5,926 research outputs found

    An outdoor spatially-aware audio playback platform exemplified by a virtual zoo

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    Outlined in this short paper is a framework for the construction of outdoor location-and direction-aware audio applications along with an example application to showcase the strengths of the framework and to demonstrate how it works. Although there has been previous work in this area which has concentrated on the spatial presentation of sound through wireless headphones, typically such sounds are presented as though originating from specific, defined spatial locations within a 3D environment. Allowing a user to move freely within this space and adjusting the sound dynamically as we do here, further enhances the perceived reality of the virtual environment. Techniques to realise this are implemented by the real-time adjustment of the presented 2 channels of audio to the headphones, using readings of the user's head orientation and location which in turn are made possible by sensors mounted upon the headphones. Aside from proof of concept indoor applications, more user-responsive applications of spatial audio delivery have not been prototyped or explored. In this paper we present an audio-spatial presentation platform along with a primary demonstration application for an outdoor environment which we call a {\em virtual audio zoo}. This application explores our techniques to further improve the realism of the audio-spatial environments we can create, and to assess what types of future application are possible

    Making High-Performance Embedded Instruments with Bela and Pure Data

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    This hands-on workshop introduces participants to Bela, an embedded platform for ultra-low latency audio and sensor processing.This hands-on workshop introduces participants to Bela, an embedded platform for ultra-low latency audio and sensor processing.This hands-on workshop introduces participants to Bela, an embedded platform for ultra-low latency audio and sensor processing.This hands-on workshop introduces participants to Bela, an embedded platform for ultra-low latency audio and sensor processing.This hands-on workshop introduces participants to Bela, an embedded platform for ultra-low latency audio and sensor processing.This hands-on workshop introduces participants to Bela, an embedded platform for ultra-low latency audio and sensor processing.This hands-on workshop introduces participants to Bela, an embedded platform for ultra-low latency audio and sensor processing.Bela is an embedded platform for ultra-low latency audio and sensor processing. We present here the hardware and software features of Bela with particular focus on its integration with Pure Data. Sensor inputs on Bela are sampled at audio rate, which opens to the possibility of doing signal processing using Pure Data’s audio-rate objects

    Action-Sound Latency: Are Our Tools Fast Enough?

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    Licensed under a Creative Commons Attribution 4.0 International License (CC BY 4.0). Copyright remains with the author(s).Licensed under a Creative Commons Attribution 4.0 International License (CC BY 4.0). Copyright remains with the author(s).Licensed under a Creative Commons Attribution 4.0 International License (CC BY 4.0). Copyright remains with the author(s).Licensed under a Creative Commons Attribution 4.0 International License (CC BY 4.0). Copyright remains with the author(s).Licensed under a Creative Commons Attribution 4.0 International License (CC BY 4.0). Copyright remains with the author(s).Licensed under a Creative Commons Attribution 4.0 International License (CC BY 4.0). Copyright remains with the author(s).The importance of low and consistent latency in interactive music systems is well-established. So how do commonly-used tools for creating digital musical instruments and other tangible interfaces perform in terms of latency from user action to sound output? This paper examines several common configurations where a microcontroller (e.g. Arduino) or wireless device communicates with computer-based sound generator (e.g. Max/MSP, Pd). We find that, perhaps surprisingly, almost none of the tested configurations meet generally-accepted guidelines for latency and jitter. To address this limitation, the paper presents a new embedded platform, Bela, which is capable of complex audio and sensor processing at submillisecond latency

    Wearable and mobile devices

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    Information and Communication Technologies, known as ICT, have undergone dramatic changes in the last 25 years. The 1980s was the decade of the Personal Computer (PC), which brought computing into the home and, in an educational setting, into the classroom. The 1990s gave us the World Wide Web (the Web), building on the infrastructure of the Internet, which has revolutionized the availability and delivery of information. In the midst of this information revolution, we are now confronted with a third wave of novel technologies (i.e., mobile and wearable computing), where computing devices already are becoming small enough so that we can carry them around at all times, and, in addition, they have the ability to interact with devices embedded in the environment. The development of wearable technology is perhaps a logical product of the convergence between the miniaturization of microchips (nanotechnology) and an increasing interest in pervasive computing, where mobility is the main objective. The miniaturization of computers is largely due to the decreasing size of semiconductors and switches; molecular manufacturing will allow for “not only molecular-scale switches but also nanoscale motors, pumps, pipes, machinery that could mimic skin” (Page, 2003, p. 2). This shift in the size of computers has obvious implications for the human-computer interaction introducing the next generation of interfaces. Neil Gershenfeld, the director of the Media Lab’s Physics and Media Group, argues, “The world is becoming the interface. Computers as distinguishable devices will disappear as the objects themselves become the means we use to interact with both the physical and the virtual worlds” (Page, 2003, p. 3). Ultimately, this will lead to a move away from desktop user interfaces and toward mobile interfaces and pervasive computing

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Design & Evaluation of an Accessible Hybrid Violin Platform

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    Internet Predictions

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    More than a dozen leading experts give their opinions on where the Internet is headed and where it will be in the next decade in terms of technology, policy, and applications. They cover topics ranging from the Internet of Things to climate change to the digital storage of the future. A summary of the articles is available in the Web extras section

    Multimodal Content Delivery for Geo-services

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    This thesis describes a body of work carried out over several research projects in the area of multimodal interaction for location-based services. Research in this area has progressed from using simulated mobile environments to demonstrate the visual modality, to the ubiquitous delivery of rich media using multimodal interfaces (geo- services). To effectively deliver these services, research focused on innovative solutions to real-world problems in a number of disciplines including geo-location, mobile spatial interaction, location-based services, rich media interfaces and auditory user interfaces. My original contributions to knowledge are made in the areas of multimodal interaction underpinned by advances in geo-location technology and supported by the proliferation of mobile device technology into modern life. Accurate positioning is a known problem for location-based services, contributions in the area of mobile positioning demonstrate a hybrid positioning technology for mobile devices that uses terrestrial beacons to trilaterate position. Information overload is an active concern for location-based applications that struggle to manage large amounts of data, contributions in the area of egocentric visibility that filter data based on field-of-view demonstrate novel forms of multimodal input. One of the more pertinent characteristics of these applications is the delivery or output modality employed (auditory, visual or tactile). Further contributions in the area of multimodal content delivery are made, where multiple modalities are used to deliver information using graphical user interfaces, tactile interfaces and more notably auditory user interfaces. It is demonstrated how a combination of these interfaces can be used to synergistically deliver context sensitive rich media to users - in a responsive way - based on usage scenarios that consider the affordance of the device, the geographical position and bearing of the device and also the location of the device

    Using Partial Reconfiguration for SoC Design and Implementation

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    Most reconfigurable systems rely on FPGA technology. Among these ones, those which permit dynamic and partial reconfiguration, offer added benefits in flexibility, in-field device upgrade, improved design and manufacturing time, and even, in some cases, power consumption reductions. However, dynamic reconfiguration is a complex task, and the real benefits of its use in real applications have been often questioned. This paper presents an overview of the partial reconfiguration technique application, along with four original applications. The main goal of these applications is to test several architectures with different flexibility and, to search for the partial reconfiguration "killing application", that is, the application that better demonstrates the benefits of today reconfigurable systems based on commercial FPGAs. Therefore, the presented applications are rather a proof of concept, than fully operative and closed systems. First, a brief introduction to the partial reconfigurable systems application topic has been included. After that, the descriptions of the created reconfigurable systems are presented: first, an on-chip communications emulation framework, second, an on chip debugging system, third, a wireless sensor network reconfigurable node and finally, a remote reconfigurable client-server device. Each application is described in a separate section of the paper along with some test and results. General conclusions are included at the end of the pape
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