372,509 research outputs found

    Harnessing the Power of Music & Sound Design in Interactive Media

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    The history of the development of sound on film offers us lessons for the development of sound and music for interactive artforms. Now that technological developments have enabled almost unrestricted importation of audio into interactive platforms, the time has come for us to ask: is the content of the audio good enough

    Virtual Audio - Three-Dimensional Audio in Virtual Environments

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    Three-dimensional interactive audio has a variety ofpotential uses in human-machine interfaces. After lagging seriously behind the visual components, the importance of sound is now becoming increas-ingly accepted. This paper mainly discusses background and techniques to implement three-dimensional audio in computer interfaces. A case study of a system for three-dimensional audio, implemented by the author, is described in great detail. The audio system was moreover integrated with a virtual reality system and conclusions on user tests and use of the audio system is presented along with proposals for future work at the end of the paper. The thesis begins with a definition of three-dimensional audio and a survey on the human auditory system to give the reader the needed knowledge of what three-dimensional audio is and how human auditory perception works

    iKlax: a New Musical Audio Format for Active Listening

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    In this paper, we are presenting a new model for interactive music. Unlike most interactive systems, our model is based on file organization, but does not require digital audio treatments. This model includes a definition of a constraints system and its solver. The products of this project are intended for the general public, inexperienced users, as well as professional musicians, and will be distributed commercially. We are here presenting three products of this project. The difficulty of this project is to design a technology and software products for interactive music which must be easy to use by the general public and by professional composers

    Design and User Satisfaction of Interactive Maps for Visually Impaired People

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    Multimodal interactive maps are a solution for presenting spatial information to visually impaired people. In this paper, we present an interactive multimodal map prototype that is based on a tactile paper map, a multi-touch screen and audio output. We first describe the different steps for designing an interactive map: drawing and printing the tactile paper map, choice of multi-touch technology, interaction technologies and the software architecture. Then we describe the method used to assess user satisfaction. We provide data showing that an interactive map - although based on a unique, elementary, double tap interaction - has been met with a high level of user satisfaction. Interestingly, satisfaction is independent of a user's age, previous visual experience or Braille experience. This prototype will be used as a platform to design advanced interactions for spatial learning

    Latency Performance for Real-Time Audio on BeagleBone Black

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    In this paper we present a set of tests aimed at evaluating the responsiveness of a BeagleBone Black board in real-time interactive audio applications. The default Angstrom Linux distribution was tested without modifying the underlying kernel. Latency measurements and audio quality were compared across the combination of different audio interfaces and audio synthesis models. Data analysis shows that the board is generally characterised by a remarkably high responsiveness; most of the tested configurations are affected by less than 7ms of latency and under-run activity proved to be contained using the correct optimisation techniques

    Mobile Audiovisual Terminal: System Design and Subjective Testing in DECT and UMTS networks

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    It is anticipated that there will shortly be a requirement for multimedia terminals that operate via mobile communications systems. This paper presents a functional specification for such a terminal operating at 32 kb/s in a digital European cordless telecommunications (DECT) and universal mobile telecommunications system (UMTS) radio network. A terminal has been built, based on a PC with digital signal processor (DSP) boards for audio and video coding and decoding. Speech coding is by a phonetically driven code-excited linear prediction (CELP) speech coder and video coding by a block-oriented hybrid discrete cosine transform (DCT) coder. Separate channel coding is provided for the audio and video data. The paper describes the techniques used for audio and video coding, channel coding, and synchronization. Methods of subjective testing in a DECT network and in a UMTS network are also described. These consisted of subjective tests of first impressions of the mobile audio–visual terminal (MAVT) quality, interactive tests, and the completion of an exit questionnaire. The test results showed that the quality of the audio was sufficiently good for comprehension and the video was sufficiently good for following and repeating simple mechanical tasks. However, the quality of the MAVT was not good enough for general use where high-quality audio and video was needed, especially when transmission was in a noisy radio environment
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