960 research outputs found

    Sonification of guidance data during road crossing for people with visual impairments or blindness

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    In the last years several solutions were proposed to support people with visual impairments or blindness during road crossing. These solutions focus on computer vision techniques for recognizing pedestrian crosswalks and computing their relative position from the user. Instead, this contribution addresses a different problem; the design of an auditory interface that can effectively guide the user during road crossing. Two original auditory guiding modes based on data sonification are presented and compared with a guiding mode based on speech messages. Experimental evaluation shows that there is no guiding mode that is best suited for all test subjects. The average time to align and cross is not significantly different among the three guiding modes, and test subjects distribute their preferences for the best guiding mode almost uniformly among the three solutions. From the experiments it also emerges that higher effort is necessary for decoding the sonified instructions if compared to the speech instructions, and that test subjects require frequent `hints' (in the form of speech messages). Despite this, more than 2/3 of test subjects prefer one of the two guiding modes based on sonification. There are two main reasons for this: firstly, with speech messages it is harder to hear the sound of the environment, and secondly sonified messages convey information about the "quantity" of the expected movement

    Usability inspection for sonification applications

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    Bonification is the representation of data using mainly non-speech sound for the purpose of communication and interpretation. The process and technique of converting the data into sound is called the sonification technique. One or more techniques might be required by a sonification application. However, sonification techniques are not generally suitable for all kinds of data, and often custom techniques are used - where the design is tailored to the domain and nature of the data as well as the users' required tasks within the application. Therefore, it is important to assure the usability of the technique for the specific domain application being developed. In previously reported research, most designers of sonification applications have needed to develop at least a prototype for user testing. The result are interpreted and analysed to look for potential problems and solutions to improve the design. This dissertation has developed a new systematic usability inspection approach called the Task Interpretation Walkthrough (TIW) for the design of sonification application before they go to the initial development phase. It is hypothesized that designers of sonification applications will be able to detect significantly more important potential usability problems before the implementation phase by analysing the interaction between the user and the application as well as paying attention to the different stages of how the data is transformed into sound. It uses two new models - the Sonification Application (SA) model and the User Interpretation Construction (UIC) model. Four experiments with human subjects were carried out to study the feasibility and effectiveness of Task Interpretation Walkthrough inspection by comparing it against two widely used techniques; Heuristic Evaluation and Cognitive Walkthrough. The sonification designs being inspected were a Mobile Phone Joystick Text-Entry with Sound (Experiments I and II), a Diagnosis Tool for Analysis of The Motion and Usage of a Patient's Arm (Experiment III); and an Audio-Visual Analysis Tool of Cervical Sample Slides (Experiment IV). The participants included sound researchers (Experiment II); and students with a background in music technology and software engineering (Experiments I, III and IV), acting either individually or in 2-person groups. The results have shown that the research hypothesis is supported, where the significantly important usability problems were able to be detected before the implementation phase. From the inspection method comparison study, results showed the Task Interpretation Walkthrough to be more effective than the existing techniques (Heuristic Evaluation and Cognitive Walkthrough)

    Sonification of Network Traffic Flow for Monitoring and Situational Awareness

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    Maintaining situational awareness of what is happening within a network is challenging, not least because the behaviour happens within computers and communications networks, but also because data traffic speeds and volumes are beyond human ability to process. Visualisation is widely used to present information about the dynamics of network traffic dynamics. Although it provides operators with an overall view and specific information about particular traffic or attacks on the network, it often fails to represent the events in an understandable way. Visualisations require visual attention and so are not well suited to continuous monitoring scenarios in which network administrators must carry out other tasks. Situational awareness is critical and essential for decision-making in the domain of computer network monitoring where it is vital to be able to identify and recognize network environment behaviours.Here we present SoNSTAR (Sonification of Networks for SiTuational AwaReness), a real-time sonification system to be used in the monitoring of computer networks to support the situational awareness of network administrators. SoNSTAR provides an auditory representation of all the TCP/IP protocol traffic within a network based on the different traffic flows between between network hosts. SoNSTAR raises situational awareness levels for computer network defence by allowing operators to achieve better understanding and performance while imposing less workload compared to visual techniques. SoNSTAR identifies the features of network traffic flows by inspecting the status flags of TCP/IP packet headers and mapping traffic events to recorded sounds to generate a soundscape representing the real-time status of the network traffic environment. Listening to the soundscape allows the administrator to recognise anomalous behaviour quickly and without having to continuously watch a computer screen.Comment: 17 pages, 7 figures plus supplemental material in Github repositor

    Musical Robots For Children With ASD Using A Client-Server Architecture

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    Presented at the 22nd International Conference on Auditory Display (ICAD-2016)People with Autistic Spectrum Disorders (ASD) are known to have difficulty recognizing and expressing emotions, which affects their social integration. Leveraging the recent advances in interactive robot and music therapy approaches, and integrating both, we have designed musical robots that can facilitate social and emotional interactions of children with ASD. Robots communicate with children with ASD while detecting their emotional states and physical activities and then, make real-time sonification based on the interaction data. Given that we envision the use of multiple robots with children, we have adopted a client-server architecture. Each robot and sensing device plays a role as a terminal, while the sonification server processes all the data and generates harmonized sonification. After describing our goals for the use of sonification, we detail the system architecture and on-going research scenarios. We believe that the present paper offers a new perspective on the sonification application for assistive technologies

    Sonification as a Reliable Alternative to Conventional Visual Surgical Navigation

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    Despite the undeniable advantages of image-guided surgical assistance systems in terms of accuracy, such systems have not yet fully met surgeons' needs or expectations regarding usability, time efficiency, and their integration into the surgical workflow. On the other hand, perceptual studies have shown that presenting independent but causally correlated information via multimodal feedback involving different sensory modalities can improve task performance. This article investigates an alternative method for computer-assisted surgical navigation, introduces a novel sonification methodology for navigated pedicle screw placement, and discusses advanced solutions based on multisensory feedback. The proposed method comprises a novel sonification solution for alignment tasks in four degrees of freedom based on frequency modulation (FM) synthesis. We compared the resulting accuracy and execution time of the proposed sonification method with visual navigation, which is currently considered the state of the art. We conducted a phantom study in which 17 surgeons executed the pedicle screw placement task in the lumbar spine, guided by either the proposed sonification-based or the traditional visual navigation method. The results demonstrated that the proposed method is as accurate as the state of the art while decreasing the surgeon's need to focus on visual navigation displays instead of the natural focus on surgical tools and targeted anatomy during task execution

    Moving sounds and sonic moves : exploring interaction quality of embodied music mediation technologies through a user-centered perspective

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    This research project deals with the user-experience related to embodied music mediation technologies. More specifically, adoption and policy problems surrounding new media (art) are considered, which arise from the usability issues that to date pervade new interfaces for musical expression. Since the emergence of new wireless mediators and control devices for musical expression, there is an explicit aspiration of the creative industries and various research centers to embed such technologies into different areas of the cultural industries. The number of applications and their uses have exponentially increased over the last decade. Conversely, many of the applications to date still suffer from severe usability problems, which not only hinder the adoption by the cultural sector, but also make culture participants take a rather cautious, hesitant, or even downright negative stance towards these technologies. Therefore, this thesis takes a vantage point that is in part sociological in nature, yet has a link to cultural studies as well. It combines this with a musicological frame of reference to which it introduces empirical user-oriented approaches, predominantly taken from the field of human-computer-interaction studies. This interdisciplinary strategy is adopted to cope with the complex nature of digital embodied music controlling technologies. Within the Flanders cultural (and creative) industries, opportunities of systems affiliated with embodied interaction are created and examined. This constitutes an epistemological jigsaw that looks into 1) “which stakeholders require what various levels of involvement, what interactive means and what artistic possibilities?”, 2) “the way in which artistic aspirations, cultural prerequisites and operational necessities of (prospective) users can be defined?”, 3) “how functional, artistic and aesthetic requirements can be accommodated?”, and 4) “how quality of use and quality of experience can be achieved, quantified, evaluated and, eventually, improved?”. Within this multi-facetted problem, the eventual aim is to assess the applicability of the foresaid technology, both from a theoretically and empirically sound basis, and to facilitate widening and enhancing the adoption of said technologies. Methodologically, this is achieved by 1) applied experimentation, 2) interview techniques, 3) self-reporting and survey research, 4) usability evaluation of existing devices, and 5) human-computer interaction methods applied – and attuned – to the specific case of embodied music mediation technologies. Within that scope, concepts related to usability, flow, presence, goal assessment and game enjoyment are scrutinized and applied, and both task- and experience-oriented heuristics and metrics are developed and tested. In the first part, covering three chapters, the general context of the thesis is given. In the first chapter, an introduction to the topic is offered and the current problems are enumerated. In the second chapter, a broader theoretical background is presented of the concepts that underpin the project, namely 1) the paradigm of embodiment and its connection to musicology, 2) a state of the arts concerning new interfaces for musical expression, 3) an introduction into HCI-usability and its application domain in systematic musicology, 4) an insight into user-centered digital design procedures, and 5) the challenges brought about by e-culture and digitization for the cultural-creative industries. In the third chapter, the state of the arts concerning the available methodologies related to the thesis’ endeavor is discussed, a set of literature-based design guidelines are enumerated and from this a conceptual model is deduced which is gradually presented throughout the thesis, and fully deployed in the “SoundField”-project (as described in Chapter 9). The following chapters, contained in the second part of the thesis, give a quasi-chronological overview of how methodological concepts have been applied throughout the empirical case studies, aimed specifically at the exploration of the various aspects of the complex status quaestionis. In the fourth chapter, a series of application-based tests, predominantly revolving around interface evaluation, illustrate the complex relation between gestural interfaces and meaningful musical expression, advocating a more user-centered development approach to be adopted. In the fifth chapter, a multi-purpose questionnaire dubbed “What Moves You” is discussed, which aimed at creating a survey of the (prospective) end-users of embodied music mediation technologies. Therefore, it primarily focused on cultural background, musical profile and preferences, views on embodied interaction, literacy of and attitudes towards new technology and participation in digital culture. In the sixth chapter, the ethnographical studies that accompanied the exhibition of two interactive art pieces, entitled "Heart as an Ocean" & "Lament", are discussed. In these studies, the use of interview and questionnaire methodologies together with the presentation and reception of interactive art pieces, are probed. In the seventh chapter, the development of the collaboratively controlled music-game “Sync-In-Team” is presented, in which interface evaluation, presence, game enjoyment and goal assessment are the pivotal topics. In the eighth chapter, two usability studies are considered, that were conducted on prototype systems/interfaces, namely a heuristic evaluation of the “Virtual String” and a usability metrics evaluation on the “Multi-Level Sonification Tool”. The findings of these two studies in conjunction with the exploratory studies performed in association with the interactive art pieces, finally gave rise to the “SoundField”-project, which is recounted in full throughout the ninth chapter. The integrated participatory design and evaluation method, presented in the conceptual model is fully applied over the course of the “SoundField”-project, in which technological opportunities and ecological validity and applicability are investigated through user-informed development of numerous use cases. The third and last part of the thesis renders the final conclusions of this research project. The tenth chapter sets out with an epilogue in which a brief overview is given on how the state of the arts has evolved since the end of the project (as the research ended in 2012, but the research field has obviously moved on), and attempts to consolidate the implications of the research studies with some of the realities of the Flemish cultural-creative industries. Chapter eleven continues by discussing the strengths and weaknesses of the conceptual model throughout the various stages of the project. Also, it comprises the evaluation of the hypotheses, how the assumptions that were made held up, and how the research questions eventually could be assessed. Finally, the twelfth and last chapter concludes with the most important findings of the project. Also, it discusses some of the implications on cultural production, artistic research policy and offers an outlook on future research beyond the scope of the “SoundField” project

    Comparing Sonification Strategies Applied to Musical and Non-Musical Signals for Auditory Guidance Purposes

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    From Playability to a Hierarchical Game Usability Model

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    This paper presents a brief review of current game usability models. This leads to the conception of a high-level game development-centered usability model that integrates current usability approaches in game industry and game research.Comment: 2 pages, 1 figur
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