376 research outputs found

    Automatic User Preferences Selection of Smart Hearing Aid Using BioAid

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    Noisy environments, changes and variations in the volume of speech, and non-face-to-face conversations impair the user experience with hearing aids. Generally, a hearing aid amplifies sounds so that a hearing-impaired person can listen, converse, and actively engage in daily activities. Presently, there are some sophisticated hearing aid algorithms available that operate on numerous frequency bands to not only amplify but also provide tuning and noise filtering to minimize background distractions. One of those is the BioAid assistive hearing system, which is an open-source, freely available downloadable app with twenty-four tuning settings. Critically, with this device, a person suffering with hearing loss must manually alter the settings/tuning of their hearing device when their surroundings and scene changes in order to attain a comfortable level of hearing. However, this manual switching among multiple tuning settings is inconvenient and cumbersome since the user is forced to switch to the state that best matches the scene every time the auditory environment changes. The goal of this study is to eliminate this manual switching and automate the BioAid with a scene classification algorithm so that the system automatically identifies the user-selected preferences based on adequate training. The aim of acoustic scene classification is to recognize the audio signature of one of the predefined scene classes that best represent the environment in which it was recorded. BioAid, an open-source biological inspired hearing aid algorithm, is used after conversion to Python. The proposed method consists of two main parts: classification of auditory scenes and selection of hearing aid tuning settings based on user experiences. The DCASE2017 dataset is utilized for scene classification. Among the many classifiers that were trained and tested, random forests have the highest accuracy of 99.7%. In the second part, clean speech audios from the LJ speech dataset are combined with scenes, and the user is asked to listen to the resulting audios and adjust the presets and subsets. A CSV file stores the selection of presets and subsets at which the user can hear clearly against the scenes. Various classifiers are trained on the dataset of user preferences. After training, clean speech audio was convolved with the scene and fed as input to the scene classifier that predicts the scene. The predicted scene was then fed as input to the preset classifier that predicts the user’s choice for preset and subset. The BioAid is automatically tuned to the predicted selection. The accuracy of random forest in the prediction of presets and subsets was 100%. This proposed approach has great potential to eliminate the tedious manual switching of hearing assistive device parameters by allowing hearing-impaired individuals to actively participate in daily life by automatically adjusting hearing aid settings based on the acoustic scen

    Binaural virtual auditory display for music discovery and recommendation

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    Emerging patterns in audio consumption present renewed opportunity for searching or navigating music via spatial audio interfaces. This thesis examines the potential benefits and considerations for using binaural audio as the sole or principal output interface in a music browsing system. Three areas of enquiry are addressed. Specific advantages and constraints in spatial display of music tracks are explored in preliminary work. A voice-led binaural music discovery prototype is shown to offer a contrasting interactive experience compared to a mono smartspeaker. Results suggest that touch or gestural interaction may be more conducive input modes in the former case. The limit of three binaurally spatialised streams is identified from separate data as a usability threshold for simultaneous presentation of tracks, with no evident advantages derived from visual prompts to aid source discrimination or localisation. The challenge of implementing personalised binaural rendering for end-users of a mobile system is addressed in detail. A custom framework for assessing head-related transfer function (HRTF) selection is applied to data from an approach using 2D rendering on a personal computer. That HRTF selection method is developed to encompass 3D rendering on a mobile device. Evaluation against the same criteria shows encouraging results in reliability, validity, usability and efficiency. Computational analysis of a novel approach for low-cost, real-time, head-tracked binaural rendering demonstrates measurable advantages compared to first order virtual Ambisonics. Further perceptual evaluation establishes working parameters for interactive auditory display use cases. In summation, the renderer and identified tolerances are deployed with a method for synthesised, parametric 3D reverberation (developed through related research) in a final prototype for mobile immersive playlist editing. Task-oriented comparison with a graphical interface reveals high levels of usability and engagement, plus some evidence of enhanced flow state when using the eyes-free binaural system

    KAVUAKA: a low-power application-specific processor architecture for digital hearing aids

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    The power consumption of digital hearing aids is very restricted due to their small physical size and the available hardware resources for signal processing are limited. However, there is a demand for more processing performance to make future hearing aids more useful and smarter. Future hearing aids should be able to detect, localize, and recognize target speakers in complex acoustic environments to further improve the speech intelligibility of the individual hearing aid user. Computationally intensive algorithms are required for this task. To maintain acceptable battery life, the hearing aid processing architecture must be highly optimized for extremely low-power consumption and high processing performance.The integration of application-specific instruction-set processors (ASIPs) into hearing aids enables a wide range of architectural customizations to meet the stringent power consumption and performance requirements. In this thesis, the application-specific hearing aid processor KAVUAKA is presented, which is customized and optimized with state-of-the-art hearing aid algorithms such as speaker localization, noise reduction, beamforming algorithms, and speech recognition. Specialized and application-specific instructions are designed and added to the baseline instruction set architecture (ISA). Among the major contributions are a multiply-accumulate (MAC) unit for real- and complex-valued numbers, architectures for power reduction during register accesses, co-processors and a low-latency audio interface. With the proposed MAC architecture, the KAVUAKA processor requires 16 % less cycles for the computation of a 128-point fast Fourier transform (FFT) compared to related programmable digital signal processors. The power consumption during register file accesses is decreased by 6 %to 17 % with isolation and by-pass techniques. The hardware-induced audio latency is 34 %lower compared to related audio interfaces for frame size of 64 samples.The final hearing aid system-on-chip (SoC) with four KAVUAKA processor cores and ten co-processors is integrated as an application-specific integrated circuit (ASIC) using a 40 nm low-power technology. The die size is 3.6 mm2. Each of the processors and co-processors contains individual customizations and hardware features with a varying datapath width between 24-bit to 64-bit. The core area of the 64-bit processor configuration is 0.134 mm2. The processors are organized in two clusters that share memory, an audio interface, co-processors and serial interfaces. The average power consumption at a clock speed of 10 MHz is 2.4 mW for SoC and 0.6 mW for the 64-bit processor.Case studies with four reference hearing aid algorithms are used to present and evaluate the proposed hardware architectures and optimizations. The program code for each processor and co-processor is generated and optimized with evolutionary algorithms for operation merging,instruction scheduling and register allocation. The KAVUAKA processor architecture is com-pared to related processor architectures in terms of processing performance, average power consumption, and silicon area requirements

    From Wearable Sensors to Smart Implants – Towards Pervasive and Personalised Healthcare

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    <p>Objective: This article discusses the evolution of pervasive healthcare from its inception for activity recognition using wearable sensors to the future of sensing implant deployment and data processing. Methods: We provide an overview of some of the past milestones and recent developments, categorised into different generations of pervasive sensing applications for health monitoring. This is followed by a review on recent technological advances that have allowed unobtrusive continuous sensing combined with diverse technologies to reshape the clinical workflow for both acute and chronic disease management. We discuss the opportunities of pervasive health monitoring through data linkages with other health informatics systems including the mining of health records, clinical trial databases, multi-omics data integration and social media. Conclusion: Technical advances have supported the evolution of the pervasive health paradigm towards preventative, predictive, personalised and participatory medicine. Significance: The sensing technologies discussed in this paper and their future evolution will play a key role in realising the goal of sustainable healthcare systems.</p> <p> </p

    Stereo Acoustic Perception based on Real Time Video Acquisition for Navigational Assistance

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    A smart navigation system (an Electronic Travel Aid) based on an object detection mechanism has been designed to detect the presence of obstacles that immediately impede the path, by means of real time video processing. The algorithm can be used for any general purpose navigational aid. This paper is discussed, keeping in mind the navigation of the visually impaired, and is not limited to the same. A video camera feeds images of the surroundings to a Da- Vinci Digital Media Processor, DM642, which works on the video, frame by frame. The processor carries out image processing techniques whose result contains information about the object in terms of image pixels. The algorithm aims to select the object which, among all others, poses maximum threat to the navigation. A database containing a total of three sounds is constructed. Hence, each image translates to a beep, where every beep informs the navigator of the obstacles directly in front of him. This paper implements an algorithm that is more efficient as compared to its predecessors.Comment: 12 pages, 8 figures, 1 table, SIPM-2012, pp. 97-108, 2012; http://airccj.org/CSCP/vol2/csit2311.pd

    Promotion of Intangible Cultural Heritage in China during the Epidemic Using Modern Visual Technologies with Information Security

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    The transition from physical work to cyberspace has been happening in a very rampant phase in recent years, which has changed and transformed the notion of traditional physical museums into digital but more interactive museums. The worldwide shutdown due to the pandemic has led to the closure of museums and other cultural heritage artifacts. However, a major advantage that could be reaped from technological advancement is the protection and inheritance of age-old Intangible cultural heritage without disrupting its originality by deploying immersive technologies. This study proposes a holistic three-layered framework that considers the possible technologies, storage options, and user views without compromising information security. An overview of the widely deployed technologies is also presented in the work along with its potential usage. The work enumerates the popular technologies, software, and tools that can find their application in the establishment of digital museums. Finally, the work discusses the important challenges and limitations that should be confronted by the digitization of the elements of museums, which are the future research directions. These limitations are a blessing in disguise that can be convolved into the de facto design of the future digital museums to provide a more realistic and appealing experience to the visitors so that the ICH is preserved for generations

    Smartphone Apps in the Context of Tinnitus: Systematic Review

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    Smartphones containing sophisticated high-end hardware and offering high computational capabilities at extremely manageable costs have become mainstream and an integral part of users' lives. Widespread adoption of smartphone devices has encouraged the development of many smartphone applications, resulting in a well-established ecosystem, which is easily discoverable and accessible via respective marketplaces of differing mobile platforms. These smartphone applications are no longer exclusively limited to entertainment purposes but are increasingly established in the scientific and medical field. In the context of tinnitus, the ringing in the ear, these smartphone apps range from relief, management, self-help, all the way to interfacing external sensors to better understand the phenomenon. In this paper, we aim to bring forth the smartphone applications in and around tinnitus. Based on the PRISMA guidelines, we systematically analyze and investigate the current state of smartphone apps, that are directly applied in the context of tinnitus. In particular, we explore Google Scholar, CiteSeerX, Microsoft Academics, Semantic Scholar for the identification of scientific contributions. Additionally, we search and explore Google’s Play and Apple's App Stores to identify relevant smartphone apps and their respective properties. This review work gives (1) an up-to-date overview of existing apps, and (2) lists and discusses scientific literature pertaining to the smartphone apps used within the context of tinnitus

    Computer Entertainment Technologies for the Visually Impaired: An Overview

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    Over the last years, works related to accessible technologies have increased both in number and in quality. This work presents a series of articles which explore different trends in the field of accessible video games for the blind or visually impaired. Reviewed articles are distributed in four categories covering the following subjects: (1) video game design and architecture, (2) video game adaptations, (3) accessible games as learning tools or treatments and (4) navigation and interaction in virtual environments. Current trends in accessible game design are also analysed, and data is presented regarding keyword use and thematic evolution over time. As a conclusion, a relative stagnation in the field of human-computer interaction for the blind is detected. However, as the video game industry is becoming increasingly interested in accessibility, new research opportunities are starting to appear
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