200 research outputs found

    Smoothness perception : investigation of beat rate effect on frame rate perception

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    Despite the complexity of the Human Visual System (HVS), research over the last few decades has highlighted a number of its limitations. These limitations can be exploited in computer graphics to significantly reduce computational cost and thus required rendering time, without a viewer perceiving any difference in resultant image quality. Furthermore, cross-modal interaction between different modalities, such as the influence of audio on visual perception, has also been shown as significant both in psychology and computer graphics. In this paper we investigate the effect of beat rate on temporal visual perception, i.e. frame rate perception. For the visual quality and perception evaluation, a series of psychophysical experiments was conducted and the data analysed. The results indicate that beat rates in some cases do affect temporal visual perception and that certain beat rates can be used in order to reduce the amount of rendering required to achieve a perceptual high quality. This is another step towards a comprehensive understanding of auditory-visual cross-modal interaction and could be potentially used in high-fidelity interactive multi-sensory virtual environments

    Fast Modal Sounds with Scalable Frequency-Domain Synthesis

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    International audienceAudio rendering of impact sounds, such as those caused by falling objects or explosion debris, adds realism to interactive 3D audiovisual applications, and can be convincingly achieved using modal sound synthesis. Unfortunately, mode-based computations can become prohibitively expensive when many objects, each with many modes, are impacted simultaneously. We introduce a fast sound synthesis approach, based on short-time Fourier Tranforms, that exploits the inherent sparsity of modal sounds in the frequency domain. For our test scenes, this "fast mode summation" can give speedups of 5-8 times compared to a time-domain solution, with slight degradation in quality. We discuss different reconstruction windows, affecting the quality of impact sound "attacks". Our Fourier-domain processing method allows us to introduce a scalable, real-time, audio processing pipeline for both recorded and modal sounds, with auditory masking and sound source clustering. To avoid abrupt computation peaks, such as during the simultaneous impacts of an explosion, we use crossmodal perception results on audiovisual synchrony to effect temporal scheduling. We also conducted a pilot perceptual user evaluation of our method. Our implementation results show that we can treat complex audiovisual scenes in real time with high quality

    Audio-Visual Resource Allocation for Bimodal Virtual Environments

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    Fidelity is of key importance if virtual environments are to be used as authentic representations of real environments. However, simulating the multitude of senses that comprise the human sensory system is computationally challenging. With limited computational resources it is essential to distribute these carefully in order to simulate the most ideal perceptual experience. This paper investigates this balance of resources across multiple scenarios where combined audio-visual stimulation is delivered to the user. A subjective experiment was undertaken where participants (N=35) allocated five fixed resource budgets across graphics and acoustic stimuli. In the experiment, increasing the quality of one of the stimuli decreased the quality of the other. Findings demonstrate that participants allocate more resources to graphics, however as the computational budget is increased, an approximately balanced distribution of resources is preferred between graphics and acoustics. Based on the results, an audiovisual quality prediction model is proposed and successfully validated against previously untested budgets and an untested scenario

    Some approaches to representing sound with colour and shape

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    In recent times much of the practice of musical notation and representation has begun a gradual migration away from the monochrome standard that existed since the emergence of printed Non-Western music in the 16th century, towards the full colour pallet afforded by modern printers and computer screens. This move has expanded the possibilities available for the representation of information in the musical score. Such an expansion is arguably necessitated by the growth of new musical techniques favouring musical phenomena that were previously poorly captured by traditional Western musical notation. As time-critical form of visualisation there is a strong imperative for the musical score to employ symbols that signify sonic events and the method of their execution with maximal efficiency. One important goal in such efficiency is “semantic soundness”: the degree to which graphical representations makes inherent sense to the reader. This paper explores the implications of recent research into cross-modal colour-to-sound and shape-to sound mappings for the application of colour and shape in musical scores. The paper also revisits Simon Emmerson’s Super-Score concept as a means to accommodate multiple synchronised forms of sonic representation (the spectrogram and spectral descriptors for example) together with alternative notational approaches (gestural, action-based and graphical for example) in a single digital document

    Is Multimedia Multisensorial? - A Review of Mulsemedia Systems

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    © 2018 Copyright held by the owner/author(s). Mulsemedia - multiple sensorial media - makes possible the inclusion of layered sensory stimulation and interaction through multiple sensory channels. e recent upsurge in technology and wearables provides mulsemedia researchers a vehicle for potentially boundless choice. However, in order to build systems that integrate various senses, there are still some issues that need to be addressed. is review deals with mulsemedia topics remained insu ciently explored by previous work, with a focus on multi-multi (multiple media - multiple senses) perspective, where multiple types of media engage multiple senses. Moreover, it addresses the evolution of previously identi ed challenges in this area and formulates new exploration directions.This article was funded by the European Union’s Horizon 2020 Research and Innovation program under Grant Agreement no. 688503

    Designing sensory-substitution devices: Principles, pitfalls and potential1

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    An exciting possibility for compensating for loss of sensory function is to augment deficient senses by conveying missing information through an intact sense. Here we present an overview of techniques that have been developed for sensory substitution (SS) for the blind, through both touch and audition, with special emphasis on the importance of training for the use of such devices, while highlighting potential pitfalls in their design. One example of a pitfall is how conveying extra information about the environment risks sensory overload. Related to this, the limits of attentional capacity make it important to focus on key information and avoid redundancies. Also, differences in processing characteristics and bandwidth between sensory systems severely constrain the information that can be conveyed. Furthermore, perception is a continuous process and does not involve a snapshot of the environment. Design of sensory substitution devices therefore requires assessment of the nature of spatiotemporal continuity for the different senses. Basic psychophysical and neuroscientific research into representations of the environment and the most effective ways of conveying information should lead to better design of sensory substitution systems. Sensory substitution devices should emphasize usability, and should not interfere with other inter- or intramodal perceptual function. Devices should be task-focused since in many cases it may be impractical to convey too many aspects of the environment. Evidence for multisensory integration in the representation of the environment suggests that researchers should not limit themselves to a single modality in their design. Finally, we recommend active training on devices, especially since it allows for externalization, where proximal sensory stimulation is attributed to a distinct exterior object.This work was supported by the European Union’s Horizon 2020 Research and Innovative Programme under grant agreement no. 643636, “Sound of Vision”.Peer Reviewe

    "Knowing is Seeing:" The Digital Audio Workstation and the Visualization of Sound

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    The computers visual representation of sound has revolutionized the creation of music through the interface of the Digital Audio Workstation software (DAW). With the rise of DAW-based composition in popular music styles, many artists sole experience of musical creation is through the computer screen. I assert that the particular sonic visualizations of the DAW propagate certain assumptions about music, influencing aesthetics and adding new visually-based parameters to the creative process. I believe many of these new parameters are greatly indebted to the visual structures, interactional dictates and standardizations (such as the office metaphor depicted by operating systems such as Apples OS and Microsofts Windows) of the Graphical User Interface (GUI). Whether manipulating text, video or audio, a users interaction with the GUI is usually structured in the same mannerclicking on windows, icons and menus with a mouse-driven cursor. Focussing on the dialogs from the Reddit communities of Making hip-hop and EDM production, DAW user manuals, as well as interface design guidebooks, this dissertation will address the ways these visualizations and methods of working affect the workflow, composition style and musical conceptions of DAW-based producers

    Multimodality with Eye tracking and Haptics: A New Horizon for Serious Games?

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    The goal of this review is to illustrate the emerging use of multimodal virtual reality that can benefit learning-based games. The review begins with an introduction to multimodal virtual reality in serious games and we provide a brief discussion of why cognitive processes involved in learning and training are enhanced under immersive virtual environments. We initially outline studies that have used eye tracking and haptic feedback independently in serious games, and then review some innovative applications that have already combined eye tracking and haptic devices in order to provide applicable multimodal frameworks for learning-based games. Finally, some general conclusions are identified and clarified in order to advance current understanding in multimodal serious game production as well as exploring possible areas for new applications
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