1,988 research outputs found

    Crossmodal displays : coordinated crossmodal cues for information provision in public spaces

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    PhD ThesisThis thesis explores the design of Crossmodal Display, a new kind of display-based interface that aims to help prevent information overload and support information presentation for multiple simultaneous people who share a physical space or situated interface but have different information needs and privacy concerns. By exploiting the human multimodal perception and utilizing the synergy of both existing public displays and personal displays, crossmodal displays avoid numerous drawbacks associated with previous approaches, including a reliance on tracking technologies, weak protection for user‟s privacy, small user capacity and high cognitive load demands. The review of the human multimodal perception in this thesis, especially multimodal integration and crossmodal interaction, has many design implications for the design of crossmodal displays and constitutes the foundation for our proposed conceptual model. Two types of crossmodal display prototype applications are developed: CROSSFLOW for indoor navigation and CROSSBOARD for information retrieval on high-density information display; both of these utilize coordinated crossmodal cues to guide multiple simultaneous users‟ attention to publicly visible information relevant to each user timely. Most of the results of single-user and multi-user lab studies on the prototype systems we developed in this research demonstrate the effectiveness and efficiency of crossmodal displays and validate several significant advantages over the previous solutions. However, the results also reveal that more detailed usability and user experience of crossmodal displays as well as the human perception of crossmodal cues should be investigated and improved. This thesis is the first exploration into the design of crossmodal displays. A set of design suggestions and a lifecycle model of crossmodal display development have been produced, and can be used by designers or other researchers who wish to develop crossmodal displays for their applications or integrate crossmodal cues in their interfaces

    Multi-Level Audio-Visual Interactions in Speech and Language Perception

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    That we perceive our environment as a unified scene rather than individual streams of auditory, visual, and other sensory information has recently provided motivation to move past the long-held tradition of studying these systems separately. Although they are each unique in their transduction organs, neural pathways, and cortical primary areas, the senses are ultimately merged in a meaningful way which allows us to navigate the multisensory world. Investigating how the senses are merged has become an increasingly wide field of research in recent decades, with the introduction and increased availability of neuroimaging techniques. Areas of study range from multisensory object perception to cross-modal attention, multisensory interactions, and integration. This thesis focuses on audio-visual speech perception, with special focus on facilitatory effects of visual information on auditory processing. When visual information is concordant with auditory information, it provides an advantage that is measurable in behavioral response times and evoked auditory fields (Chapter 3) and in increased entrainment to multisensory periodic stimuli reflected by steady-state responses (Chapter 4). When the audio-visual information is incongruent, the combination can often, but not always, combine to form a third, non-physically present percept (known as the McGurk effect). This effect is investigated (Chapter 5) using real word stimuli. McGurk percepts were not robustly elicited for a majority of stimulus types, but patterns of responses suggest that the physical and lexical properties of the auditory and visual stimulus may affect the likelihood of obtaining the illusion. Together, these experiments add to the growing body of knowledge that suggests that audio-visual interactions occur at multiple stages of processing

    Movements in Binaural Space: Issues in HRTF Interpolation and Reverberation, with applications to Computer Music

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    This thesis deals broadly with the topic of Binaural Audio. After reviewing the literature, a reappraisal of the minimum-phase plus linear delay model for HRTF representation and interpolation is offered. A rigorous analysis of threshold based phase unwrapping is also performed. The results and conclusions drawn from these analyses motivate the development of two novel methods for HRTF representation and interpolation. Empirical data is used directly in a Phase Truncation method. A Functional Model for phase is used in the second method based on the psychoacoustical nature of Interaural Time Differences. Both methods are validated; most significantly, both perform better than a minimum-phase method in subjective testing. The accurate, artefact-free dynamic source processing afforded by the above methods is harnessed in a binaural reverberation model, based on an early reflection image model and Feedback Delay Network diffuse field, with accurate interaural coherence. In turn, these flexible environmental processing algorithms are used in the development of a multi-channel binaural application, which allows the audition of multi-channel setups in headphones. Both source and listener are dynamic in this paradigm. A GUI is offered for intuitive use of the application. HRTF processing is thus re-evaluated and updated after a review of accepted practice. Novel solutions are presented and validated. Binaural reverberation is recognised as a crucial tool for convincing artificial spatialisation, and is developed on similar principles. Emphasis is placed on transparency of development practices, with the aim of wider dissemination and uptake of binaural technology

    Recalibration of auditory phoneme perception by lipread and lexical information

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    Learning to see and hear in 3D: Virtual reality as a platform for multisensory perceptual learning

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    Virtual reality (VR) is an emerging technology which allows for the presentation of immersive and realistic yet tightly controlled audiovisual scenes. In comparison to conventional displays, the VR system can include depth, 3D audio, fully integrated eye, head, and hand tracking, all over a much larger field of view than a desktop monitor provides. These properties demonstrate great potential for use in vision science experiments, especially those that can benefit from more naturalistic stimuli, particularly in the case of visual rehabilitation. Prior work using conventional displays has demonstrated that that visual loss due to stroke can be partially rehabilitated through laboratory-based tasks designed to promote long-lasting changes to visual sensitivity. In this work, I will explore how VR can provide a platform for new, more complex training paradigms which leverage multisensory stimuli. In this dissertation, I will (I) provide context to motivate the use of multisensory perceptual training in the context of visual rehabilitation, (II) demonstrate best practices for the appropriate use of VR in a controlled psychophysics setting, (III) describe a prototype integrated hardware system for improved eye tracking in VR, and (IV, V) discuss results from two audiovisual perceptual training studies, one using multisensory stimuli and the other with cross-modal audiovisual stimuli. This dissertation provides the foundation for future work in rehabilitating visual deficits, by both improving the hardware and software systems used to present the training paradigm as well as validating new techniques which use multisensory training not previously accessible with conventional desktop displays

    Eyes-Off Physically Grounded Mobile Interaction

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    This thesis explores the possibilities, challenges and future scope for eyes-off, physically grounded mobile interaction. We argue that for interactions with digital content in physical spaces, our focus should not be constantly and solely on the device we are using, but fused with an experience of the places themselves, and the people who inhabit them. Through the design, development and evaluation of a series ofnovel prototypes we show the benefits of a more eyes-off mobile interaction style.Consequently, we are able to outline several important design recommendations for future devices in this area.The four key contributing chapters of this thesis each investigate separate elements within this design space. We begin by evaluating the need for screen-primary feedback during content discovery, showing how a more exploratory experience can be supported via a less-visual interaction style. We then demonstrate how tactilefeedback can improve the experience and the accuracy of the approach. In our novel tactile hierarchy design we add a further layer of haptic interaction, and show how people can be supported in finding and filtering content types, eyes-off. We then turn to explore interactions that shape the ways people interact with aphysical space. Our novel group and solo navigation prototypes use haptic feedbackfor a new approach to pedestrian navigation. We demonstrate how variations inthis feedback can support exploration, giving users autonomy in their navigationbehaviour, but with an underlying reassurance that they will reach the goal.Our final contributing chapter turns to consider how these advanced interactionsmight be provided for people who do not have the expensive mobile devices that areusually required. We extend an existing telephone-based information service to support remote back-of-device inputs on low-end mobiles. We conclude by establishingthe current boundaries of these techniques, and suggesting where their usage couldlead in the future

    A Person-Centric Design Framework for At-Home Motor Learning in Serious Games

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    abstract: In motor learning, real-time multi-modal feedback is a critical element in guided training. Serious games have been introduced as a platform for at-home motor training due to their highly interactive and multi-modal nature. This dissertation explores the design of a multimodal environment for at-home training in which an autonomous system observes and guides the user in the place of a live trainer, providing real-time assessment, feedback and difficulty adaptation as the subject masters a motor skill. After an in-depth review of the latest solutions in this field, this dissertation proposes a person-centric approach to the design of this environment, in contrast to the standard techniques implemented in related work, to address many of the limitations of these approaches. The unique advantages and restrictions of this approach are presented in the form of a case study in which a system entitled the "Autonomous Training Assistant" consisting of both hardware and software for guided at-home motor learning is designed and adapted for a specific individual and trainer. In this work, the design of an autonomous motor learning environment is approached from three areas: motor assessment, multimodal feedback, and serious game design. For motor assessment, a 3-dimensional assessment framework is proposed which comprises of 2 spatial (posture, progression) and 1 temporal (pacing) domains of real-time motor assessment. For multimodal feedback, a rod-shaped device called the "Intelligent Stick" is combined with an audio-visual interface to provide feedback to the subject in three domains (audio, visual, haptic). Feedback domains are mapped to modalities and feedback is provided whenever the user's performance deviates from the ideal performance level by an adaptive threshold. Approaches for multi-modal integration and feedback fading are discussed. Finally, a novel approach for stealth adaptation in serious game design is presented. This approach allows serious games to incorporate motor tasks in a more natural way, facilitating self-assessment by the subject. An evaluation of three different stealth adaptation approaches are presented and evaluated using the flow-state ratio metric. The dissertation concludes with directions for future work in the integration of stealth adaptation techniques across the field of exergames.Dissertation/ThesisDoctoral Dissertation Computer Science 201
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