11,416 research outputs found
Presenting dynamic information on mobile computers
A problem with mobile computing devices is the output of dynamic information owing to their small screens. This paper describes an experiment to investigate the use of non-speech sounds to present dynamic information without using visual display space. Results showed that non-speech sound could be used in a simple share-dealing scenario to present a âsound graphâ of share prices. This allowed participants to reduce the workload they had to invest in share-price monitoring as they could listen to the graph whilst they worked in a share accumulation window
Sketching sonic interactions by imitation-driven sound synthesis
Sketching is at the core of every design activity. In visual design, pencil and paper are the preferred tools to produce sketches for their simplicity and immediacy. Analogue tools for sonic sketching do not exist yet, although voice and gesture are embodied abilities commonly exploited to communicate sound concepts. The EU project SkAT-VG aims to support vocal sketching with computeraided technologies that can be easily accessed, understood and controlled through vocal and gestural imitations. This imitation-driven sound synthesis approach is meant to overcome the ephemerality and timbral limitations of human voice and gesture, allowing to produce more refined sonic sketches and to think about sound in a more designerly way. This paper presents two main outcomes of the project: The Sound Design Toolkit, a palette of basic sound synthesis models grounded on ecological perception and physical description of sound-producing phenomena, and SkAT-Studio, a visual framework based on sound design workflows organized in stages of input, analysis, mapping, synthesis, and output. The integration of these two software packages provides an environment in which sound designers can go from concepts, through exploration and mocking-up, to prototyping in sonic interaction design, taking advantage of all the possibilities of- fered by vocal and gestural imitations in every step of the process
FM radio: family interplay with sonic mementos
Digital mementos are increasingly problematic, as people acquire large amounts of digital belongings that are hard to access and often forgotten. Based on fieldwork with 10 families, we designed a new type of embodied digital memento, the FM Radio. It allows families to access and play sonic mementos of their previous holidays. We describe our underlying design motivation where recordings are presented as a series of channels on an old fashioned radio. User feedback suggests that the device met our design goals: being playful and intriguing, easy to use and social. It facilitated family interaction, and allowed ready access to mementos, thus sharing many of the properties of physical mementos that we intended to trigger
The acoustic, the digital and the body: a survey on musical instruments
This paper reports on a survey conducted in the autumn of 2006 with the objective to understand people's relationship to their musical tools. The survey focused on the question of embodiment and its different modalities in the fields of acoustic and digital instruments. The questions of control, instrumental entropy, limitations and creativity were addressed in relation to people's activities of playing, creating or modifying their instruments. The approach used in the survey was phenomenological, i.e. we were concerned with the experience of playing, composing for and designing digital or acoustic instruments. At the time of analysis, we had 209 replies from musicians, composers, engineers, designers, artists and others interested in this topic. The survey was mainly aimed at instrumentalists and people who create their own instruments or compositions in flexible audio programming environments such as SuperCollider, Pure Data, ChucK, Max/MSP, CSound, etc
Invasion of the body snatchers: architecture and virtual space
Architecture, in one sense, has become part of the media: it has an aspect which is symbolic and semiotic, which is as ârealâ in photography, film, television, advertising, computer games and literature as it is in our experience of landscapes, buildings and machines. But, I shall argue that the media, in one sense, have also become part of architecture, they have an aspect which we perceive as continuous with Cartesian space, and through this pseudo-physical presence they help shape and programme the space of habitation
Avatar actors
In this text I wish to discuss, as well as illustrate through pictorial examples, how the Live Visuals of three dimensional online virtual worlds may be leading us into participatory and collaborative Play states during which we appear to become the creators as well as the actors of what may also be described as our own real-time cinematic output.
One of the most compelling of these stages may be three dimensional, online virtual worlds in which avatars create and enact their own tales and conceptions, effectively bringing forth live, participatory cinema through Play
Spatial audio in small display screen devices
Our work addresses the problem of (visual) clutter in mobile device interfaces. The solution we propose involves the translation of technique-from the graphical to the audio domain-for expliting space in information representation. This article presents an illustrative example in the form of a spatialisedaudio progress bar. In usability tests, participants performed background monitoring tasks significantly more accurately using this spatialised audio (a compared with a conventional visual) progress bar. Moreover, their performance in a simultaneously running, visually demanding foreground task was significantly improved in the eye-free monitoring condition. These results have important implications for the design of multi-tasking interfaces for mobile devices
Evaluation of Psychoacoustic Sound Parameters for Sonification
Sonification designers have little theory or experimental evidence to guide the design of data-to-sound mappings. Many mappings use acoustic representations of data values which do not correspond with the listener's perception of how that data value should sound during sonification. This research evaluates data-to-sound mappings that are based on psychoacoustic sensations, in an attempt to move towards using data-to-sound mappings that are aligned with the listener's perception of the data value's auditory connotations. Multiple psychoacoustic parameters were evaluated over two experiments, which were designed in the context of a domain-specific problem - detecting the level of focus of an astronomical image through auditory display. Recommendations for designing sonification systems with psychoacoustic sound parameters are presented based on our results
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