14 research outputs found
Understanding sorting algorithms using music and spatial distribution
This thesis is concerned with the communication of information using auditory
techniques. In particular, a music-based interface has been used to communicate the
operation of a number of sorting algorithms to users. This auditory interface has been
further enhanced by the creation of an auditory scene including a sound wall, which
enables the auditory interface to utilise music parameters in conjunction with 2D/3D
spatial distribution to communicate the essential processes in the algorithms.
The sound wall has been constructed from a grid of measurements using a human head to
create a spatial distribution. The algorithm designer can therefore communicate events
using pitch, rhythm and timbre and associate these with particular positions in space. A
number of experiments have been carried out to investigate the usefulness of music and
the sound wall in communicating information relevant to the algorithms. Further, user
understanding of the six algorithms has been tested. In all experiments the effects of
previous musical experience has been allowed for. The results show that users can utilise musical parameters in understanding algorithms
and that in all cases improvements have been observed using the sound wall. Different
user performance was observed with different algorithms and it is concluded that certain
types of information lend themselves more readily to communication through auditory
interfaces than others.
As a result of the experimental analysis, recommendations are given on how to improve
the sound wall and user understanding by improved choice of the musical mappings
Proceedings of the 19th Sound and Music Computing Conference
Proceedings of the 19th Sound and Music Computing Conference - June 5-12, 2022 - Saint-Étienne (France).
https://smc22.grame.f
Developing a flexible and expressive realtime polyphonic wave terrain synthesis instrument based on a visual and multidimensional methodology
The Jitter extended library for Max/MSP is distributed with a gamut of tools for the generation, processing, storage, and visual display of multidimensional data structures. With additional support for a wide range of media types, and the interaction between these mediums, the environment presents a perfect working ground for Wave Terrain Synthesis. This research details the practical development of a realtime Wave Terrain Synthesis instrument within the Max/MSP programming environment utilizing the Jitter extended library. Various graphical processing routines are explored in relation to their potential use for Wave Terrain Synthesis
Designing sound : procedural audio research based on the book by Andy Farnell
In
procedural
media,
data
normally
acquired
by
measuring
something,
commonly
described
as
sampling,
is
replaced
by
a
set
of
computational
rules
(procedure)
that
defines
the
typical
structure
and/or
behaviour
of
that
thing.
Here,
a
general
approach
to
sound
as
a
definable
process,
rather
than
a
recording,
is
developed.
By
analysis
of
their
physical
and
perceptual
qualities,
natural
objects
or
processes
that
produce
sound
are
modelled
by
digital
Sounding
Objects
for
use
in
arts
and
entertainments.
This
Thesis
discusses
different
aspects
of
Procedural
Audio
introducing
several
new
approaches
and
solutions
to
this
emerging
field
of
Sound
Design.Em
Media
Procedimental,
os
dados
os
dados
normalmente
adquiridos
através
da
medição
de
algo
habitualmente
designado
como
amostragem,
são
substituídos
por
um
conjunto
de
regras
computacionais
(procedimento)
que
definem
a
estrutura
típica,
ou
comportamento,
desse
elemento.
Neste
caso
é
desenvolvida
uma
abordagem
ao
som
definível
como
um
procedimento
em
vez
de
uma
gravação.
Através
da
análise
das
suas
características
físicas
e
perceptuais
,
objetos
naturais
ou
processos
que
produzem
som,
são
modelados
como
objetos
sonoros
digitais
para
utilização
nas
Artes
e
Entretenimento.
Nesta
Tese
são
discutidos
diferentes
aspectos
de
Áudio
Procedimental,
sendo
introduzidas
várias
novas
abordagens
e
soluções
para
o
campo
emergente
do
Design
Sonoro
Automated Find Fix and Track with a Medium Altitude Long Endurance Remotely Piloted Aircraft
A limitation in RPA ISR operations is loss of target track if the command link is severed. For an RPA to effectively execute the ISR mission without a command link, it needs the capability to F2T targets autonomously. Automated Find Fix and Track (AFFTRAC) was developed to help solve this problem by demonstrating a proof of concept tactical autopilot. Monocular stereo vision was used to process sequential images acquired during orbit to produce a partial structural point cloud of the original structure. This partial structural point cloud was then exploited to create a holding area density for the aircraft to stay within. A simple greedy algorithm exploited this holding area density to produce aircraft turn commands to approximate tactical ISR holding. The result was that imagery from existing MQ-9 sensors was used to provide command guidance to autonomously to maintain line of sight to a target. Overall, AFFTRAC is a promising initial framework for a tactical autopilot, but additional development is needed to mature component algorithms
Clique: Perceptually Based, Task Oriented Auditory Display for GUI Applications
Screen reading is the prevalent approach for presenting graphical desktop applications in audio. The primary function of a screen reader is to describe what the user encounters when interacting with a graphical user interface (GUI). This straightforward method allows people with visual impairments to hear exactly what is on the screen, but with significant usability problems in a multitasking environment. Screen reader users must infer the state of on-going tasks spanning multiple graphical windows from a single, serial stream of speech. In this dissertation, I explore a new approach to enabling auditory display of GUI programs. With this method, the display describes concurrent application tasks using a small set of simultaneous speech and sound streams. The user listens to and interacts solely with this display, never with the underlying graphical interfaces. Scripts support this level of adaption by mapping GUI components to task definitions. Evaluation of this approach shows improvements in user efficiency, satisfaction, and understanding with little development effort. To develop this method, I studied the literature on existing auditory displays, working user behavior, and theories of human auditory perception and processing. I then conducted a user study to observe problems encountered and techniques employed by users interacting with an ideal auditory display: another human being. Based on my findings, I designed and implemented a prototype auditory display, called Clique, along with scripts adapting seven GUI applications. I concluded my work by conducting a variety of evaluations on Clique. The results of these studies show the following benefits of Clique over the state of the art for users with visual impairments (1-5) and mobile sighted users (6): 1. Faster, accurate access to speech utterances through concurrent speech streams. 2. Better awareness of peripheral information via concurrent speech and sound streams. 3. Increased information bandwidth through concurrent streams. 4. More efficient information seeking enabled by ubiquitous tools for browsing and searching. 5. Greater accuracy in describing unfamiliar applications learned using a consistent, task-based user interface. 6. Faster completion of email tasks in a standard GUI after exposure to those tasks in audio