47 research outputs found

    ANALYSIS, DESIGN AND IMPLEMENTATION OF AN EMBEDDED REALTIME SOUND SOURCE LOCALIZATION SYSTEM BASED ON BEAMFORMING THEORY

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    This project is intended to analyze, design and implement a realtime sound source localization system by using a mobile robot as the media. The implementated system uses 2 microphones as the sensors, Arduino Duemilanove microcontroller system with ATMega328p as the microprocessor, two permanent magnet DC motors as the actuators for the mobile robot and a servo motor as the actuator to rotate the webcam directing to the location of the sound source, and a laptop/PC as the simulation and display media. In order to achieve the objective of finding the position of a specific sound source, beamforming theory is applied to the system. Once the location of the sound source is detected and determined, the choice is either the mobile robot will adjust its position according to the direction of the sound source or only webcam will rotate in the direction of the incoming sound simulating the use of this system in a video conference. The integrated system has been tested and the results show the system could localize in realtime a sound source placed randomly on a half circle area (0 - 1800) with a radius of 0.3m - 3m, assuming the system is the center point of the circle. Due to low ADC and processor speed, achievable best angular resolution is still limited to 25o

    Delivering Audio Responses At Contextually Appropriate Volume Level

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    Devices such as smartphones, smart speakers, etc. provide spoken responses to user queries using Text-To-Speech (TTS) technologies that convert textual information to spoken audio. In some cases, the volume at which the audio response is delivered by the device can be unsuitable, e.g., too soft or too loud for the user’s environment. This disclosure describes techniques to automatically adjust the volume of audio responses based on contextual information, obtained with the user’s permission. If the user permits, the volume level of the response is determined based on the distance of the user from the device and characteristics of the user’s environment, e.g., ambient noise

    Hide-and-Seek with Directional Sensing

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    We consider a game played between a hider, who hides a static object in one of several possible positions in a bounded planar region, and a searcher, who wishes to reach the object by querying sensors placed in the plane. The searcher is a mobile agent, and whenever it physically visits a sensor, the sensor returns a random direction, corresponding to a half-plane in which the hidden object is located. We first present a novel search heuristic and characterize bounds on the expected distance covered before reaching the object. Next, we model this game as a large-dimensional zero-sum dynamic game and we apply a recently introduced randomized sampling technique that provides a probabilistic level of security to the hider. We observe that, when the randomized sampling approach is only allowed to select a very small number of samples, the cost of the heuristic is comparable to the security level provided by the randomized procedure. However, as we allow the number of samples to increase, the randomized procedure provides a higher probabilistic security level.Comment: A short version of this paper (without proofs) will be presented at the 18th IFAC World Congress (IFAC 2011), Milan (Italy), August 28-September 2, 201
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