372,509 research outputs found
Harnessing the Power of Music & Sound Design in Interactive Media
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
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
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
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
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
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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Investigating the socio-constructivist dimension of online interactions: the case of synchronous audio-graphic conferencing systems
This study explores the quality of interactive patterns in audio-graphic conferencing environments and learners' involvement in interaction. Supporters of this technology claim that online interactions support socio-constructivist language learning. However, the existing literature does not indicate whether the quality of interaction required for realising constructivist principles of learning can affectively be ensured in such environments.
The study is based on the Open University's online audio-graphic tuition environment, Lyceum. It investigates the verbal and written interactions of adult Open University students learning French. The data is analysed by different models of analysis pertaining to different socio-constructivist and cognitive models of analysis.
The results show that students use high forms of thinking to engage in a cyclical rather than a linear process of knowledge construction. However, there is no evidence that this process is supported by the audio-graphic system itself. The tutor's style and task design play a more important role in supporting the learning process
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