research project. The tenth chapter sets out with an epilogue in which a brief overview is given on how the state of the arts has evolved since the end of the project (as the research ended in 2012, but the research field has obviously moved on), and attempts to consolidate the implications of the research studies with some of the realities of the Flemish cultural-creative industries. Chapter eleven continues by discussing the strengths and weaknesses of the conceptual model throughout the various stages of the project. Also, it comprises the evaluation of the hypotheses, how the assumptions that were made held up, and how the research questions eventually could be assessed. Finally, the twelfth and last chapter concludes with the most important findings of the project. Also, it discusses some of the implications on cultural production, artistic research policy and offers an outlook on future research beyond the scope of the “SoundField” project

    Auditory perspective: perception, rendering, and applications

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    Nell'apprezzare gli ambienti acustici, la percezione della distanza e cruciale tanto quanto la lateralizzazione. Ancorche sia stato condotto del lavoro di ricerca sulla percezione della distanza, i moderni display uditivi non traggono ancora vantag- gio da cio al ne di fornire dell'informazione addizionale sulla disposizione nello spazio delle sorgenti acustiche in modo da arricchirsi, di conseguenza, di contenuto e qualita. Quando si progetta un display uditivo si deve tener conto dell'obiettivo dell'applicazione data e delle risorse disponibili al ne di scegliere l'approccio ot- timale. In particolare, la resa della prospettiva acustica fornisce un ordinamento gerarchico delle sorgenti sonore e permette di focalizzare l'attenzione dell'utente sulla sorgente piu vicina. A parte cio, quando i dati visuali non sono piu disponibili in quanto al di fuori del campo visivo o perche l'utente e al buio, ovvero perche e bene non adoperarli per ridurre il carico sull'attenzione visiva, il rendering uditivo deve convogliare tutta l'informazione spaziale inclusa la distanza. Questo lavoro di ricerca intende studiare la profondita acustica (sorgenti sonore dislocate di fronte all'ascoltatore) in termini di percezione, resa, e applicazioni all'interazione uomo- macchina. Dapprima si propone una rassegna degli aspetti piu importanti della percezione uditiva della distanza. Le indagini sulla percezione della distanza sono molto piu avanzate nel campo della visione, in quanto hanno gia trovato applicazioni nelle tecnologie di visualizzazione. Da cio, sembrerebbe naturale fornire la stessa in- formazione nel dominio uditivo per aumentare il grado di realismo del display complessivo. La percezione della profondita di fatto puo essere facilitata combi- nando indizi visuali e uditivi. Vengono riportati alcuni risultati di rilievo della letteratura sugli eetti dell'interazione audio-visiva, e illustrati due esperimenti sulla percezione della profondita audio-visiva. In particolare, e stata indagata l'in uenza degli indizi uditivi sull'ordinamento visuo-spaziale percepito. I risultati mostrano che la manipolazione dell'intensita acustica non in uisce sulla percezione dell'ordinamento lungo l'asse della profondita, un'evidenza dovuta probabilmente alla mancanza di integrazione multisensoriale. Inoltre, introducendo un ritardo tra i due stimoli audiovisuali, il secondo esperimento ha rivelato un eetto legato all'ordine temporale dei due stimoli visivi. Tra le tecniche esistenti per la spazializzazione della sorgente acustica lungo la dimenzione della profondita esiste uno studio che ha proposto un modello di tubo virtuale, basato sull'esagerazione del riverbero all'interno di questo ambiente. La tecnica di progetto segue un approccio a modelli sici e fa uso della Digital Waveg- uide Mesh (DWM) rettangolare 3D, la quale ha gia evidenziato la sua capacita di simulare ambienti acustici complessi in larga scala. La DMW 3D e troppo aamata di risorse per la simulazione in tempo reale di ambienti 3D di dimensioni accetta- bili. Ancorche una decimazione possa aiutare a ridurre il carico computazionale sulla CPU, un'alternativa piu eciente e quella di adoperare un modello 2D che, conseguentemente, simula una membrana. Sebbene suoni meno naturale delle sim- ulazioni in 3D, lo spazio acustico bidimensionale risultante presenta proprieta simili specialmente rispetto alla resa della profondita. Questo lavoro di ricerca dimostra anche che l'acustica virtuale permette di plas- mare la percezione della distanza e, in particolare, di compensare la nota com- pressione delle stime soggettive di distanza. A tale scopo si e proposta una DWM bidimensionale trapezoidale come ambiente virtuale capace di fornire una relazione lineare tra distanza sica e percepita. Sono stati poi condotti tre test d'ascolto per misurarne la linearita. Peraltro essi hanno dato vita a una nuova procedura di test che deriva dal test MUSHRA, adatta a condurre un confronto diretto di distanze multiple. Nello specico essa riduce la variabilita della risposta a confronto della procedura di stima di grandezze dirette. Le implementazioni in tempo reale della DWM 2D rettangolare sono state re- alizzate in forma di oggetti \external" per Max/MSP. Il primo external per- mette di rendere una o piu sorgenti acustiche statiche dislocate a diverse dis- tanze dall'ascoltatore, mentre il secondo external simula una sorgente sonora in movimento lungo la dimensione della profondita, una sorgente cioe in avvicina- mento/allontanamento. Come applicazione del primo external e stata proposta un'interfaccia audio-tattile. L'interfaccia tattile comprende un sensore lineare di posizione fatto di materiale conduttivo. La posizione del tocco sulla fascetta viene mappata sulla posizione d'ascolto di una membrana virtuale rettangolare modellata dalla DWM 2D, la quale fornisce indizi di profondita per quattro sorgenti egualmente spaziate. In ag- giunta a cio si dopera la manopola di un controller MIDI per variare la posizione della membrana lungo l'elenco dei suoni, permettendo cos di passare in rassegna l'intero insieme di suoni muovendosi avanti e indietro lungo la nestra audio cos- tituita dalla membrana virtuale. I soggetti coinvolti nella valutazione d'uso hanno avuto successo nel trovare tutti i le audio deniti come target, cos come giudicato l'interfaccia intuitiva e gradevole. Inoltre e stata realizzata un'altra dimostrazione dell'interfaccia audio-tattile adoperando modelli sici per il suono. Suoni di es- perienza quotidiana derivanti da eventi quali \friggere", \bussare", \sgocciolare" sono stati adoperati in modo che sia la creazione del suono che la sua resa in profon- dita fossero il risultato di una sintesi per modelli sici, ipotizzando che l'approccio di tipo ecologico potesse fornire un'interazione di tipo intuitivo. Inne, \DepThrow" e un gioco audio basato sull'utilizzo della DWM 2D per ren- dere indizi di profondita di una sorgente acustica dinamica. Il gioco consiste nel lanciare una palla virtuale, modellata da un modello sico di suoni di rotolamento, all'interno di un tubo virtuale inclinato e aperto alle estremita, modellato da una DWM 2D. L'obiettivo e fare rotolare la palla quanto piu in la nel tubo senza farla cadere all'estremita lontana. Dimostrato come un gioco, questo prototipo e stato pensato anche come strumento per condurre indagini sulla percezione della dis- tanza dinamica. I risultati preliminari di un test d'ascolto condotto sulla percezione della distanza variabile all'interno del tubo virtuale, hanno mostrato che la durata del rotolamento della palla in uenza la stima della distanza raggiunta.In our appreciation of auditory environments, distance perception is as crucial as lateralization. Although research work has been carried out on distance percep- tion, modern auditory displays do not yet take advantage of it to provide additional information on the spatial layout of sound sources and as a consequence enrich their content and quality. When designing a spatial auditory display, one must take into account the goal of the given application and the resources available in order to choose the optimal approach. In particular, rendering auditory perspec- tive provides a hierarchical ordering of sound sources and allows to focus the user attention on the closest sound source. Besides, when visual data are no longer available, either because they are out of the visual eld or the user is in the dark, or should be avoided to reduce the load of visual attention, auditory rendering must convey all the spatial information, including distance. The present research work aims at studying auditory depth (i.e. sound sources displayed straight ahead of the listener) in terms of perception, rendering and applications in human com- puter interaction. First, an overview is given of the most important aspects of auditory distance perception. Investigations on depth perception are much more advanced in vision since they already found applications in computer graphics. Then it seems nat- ural to give the same information in the auditory domain to increase the degree of realism of the overall display. Depth perception may indeed be facilitated by combining both visual and auditory cues. Relevant results from past literature on audio-visual interaction eects are reported, and two experiments were carried out on the perception of audio-visual depth. In particular, the in uence of auditory cues on the perceived visual layering in depth was investigated. Results show that auditory intensity manipulation does not aect the perceived order in depth, which is most probably due to the lack of multisensory integration. Besides, the second experiment, which introduced a delay between the two auditory-visual stimuli, re- vealed an eect of the temporal order of the two visual stimuli. Among existing techniques for sound source spatialization along the depth di- mension, a previous study proposed the modeling of a virtual pipe, based on the exaggeration of reverberation in such an environment. The design strategy follows a physics-based modeling approach and makes use of a 3D rectangular Digital Waveguide Mesh (DWM), which had already shown its ability to simulate complex, large-scale acoustical environments. The 3D DWM resulted to be too resource consuming for real-time simulations of 3D environments of decent size. While downsampling may help in reducing the CPU processing load, a more ef- cient alternative is to use a model in 2D, consequently simulating a membrane. Although sounding less natural than 3D simulations, the resulting bidimensional audio space presents similar properties, especially for depth rendering. The research work has also shown that virtual acoustics allows to shape depth perception and in particular to compensate for the usual compression of distance estimates. A trapezoidal bidimensional DWM is proposed as a virtual environment able to provide a linear relationship between perceived and physical distance. Three listening tests were conducted to assess the linearity. They also gave rise to a new test procedure deriving from the MUSHRA test and which is suitable for direct comparison of multiple distances. In particular, it reduces the response variability in comparison with the direct magnitude estimation procedure. Real-time implementations of the rectangular 2D DWM have been realized as Max/MSP external objects. The rst external allows to render in depth one or more static sound sources located at dierent distances from the listener, while the second external simulates one moving sound source along the depth dimension, i.e. an approaching/receding source. As an application of the rst external, an audio-tactile interface for sound naviga- tion has been proposed. The tactile interface includes a linear position sensor made by conductive material. The touch position on the ribbon is mapped onto the lis- tening position on a rectangular virtual membrane, modeled by the 2D DWM and providing depth cues of four equally spaced sound sources. Furthermore the knob of a MIDI controller controls the position of the mesh along the playlist, which allows to browse a whole set of les by moving back and forth the audio window resulting from the virtual membrane. Subjects involved in a user study succeeded in nding all the target les, and found the interface intuitive and entertaining. Furthermore, another demonstration of the audio-tactile interface was realized, using physics-based models of sounds. Everyday sounds of \frying", \knocking" and \liquid dripping" are used such that both sound creation and depth rendering are physics-based. It is believed that this ecological approach provides an intuitive interaction. Finally, \DepThrow" is an audio game, based on the use of the 2D DWM to render depth cues of a dynamic sound source. The game consists in throwing a virtual ball (modeled by a physics-based model of rolling sound) inside a virtual tube (modeled by a 2D DWM) which is open-ended and tilted. The goal is to make the ball roll as far as possible in the tube without letting it fall out at the far end. Demonstrated as a game, this prototype is also meant to be a tool for investi- gations on the perception of dynamic distance. Preliminary results of a listening test on the perception of distance motion in the virtual tube showed that duration of the ball's movement in uences the estimation of the distance reached by the rolling ball

    DESIGN FOUNDATIONS FOR CONTENT-RICH ACOUSTIC INTERFACES: INVESTIGATING AUDEMES AS REFERENTIAL NON-SPEECH AUDIO CUES

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    Indiana University-Purdue University Indianapolis (IUPUI)To access interactive systems, blind and visually impaired users can leverage their auditory senses by using non-speech sounds. The current structure of non-speech sounds, however, is geared toward conveying user interface operations (e.g., opening a file) rather than large theme-based information (e.g., a history passage) and, thus, is ill-suited to signify the complex meanings of primary learning material (e.g., books and websites). In order to address this problem, this dissertation introduces audemes, a new category of non-speech sounds, whose semiotic structure and flexibility open new horizons for facilitating the education of blind and visually impaired students. An experiment with 21 students from the Indiana School for the Blind and Visually Impaired (ISBVI) supports the hypothesis that audemes increase the retention of theme-based information. By acting as memory catalysts, audemes can play an important role in enhancing the aural interaction and navigation in future sound-based user interfaces. For this dissertation, I designed an Acoustic EDutainment INterface (AEDIN) that integrates audemes as a way by which to vividly anticipate text-to-speech theme-based information and, thus, act as innovative aural covers. The results of two iterative usability evaluations with total of 20 blind and visually impaired participants showed that AEDIN is a highly usable and enjoyable acoustic interface. Yet, designing well-formed audemes remains an ad hoc process because audeme creators can only rely on their intuition to generate meaningful and memorable sounds. In order to address this problem, this dissertation presents three experiments, each with 10 blind and visually impaired participants. The goal was to examine the optimal combination of audeme attributes, which can be used to facilitate accurate recognitions of audeme meanings. This work led to the creation of seven basic guidelines that can be used to design well-formed audemes. An interactive application tool (ASCOLTA: Advanced Support and Creation-Oriented Library Tool for Audemes) operationalized these guidelines to support individuals without an audio background in designing well-formed audemes. An informal evaluation conducted with three teachers from the ISBVI, supports the hypothesis that ASCOLTA is a useful tool by which to facilitate the integration of audemes into the teaching environment

    Interactive non-speech auditory display of multivariate data

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    Clique: Perceptually Based, Task Oriented Auditory Display for GUI Applications

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    Screen reading is the prevalent approach for presenting graphical desktop applications in audio. The primary function of a screen reader is to describe what the user encounters when interacting with a graphical user interface (GUI). This straightforward method allows people with visual impairments to hear exactly what is on the screen, but with significant usability problems in a multitasking environment. Screen reader users must infer the state of on-going tasks spanning multiple graphical windows from a single, serial stream of speech. In this dissertation, I explore a new approach to enabling auditory display of GUI programs. With this method, the display describes concurrent application tasks using a small set of simultaneous speech and sound streams. The user listens to and interacts solely with this display, never with the underlying graphical interfaces. Scripts support this level of adaption by mapping GUI components to task definitions. Evaluation of this approach shows improvements in user efficiency, satisfaction, and understanding with little development effort. To develop this method, I studied the literature on existing auditory displays, working user behavior, and theories of human auditory perception and processing. I then conducted a user study to observe problems encountered and techniques employed by users interacting with an ideal auditory display: another human being. Based on my findings, I designed and implemented a prototype auditory display, called Clique, along with scripts adapting seven GUI applications. I concluded my work by conducting a variety of evaluations on Clique. The results of these studies show the following benefits of Clique over the state of the art for users with visual impairments (1-5) and mobile sighted users (6): 1. Faster, accurate access to speech utterances through concurrent speech streams. 2. Better awareness of peripheral information via concurrent speech and sound streams. 3. Increased information bandwidth through concurrent streams. 4. More efficient information seeking enabled by ubiquitous tools for browsing and searching. 5. Greater accuracy in describing unfamiliar applications learned using a consistent, task-based user interface. 6. Faster completion of email tasks in a standard GUI after exposure to those tasks in audio
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