9,328 research outputs found

    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

    Designing and implementing interactive and realistic augmented reality experiences

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    In this paper, we propose an approach for supporting the design and implementation of interactive and realistic Augmented Reality (AR). Despite the advances in AR technology, most software applications still fail to support AR experiences where virtual objects appear as merged into the real setting. To alleviate this situation, we propose to combine the use of model-based AR techniques with the advantages of current game engines to develop AR scenes in which the virtual objects collide, are occluded, project shadows and, in general, are integrated into the augmented environment more realistically. To evaluate the feasibility of the proposed approach, we extended an existing game platform named GREP to enhance it with AR capacities. The realism of the AR experiences produced with the software was assessed in an event in which more than 100 people played two AR games simultaneously.This work is supported by the project CREAx and PACE funded by the Spanish Ministry of Economy, Industry and Competitiveness (TIN2014-56534-R and TIN2016-77690-R)

    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

    Visual communication in urban planning and urban design

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    This report documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web(WWW).Firstly, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. A review is carried out on the use of Virtual Worldsand their role in visualising urban form within multi-user environments. The use of Virtual Worlds is developed into a case study of the possibilities and limitations of Virtual Internet Design Arenas (ViDAs), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDAs is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan.Secondly, photorealistic media in the process of communicating plans is examined.The process of creating photorealistic media is documented, examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is drawn that although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling is reviewed in the creation of Augmented Reality. Augmented Reality is seen to provide an important step forward in the ability to quickly and easily visualise urban planning and urban design information.Thirdly, the role of visual communication of planning data through GIS is examined interms of desktop, three dimensional and Internet based GIS systems. The evolution to Internet GIS is seen as a critical component in the development of virtual cities which will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality.Finally a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design

    Real virtuality: emerging technology for virtually recreating reality

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    Modelling Uncertainty Caused by Internal Waves on the Accuracy of MBES

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    A 3D ray tracing model has been developed to estimate the effects of internal waves upon the accuracy of multibeam echosounders (MBES). A case study examines the variability in these effects as a function of survey line direction and also considers the case of improving 2D ray tracing models with wave parameters derived from MBES water column imagery. Results indicate that, under certain circumstances, the effects of internal waves can prove to be a significant source of uncertainty that detracts from the ability to efficiently map the seafloor with wide swath angles

    Modeling the Effect of Oceanic Internal Waves on the Accuracy of Multibeam Echosounders

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    When ray bending corrections are applied to multibeam echosounder (MBES) data, it is assumed that the varying layers of sound speed lie along horizontally stratified planes. In many areas internal waves occur at the interface where the water’s density changes abruptly (a pycnocline), this density gradient is often associated with a strong gradient in sound speed (a velocline). The internal wave introduces uncertainty into the echo soundings through two mechanisms: (1) tilting of the velocline, and (2) vertical oscillation of the velocline’s depth. A model has been constructed in order to examine how these effects degrade the accuracy of MBES measurements. The model numerically simulates the 3D ray paths of MBES soundings for a synthetic flat seafloor, as though the soundings have been collected through a user-defined internal wave. Along with sound speed information, the ray paths are used to estimate travel times which are then utilized as inputs for a conventional 2D ray trace. The discrepancy between the 3D and 2D ray traced solutions serve as an estimate of uncertainty. The same software can be extended to model the expected anomalies associated with tidal fronts and other phenomena that result in significant tilting or oscillation of the velocline. A case study was undertaken using observed internal wave parameters on the Scotian Shelf. The case study examines how survey design parameters such as line spacing, direction of survey lines, and water column sampling density can influence the uncertainty introduced by internal waves. In particular, an examination is undertaken in which 2D ray tracing models are augmented with MBES water column imaging of the velocline. The investigation shows that internal waves have the potential to cause vertical uncertainties exceeding IHO standards and that the uncertainty can potentially be mitigated through appropriate survey design. Results from the case study also indicate that acoustic tracking of the velocline has the potential to counteract the effects of internal waves through augmentation of 2D ray tracing models. This technique is promising, however, much more research and field testing is required to ascertain the practicality, reliability and repeatability of such an approach
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