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Showing papers presented at "International Conference on Auditory Display in 2016"


Proceedings ArticleDOI
01 Jul 2016
TL;DR: In this study a sonified model of the 8 planets of the authors' solar system was built and tested using an end user approach, and results suggest that listeners were able to discern various planetary characteristics without requiring any additional information.
Abstract: Sound is potentially an effective way of analysing data and it is possible to simultaneously interpret layers of sounds and identify changes. Multiple attempts to use sound with scientific data have been made, with varying levels of success. On many occasions this was done without including the end user during the development. In this study a sonified model of the 8 planets of our solar system was built and tested using an end user approach. The sonification was created for the Esplora Planetarium, which is currently being constructed in Malta. The data requirements were gathered from a member of the planetarium staff, and 12 end users, as well as the planetarium representative tested the sonification. The results suggest that listeners were able to discern various planetary characteristics without requiring any additional information. Three out of eight sound design parameters did not represent characteristics successfully. These issues have been identified and further development will be conducted in order to improve the model.

11 citations


Proceedings ArticleDOI
01 Jul 2016
TL;DR: This paper discusses approaches of sonification processing towards eventual musification of seismic data, beginning with straight audification and resulting in several musical compositions and new-media installations containing a variety of seismically derived timbres.
Abstract: Seismic events are physical vibrations induced in the earth’s crust which follow the general wave equation, making seismic data naturally conducive to audification. Simply increasing the playback rates of seismic recordings and rescaling the amplitude values to match those of digital audio samples (straight audification) can produce eerily realistic door slamming and explosion sounds. While others have produced a plethora of such audifications for international seismic events (i.e. earthquakes), the resulting sounds, while distinct to the trained auditory scientist, often lack enough variety to produce multiple instrumental timbres for the creation of engaging music for the public. This paper discusses approaches of sonification processing towards eventual musification of seismic data, beginning with straight audification and resulting in several musical compositions and new-media installations containing a variety of seismically derived timbres.

10 citations


Proceedings ArticleDOI
01 Jul 2016
TL;DR: A methodological framework that satisfies recent definitions of sonification is outlined and is proposed to extend to musification through incorporation of data features that represent more traditional elements of a musical work such as melody, harmony, and rhythm.
Abstract: When understood as a communication system, a musical work can be interpreted as data existing within three domains. In this interpretation an absolute domain is interposed as a communication channel between two programatic domains that act respectively as source and receiver. As a source, a programatic domain creates, evolves, organizes, and represents a musical work. When acting as a receiver it re-constitutes acoustic signals into unique auditory experience. The absolute domain transmits physical vibrations ranging from the stochastic structures of noise to the periodic waveforms of organized sound. Analysis of acoustic signals suggest recognition as a musical work requires signal periodicity to exceed some minimum. A methodological framework that satisfies recent definitions of sonification is outlined. This framework is proposed to extend to musification through incorporation of data features that represent more traditional elements of a musical work such as melody, harmony, and rhythm.

10 citations


Proceedings ArticleDOI
01 Jul 2016
TL;DR: An in-vehicle sonically enhanced gesture control interface is proposed to improve driving safety while maintaining infotainment functionality drivers have come to expect and results from a pilot study are described.
Abstract: In-vehicle touchscreens provide many modern conveniences. However, touchscreen use also increases crash risk. A new type of in-vehicle gesture system is needed to improve driving safety while maintaining infotainment functionality drivers have come to expect. We propose an in-vehicle sonically enhanced gesture control interface. Relevant literature is introduced and results from a pilot study are described, followed by a discussion of potential future work.

10 citations


Proceedings ArticleDOI
01 Jul 2016
TL;DR: A new perspective on the sonification application for assistive technologies is offered and musical robots that can facilitate social and emotional interactions of children with ASD are designed.
Abstract: 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.

8 citations


Proceedings ArticleDOI
Ivica Ico Bukvic1
01 Jul 2016
TL;DR: The ensuing D ecosystem aims to address the shortcomings of existing approaches to spatial aural representation of data, and offers unique opportunities for furthering research in the spatial data audification and sonification, as well as transportable and scalable spatial media creation and production.
Abstract: The following paper introduces a new Layer Based Amplitude Panning algorithm and supporting D library of rapid prototyping tools for the 3D time-based data representation using sound. The algorithm is designed to scale and support a broad array of configurations, with particular focus on High Density Loudspeaker Arrays (HDLAs). The supporting rapid prototyping tools are designed to leverage oculocentric strategies to importing, editing, and rendering data, offering an array of innovative approaches to spatial data editing and representation through the use of sound in HDLA scenarios. The ensuing D ecosystem aims to address the shortcomings of existing approaches to spatial aural representation of data, offers unique opportunities for furthering research in the spatial data audification and sonification, as well as transportable and scalable spatial media creation and production.

5 citations


Proceedings ArticleDOI
01 Jul 2016
TL;DR: An app prototype is proposed that utilizes music tempo manipulation to guide users into a target heart rate zone during an exercise session using different sonification mappings and combinations of audiovisual feedback based on the user’s current heart rate.
Abstract: Physical inactivity is a worldwide issue causing a variety of health problems. Exploring novel ways to encourage people to engage in physical activity is a topic at the forefront of research for countless stakeholders. Based upon a review of the literature, a pilot study, and exit interviews, we propose an app prototype that utilizes music tempo manipulation to guide users into a target heart rate zone during an exercise session. A study was conducted with 26 participants in a fifteenminute cycling session using different sonification mappings and combinations of audiovisual feedback based on the user’s current heart rate. Results suggest manipulating the playback speed of music in real time based on heart rate zone departures can be an effective motivational tool for increasing or decreasing activity levels of the listener. Participants vastly preferred prescriptive sonifications mappings over descriptive mappings, due to people’s natural inclination to follow the tempo of music.

5 citations


Proceedings ArticleDOI
01 Jul 2016
TL;DR: The Triple-Tone Sonification method, first presented and evaluated by Roginska et al., invites an audible element to the diagnosis process, offering doctors another tool to gain certainly and clarification of disease stages.
Abstract: For the current diagnosis of Alzheimer’s dementia (AD), physicians and neuroscientists primarily call upon visual and statistical analysis methods of large, multi-dimensional positron emission tomography (PET) brain scan data sets. As these data sets are complex in nature, the assessment of disease severity proves challenging, and is susceptible to cognitive and perceptual errors causing intra and inter-reader variability among doctors. The Triple-Tone Sonification method, first presented and evaluated by Roginska et al., invites an audible element to the diagnosis process, offering doctors another tool to gain certainly and clarification of disease stages. Audible beating patterns resulting from three interacting frequencies extracted from PET brain scan data, the Triple-Tone method underwent a second round of subjective listening test and evaluation, this time on radiologists from NYU Langone Medical Center. Results show the method is effective at evaluation PET scan brain data.

5 citations


Proceedings ArticleDOI
01 Jul 2016
TL;DR: This position paper suggests a novel approach to enhancing productivity for professionals whose core business is deep thinking, by manipulation of the sonic environment, by composition and algorithmic generation of background soundscapes that promote a psychological state of flow.
Abstract: This position paper suggests a novel approach to enhancing productivity for professionals whose core business is deep thinking, by manipulation of the sonic environment. Approaching the issue from the perspective of sound-design, it proposes the composition and algorithmic generation of background soundscapes that promote a psychological state of flow [1], and can become mentally associated with particular tasks through exposure, so as to facilitate task switching by switching soundscapes. These background soundscapes are intended to mask distracting clatter, oppressive quiet, and other suboptimal sonic environments frequently encountered in office workplaces. Consequently, I call them active-silences— soundscapes designed to be not heard, although they may be relatively loud. The most commonly used active-silence is white noise, though there are surprisingly diverse other approaches to crafting active-silence. This variety suggests the possibility of training associations that pair distinct active-silences with distinct mental tasks.

5 citations


Proceedings ArticleDOI
01 Jul 2016
TL;DR: The work described here is a current experimental project that takes a sonic approach to describing the interactions of plant phenology and animal migrations in Greenland, seen as a predictor of how climate change may affect areas farther south.
Abstract: This extended abstract describes a sonification that was commissioned by a biologist/animal ecologist. The sonification was created with the software synthesis program SuperCollider [1]. The motivation for creating it was to pursue additional levels of engagement and immersion by supplementing the effects of visual plots, as well as to create an informative rendering of a multivariate dataset. The goal is for audiences, in particular students and laypeople, to readily understand (and hopefully find compelling) the phenomena being described. The approach is parameterbased, creating “sonic scatter plots” [2] in the same manner as work described in earlier publications [3], [4]. The work described here is a current experimental project that takes a sonic approach to describing the interactions of plant phenology and animal migrations in Greenland. This area is seen as a predictor of how climate change may affect areas farther south. There is concern about the synchronicity of annual caribou migrations with the appearance of plant food sources, as warmer temperatures may cause plants to bloom earlier and in advance of the caribou arrival at their calving grounds; depleted food availability at calving time can lead to lower populations of caribou. Parts of this sonification will be applied to a multi-year professional development workshop for middle and high school science teachers. It is hoped that sonifications of plant observations made by teachers and students will enhance student engagement, and possibly lead to greater degrees of understanding of phenology patterns.

5 citations


Proceedings ArticleDOI
01 Jul 2016
TL;DR: As 3D audio becomes more commonplace to enhance auditory environments, designers are faced with the challenge of choosing HRTFs for listeners that provide proper audio cues, however little is known concerning whether the features have a relevant perceptual basis.
Abstract: As 3D audio becomes more commonplace to enhance auditory environments, designers are faced with the challenge of choosing HRTFs for listeners that provide proper audio cues. Subjective selection is a low-cost alternative to expensive HRTF measurement, however little is known concerning whether the preferred HRTFs are similar or if users exhibit random behavior in this task. In addition, PCA (principal component analysis) can be used to decompose HRTFs in representative features, however little is known concerning whether the features have a relevant perceptual basis. 12 listeners completed a subjective selection experiment in which they judged the perceptual quality of 14 HRTFs in terms of elevation, and front-back distinction. PCA was used to decompose the HRTFs and create an HRTF similarity metric. The preferred HRTFs were significantly more similar to each other, the preferred and non-preferred HRTFs were significantly less similar to each other, and in the case of front-back distinction the non-preferred HRTFs were significantly more similar to each other.

Proceedings ArticleDOI
01 Jul 2016
TL;DR: An innovative model for FM index-driven sonification that rests on the notion of ‘harmonic identities’ for each air pollution data parameter sonified, allowing us to sonify more datasets in a perceptually ‘economic’ way.
Abstract: In this paper we report on a unique and contextually-sensitive approach to sonification of a subset of climate data: urban air pollution for four Canadian cities. Similarly to other datadriven models for sonification and auditory display, this model details an approach to data parameter mappings, however we specifically consider the context of a public engagement initiative and a reception by an ‘everyday’ listener, which informs our design. Further, we present an innovative model for FM index-driven sonification that rests on the notion of ‘harmonic identities’ for each air pollution data parameter sonified, allowing us to sonify more datasets in a perceptually ‘economic’ way. Finally, we briefly discuss usability and design implications and outline future work.

Proceedings ArticleDOI
01 Jul 2016
TL;DR: An overview of the hardware and interaction design is presented, highlighting various listening modes that provide audience members with different levels of control in designing the sonification of the live performers.
Abstract: In this extended abstract we present a new performance piece titled MalLo March that uses MalLo, a predictive percussion instrument, to allow for real-time sonification of live performers. The piece consists of two movements where in the first movement audience members will use a web application and headphones to listen to a sonification of MalLo instruments as they are played live on stage. During the second movement each audience member will use an interface in the web app to design their own sonification of the instruments to create a personalized version of the performance. We present an overview of the hardware and interaction design, highlighting various listening modes that provide audience members with different levels of control in designing the sonification of the live performers.

Proceedings ArticleDOI
01 Jul 2016
TL;DR: An in-vehicle interactive sonification system intended to integrate driving performance data and driver affective state data in real-time is developed using the medium-fidelity simulator and neurophysiological devices.
Abstract: Driving is mainly a visual task, leaving other sensory channels open for additional information communication. As the level of automation increases in vehicles, monitoring the state and performance of the driver and vehicle shifts from the secondary to primary task. Auditory channels provide the flexibility to display a wide variety of information to the driver without increasing the workload of driving task. It is important to identify types of auditory displays and sonification strategies that provide integral information necessary for the driving task, and not overload the driver with unnecessary or intrusive data. To this end, we have developed an in-vehicle interactive sonification system using the medium-fidelity simulator and neurophysiological devices. The system is intended to integrate driving performance data and driver affective state data in real-time. The present paper introduces the architecture of our invehicle interactive sonification system and potential sonification strategies for providing feedback to the driver in an intuitive and non-intrusive manner.

Proceedings ArticleDOI
01 Jul 2016
TL;DR: Motivations for serializing this task and human performance research with virtual, multichannel, rate-accelerated speech in support of this idea are briefly reviewed, and the results of a recent listening study in which participants carried out a Navyrelevant word-spotting task in this context are reported.
Abstract: The demands of concurrent radio communications in Navy shipboard command centers contribute to the problem of operator information overload and impede personnel optimization goals for new platforms. Motivations for serializing this task and human performance research with virtual, multichannel, rate-accelerated speech in support of this idea are briefly reviewed, and the results of a recent listening study in which participants carried out a Navyrelevant word-spotting task in this context are reported.

Proceedings ArticleDOI
01 Jul 2016
TL;DR: It is speculated that sonifications may benefit from being designed to be task-specific, and that integrating a task analysis into the sonification design process may help sonification designers identify intuitive and meaningful sonification designs.
Abstract: This paper presents a brief description of surface electromyography (sEMG), what it can be used for, as well as some of the problems associated with visual displays of sEMG data. Sonifications of sEMG data have shown potential for certain applications in data monitoring and movement training, however there are still challenges related to the design of these sonifications that need to be addressed. Our previous research has shown that different sonification designs resulted in better listener performance for different sEMG evaluation tasks (e.g. identifying muscle activation time vs. muscle exertion level). Based on this finding, we speculated that sonifications may benefit from being designed to be task-specific, and that integrating a task analysis into the sonification design process may help sonification designers identify intuitive and meaningful sonification designs. This paper presents a brief introduction to what a task analysis is, provides an example of how a task analysis can be used to inform sonification design, and outlines future research into a task-analysis-based approach to sonification design.

Proceedings ArticleDOI
01 Jul 2016
TL;DR: The results gathered until now suggest that binaural spatialisation over a bone conduction headset can also reproduce the perception of an elevated source to an acceptable degree of accuracy.
Abstract: Preliminary results from an on-going experiment exploring the localisation accuracy of a binaurally processed source displayed via a bone conduction headset are described. These results appear to point to decreased localisation accuracy in the horizontal plane when the vertical component is introduced. There also appears to be a significant compression in the area directly in front of the observer ± 15° in elevation from 0°. This suggests that participants tended to localise stimuli presented at elevations greater than and less than ± 30° within a 30° ‘window’ extending 15° vertically either above or below the horizontal plane defined by the 0° azimuth. The results gathered until now suggest that binaural spatialisation over a bone conduction headset can also reproduce the perception of an elevated source to an acceptable degree of accuracy.

Proceedings ArticleDOI
01 Jul 2016
TL;DR: Attention redirection trials were carried out using a wearable interface incorporating auditory and visual cues and indicated that the use of an auditory cue drastically decreases target acquisition times.
Abstract: Attention redirection trials were carried out using a wearable interface incorporating auditory and visual cues. Visual cues were delivered via the screen on the Recon Jet – a wearable computer resembling a pair of glasses – while auditory cues were delivered over a bone conduction headset. Cueing conditions included the delivery of individual cues, both auditory and visual, and in combination with each other. Results indicate that the use of an auditory cue drastically decreases target acquisition times. This is true especially for targets that fall outside the visual field of view. While auditory cues showed no difference when paired with any of the visual cueing conditions for targets within the field of view of the user, for those outside the field of view a significant improvement in performance was observed. The static visual cue paired with the binaurally spatialised, dynamic auditory cue appeared to provide the best performance in comparison to any other cueing conditions. In the absence of a visual cue, the binaurally spatialised, dynamic auditory cue performed the best.

Proceedings ArticleDOI
01 Jul 2016
TL;DR: It is found that sonification which employs melody is more effective than a strategy which provides only bare timing information and it might be possible to ‘refresh’ learning after performance has waned following training through passive listening to the sound that would be produced by perfect performance.
Abstract: Here we report early results from an experiment designed to investigate the use of sonification for the learning of a novel perceptual-motor skill. We find that sonification which employs melody is more effective than a strategy which provides only bare timing information. We additionally show that it might be possible to ‘refresh’ learning after performance has waned following training through passive listening to the sound that would be produced by perfect performance. Implications of these findings are discussed in terms of general motor performance enhancement and sonic feedback design.

Proceedings ArticleDOI
01 Jul 2016
TL;DR: A simple approach for parametrically modifying individualized head-related transfer function spectra that results in a systematic change in the perceived externalization of a sound source.
Abstract: While several potential auditory cues responsible for sound source externalization have been identified, less work has gone into providing a simple and robust way of manipulating perceived externalization. The current work describes a simple approach for parametrically modifying individualized head-related transfer function spectra that results in a systematic change in the perceived externalization of a sound source. Methods and results from a subjective evaluation validating the technique are presented, and further discussion relates the current method to previously identified cues for auditory distance perception.

Proceedings ArticleDOI
01 Jul 2016
TL;DR: A mobile application, “LifeMusic”, which helps people reflect their memories by listening to their life event sonifcation that is synchronous to these memories, can relieve users of the present and have them journey to the past moments and thus, they can keep balance of emotions in the present life.
Abstract: Memorable life events are important to form the present selfimage. Looking back on these memories provides an opportunity to ruminate meaning of life and envision future. Integrating the life-log concept and auditory graphs, we have implemented a mobile application, “LifeMusic”, which helps people reflect their memories by listening to their life event sonifcation that is synchronous to these memories. Reflecting the life events through LifeMusic can relieve users of the present and have them journey to the past moments and thus, they can keep balance of emotions in the present life. In the current paper, we describe the implementation and workflow of LifeMusic and briefly discuss focus group results, improvements, and future works.

Proceedings ArticleDOI
01 Jul 2016
TL;DR: A perspective into a creative research practice that has evolved from a number of non-linear audiovisual installations that is situated in ecological discourse that seeks to explore conditions and methods of co-creative processes derived from an intensive data-gathering procedure and immersion within the respective environments.
Abstract: In this paper, I offer a perspective into a creative research practice I have come to term as Ecological Performativity. This practice has evolved from a number of non-linear audiovisual installations that are intrinsically linked to geographical and everyday phenomena. The project is situated in ecological discourse that seeks to explore conditions and methods of co-creative processes derived from an intensive data-gathering procedure and immersion within the respective environments. Through research the techniques explored include computer vision, data sonification, live convolution and improvisation as a means to engage the agency of material and thus construct non-linear audiovisual installations. To contextualize this research, I have recently reoriented my practice within recent critical, theoretical, and philosophical discourses emerging in the humanities, sciences and social sciences generally referred to as ‘the nonhuman turn’. These trends currently provide a reassessment of the assumptions that have defined our understanding of the geo-conjunctures that make up life on earth and, as such, challenge the long-standing narrative of human exceptionalism. It is out of this reorientation that the practice of Ecological Performativity has evolved.

Proceedings ArticleDOI
01 Jul 2016
TL;DR: Three competing approaches to the sonification of proteomic data were designed to capitalize upon human auditory capacities that complement the visual capacities engaged by more conventional graphic representations to indicate the neuropathology associated with Amyotrophic Lateral Sclerosis via auditory display.
Abstract: Three alternative sonifications of proteomic data distributions were compared as a means to indicate the neuropathology associated with Amyotrophic Lateral Sclerosis (ALS) via auditory display (through exploration of the differentiation of induced pluripotent stem cell derived neurons). Pure visual displays of proteomic data often result in ”visual overload” such that detailed or subtle data important to describe ALS neurodegradation may be glossed over, and so three competing approaches to the sonification of proteomic data were designed to capitalize upon human auditory capacities that complement the visual capacities engaged by more conventional graphic representations. The auditory displays resulting from hypothesis-driven design of three alternative sonifications were evaluated by naïve listeners, who were instructed to listen for differences between the sonifications produce from proteomic data associated with three different types of cells. One of the sonifications was based upon the hypothesis that auditory sensitivity to regularities and irregularities in spatio-temporal patterns in the data could be heard through spatial distribution of sonification components. The design of a second sonification was based upon the hypothesis that variation in timbral components might create a distinguishable sound for each of three types of cells. A third sonification was based upon the hypothesis that redundant variation in both spatial and timbral components would be even more powerful as a means for identifying spatio-temporal patterns in the dynamic, multidimensional data generated in current proteomic studies of ALS.

Proceedings ArticleDOI
01 Jul 2016
TL;DR: An approach to sonification based on an iPhone app created for multiple users to explore a microtonal scale generated from harmonics using the combination product set method devised by tuning theorist Erv Wilson is described.
Abstract: This paper describes an approach to sonification based on an iPhone app created for multiple users to explore a microtonal scale generated from harmonics using the combination product set method devised by tuning theorist Erv Wilson. The app is intended for performance by a large consort of hand-held mobile phones where phones are played collaboratively in a shared listening space. Audio consisting of handbells and sine tones is synthesised independently on each phone. Sound projection from each phone relies entirely on venue acoustics unaided by mains-powered amplification. It was designed to perform a microtonal composition called Transposed Dekany which takes the form of a chamber concerto in which a consort of players explore the properties of an microtonal scale. The consort subdivides into families of instruments that play in different pitch registers assisted by processes that are enabled and disabled at various stages throughout the performance. The paper outlines Wilson’s method, describes its current implementation and considers hypothetical sonification scenarios for implementation using different data with potential applications in the physical world.

Proceedings ArticleDOI
01 Jul 2016
TL;DR: Two quantitative experiments exploring whether transcription typing performance is affected when hearing a music accompaniment that includes vocals show that the presence of vocals in background music reduces typing performance, but that instrumental music might be able to exploit instrumental music to improve performance in tasks involving typing with either low or high volume music.
Abstract: Music psychologists have frequently shown that music affects people’s behaviour. Applying this concept to work-related computing tasks has the potential to lead to improvements in a person’s productivity, efficiency and effectiveness. This paper presents two quantitative experiments exploring whether transcription typing performance is affected when hearing a music accompaniment that includes vocals. The first experiment showed that classifying the typists as either slow or fast ability is important as there were significant interaction effects once this between group factor was included, with the accuracy of fast typists reduced when the music contained vocals. In the second experiment, a Dutch transcription typing task was added to manipulate task difficulty and the volume of playback was included as a between groups independent variable. When typing in Dutch the fast typists’ speed was reduced with louder music. When typing in English the volume of music had little effect on typing speed for either the fast or slow typists. The fast typists achieved lower speeds when the loud volume music contained vocals, but with low volume music the inclusion of vocals in the background music did not have a noticeable affect on typing speed. The presence of vocals in the music reduced the accuracy of the text entry across the whole sample. Overall, these experiments show that the presence of vocals in background music reduces typing performance, but that we might be able to exploit instrumental music to improve performance in tasks involving typing with either low or high volume music.

Proceedings ArticleDOI
01 Jul 2016
TL;DR: Designers should use individualized virtual audio if at all possible, even in small frontal region within the field of view, where performance must be maximized.
Abstract: As visual display complexity grows, visual cues and alerts may become less salient and therefore less effective. Although the auditory system’s resolution is rather coarse relative to the visual system, there is some evidence for virtual spatialized audio to benefit visual search on a small frontal region, such as a desktop monitor. Two experiments examined if search times could be reduced compared to visual-only search through spatial auditory cues rendered using one of two methods: individualized or generic head-related transfer functions. Results showed the cue type interacted with display complexity, with larger reductions compared to visual-only search as set size increased. For larger set sizes, individualized cues were significantly better than generic cues overall. Across all set sizes, individualized cues were better than generic cues for cueing eccentric elevations (>± 8 °). Where performance must be maximized, designers should use individualized virtual audio if at all possible, even in small frontal region within the field of view.

Proceedings ArticleDOI
01 Jul 2016
TL;DR: A responsive sound installation consisting of computer-linked thermometers and cameras installed in both interior and exterior locations that detect the states of these spaces based on image and temperature data is demonstrated and a sound design method that represents sounds made by physical objects is proposed.
Abstract: In this paper, we demonstrate a responsive sound installation consisting of computer-linked thermometers and cameras installed in both interior and exterior locations that detect the states of these spaces based on image and temperature data. The system simultaneously produces and modifies sound pictograms in different spaces in order to convey information on motion or temperature changes. We also propose a sound design method that represents sounds made by physical objects using the above-described installation and sound design method.

Proceedings ArticleDOI
01 Jul 2016
TL;DR: These findings validate the statistical presence of ITD asymmetry in public datasets of individual HRIRs and identify a significant, perceptually-relevant, region of increased asymmetry within the region of sensitivity.
Abstract: The Interaural Time Difference is one of the primary localization cues for 3D sound. However, due to differences in head and ear anthropometry across the population, ITDs related to a sound source at a given location around the head will differ from subject to subject. Furthermore, most individuals do not possess symmetrical traits between the left and right pinnae. This fact may cause an angle-dependent ITD asymmetry between locations mirrored across the left and right hemispheres. This paper describes an exploratory analysis performed on publicly available databases of individually measured HRIRs. The analysis was first performed separately for each dataset in order to explore the impact of different formats and measurement techniques, and then on pooled sets of repositories, in order to obtain statistical information closer to the population values. Asymmetry in ITDs was found to be consistently more prominent in the rear-lateral angles (approximately between 90° and 130° azimuth) across all databases investigated, suggesting the presence of a sensitive region. A significant difference between the peak asymmetry values and the average asymmetry across all angles was found on three out of four examined datasets. These results were further explored by pooling the datasets together, which revealed an asymmetry peak at 110° that also showed significance. Moreover, it was found that within the region of sensitivity the difference between specular ITDs exceeds the just noticeable difference values for perceptual discrimination at all frequency bands. These findings validate the statistical presence of ITD asymmetry in public datasets of individual HRIRs and identify a significant, perceptually-relevant, region of increased asymmetry. Details of these results are of interest for HRIR modeling and personalization techniques, which should consider implementing compensation for asymmetric ITDs when aiming for perceptually accurate binaural displays. This work is part of a larger study aimed at binaural-audio personalization and user-characterization through non-invasive techniques.

Proceedings ArticleDOI
01 Jul 2016
TL;DR: It was found that the increasing sound display significantly reduced timeouts when compared with the visual only and constant sound versions of the task, and did not impair the players’ performance in terms of their success rate nor response time.
Abstract: In this paper we examined the role of informative sound in a simple decision-making game task. A within-subject experiment with 48 participants measured the response time, success rate and number of timeouts of the players in a number of eight-second decision tasks. As time proceeds, the task becomes easier at the risk of players timing out and reducing the overall opportunities they will have to attempt the task. We designed a simple informative sound display that uses a tone that increases in amplitude over the duration of the task. We test player performance in three conditions, no sound (visual-only), constant (non-informative) sound and increasing (informative) sound. We found that the increasing sound display significantly reduced timeouts when compared with the visual only and constant sound versions of the task. This reduction in timeouts did not impair the players’ performance in terms of their success rate nor response time.

Proceedings ArticleDOI
01 Jul 2016
TL;DR: This paper proposes a 10.2 channel audio acquisition system for the creation of UHDTV content, and measurements and preliminary evaluation are carried out to determine whether the performance is acceptable for broadcasting.
Abstract: As broadcasting environments change rapidly to digital, user requirements for next-generation services that surpass the current HDTV service quality become more demanding. The next-generation of broadcasting services will change from HD to UHD and from 5.1 channel audio to more than 10 audio channels, including a height channel for a high quality realistic broadcasting service. In accordance with the estimated trends of future broadcasting services, we propose a 10.2 channel audio format for a Korean UHDTV broadcasting service. It can create almost similar spatial sound images as 22.2 channel audio with half the number of speakers. In this paper, we propose a 10.2 channel audio acquisition system for the creation of UHDTV content, and measurements and preliminary evaluation are carried out to determine whether the performance is acceptable for broadcasting.