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12
A Model for Interaction in Exploratory Sonification Displays
- Proc. ICAD
, 2000
"... This paper presents a general model for sonification of large spatial data sets (e.g. seismic data, medical data) based on ideas from ecological acoustics. The model incorporates not only what we hear (the sounds), but also how we listen (the interaction). Metaphorically speaking the interpreter is ..."
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Cited by 13 (0 self)
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This paper presents a general model for sonification of large spatial data sets (e.g. seismic data, medical data) based on ideas from ecological acoustics. The model incorporates not only what we hear (the sounds), but also how we listen (the interaction). Metaphorically speaking the interpreter is walking along paths in areas of the data set, listening to locally and globally defined sound objects. The time aspects of sonification are given special attention, introducing the notion of temporalization. Some features of a preliminary Windows NT implementation are summarized. Keywords Sonification, ecological acoustics, everyday listening, interaction, model
Virtual Instruments in Virtual Rooms - A Real-Time Binaural Room Simulation Environment for Physical Models of Musical Instruments
- In Proc. 1994 International Computer Music Conference (ICMC'94), rhus
, 1994
"... In this paper high-quality model-based sound synthesis of plucked string and woodwind instruments is combined with room simulation and auralization techniques. The result is a real-time virtual three-dimensional room where the listener and multiple virtual instruments can be moved. The system was ..."
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Cited by 6 (3 self)
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In this paper high-quality model-based sound synthesis of plucked string and woodwind instruments is combined with room simulation and auralization techniques. The result is a real-time virtual three-dimensional room where the listener and multiple virtual instruments can be moved. The system was designed using signal processors in a multiprocessing environment. Sound radiation patterns of musical instruments were measured and direction-dependent filtering was applied to instrument simulation models. Auralization is achieved by measuring and using head-related transfer functions. The binaural three-dimensional audio output of the virtual environment is directed to headphone listening. The environment is controlled by a mouse-operated user interface while the virtual instruments are played via MIDI. 1 Introduction Digital waveguide and delay line modeling of wave propagation has been an interesting and rewarding field in computer music technology. Artificial reverberation gene...
Virtual environment simulation - advances in the DIVA project
- Proc. Int. Conf. Auditory Display (ICAD’97
, 1997
"... At ICAD'96, a real-time virtual audio reality model was presented, which included model-based sound synthesizers, geometric room acoustics modeling, binaural auralization for headphone and loudspeaker listening, and high-quality animation. The DIVA environment is an integrated implementation of a vi ..."
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Cited by 6 (0 self)
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At ICAD'96, a real-time virtual audio reality model was presented, which included model-based sound synthesizers, geometric room acoustics modeling, binaural auralization for headphone and loudspeaker listening, and high-quality animation. The DIVA environment is an integrated implementation of a virtual reality system currently aiming at a virtual symphony orchestra performance. In the current version of the software, multiple sound sources (physical models of musical instruments) are conducted by a virtual conductor (controlled by a position tracker with 3 transmitters). The real-time calculation of auralization has been enhanced by accurate HRTF approximations, a new late reverberation model, and by an efficient image source method.
Sleuth: An Audio Experience
- In Proc. ICAD 2000
, 2000
"... We outline the design, prototyping, and evaluation of an immersive audio game, Sleuth: An Audio Experience. We examine related applications based on wearable computing and augmented reality technologies, and discuss the game audio design and user interaction issues. The game environment was prototyp ..."
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Cited by 6 (0 self)
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We outline the design, prototyping, and evaluation of an immersive audio game, Sleuth: An Audio Experience. We examine related applications based on wearable computing and augmented reality technologies, and discuss the game audio design and user interaction issues. The game environment was prototyped using VRML 2.0 and Java.
Artificial synesthesia via sonification: a wearable augmented sensory system
- Mobile Networks and Applications
, 1999
"... A design for an implemented, prototype wearable artificial sensory system is presented, which uses data sonification to compensate for normal limitations in the human visual system. The system gives insight into the complete visible-light spectra from objects being seen by the user. Long-term wear a ..."
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Cited by 3 (0 self)
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A design for an implemented, prototype wearable artificial sensory system is presented, which uses data sonification to compensate for normal limitations in the human visual system. The system gives insight into the complete visible-light spectra from objects being seen by the user. Long-term wear and consequent training might lead to identification of various visually-indistinguishable materials based on the sounds of their spectra. A detailed system design and results of user testing are presented, and many possible extensions to both the sonification and the sensor package are discussed. 1.
Npsnet-3d Sound Server: An Effective Use Of The Auditory Channel
"... The current MIDI-based sound system for the distributed virtual environment of NPSNET can only generate aural cues via free-field format in two dimensions. To increase the effectiveness of the auditory channel in NPSNET, a sound system is needed which can generate aural cues via free-field format in ..."
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The current MIDI-based sound system for the distributed virtual environment of NPSNET can only generate aural cues via free-field format in two dimensions. To increase the effectiveness of the auditory channel in NPSNET, a sound system is needed which can generate aural cues via free-field format in three dimensions. The approach taken was to build upon the current NPSNET sound system: NPSNET-PAS [ROES94]. Hardware limitations of NPSNET-PAS sound generating equipment were identified and more capable off-the-shelf sound equipment was procured. In software, a new algorithm was developed which properly distributes the total volume of a virtual sound source to a cube-like configuration of eight loudspeakers. A second algorithm, based on the Precedence Effect, was also developed in an attempt to enhance one s ability to localize a sound source. Synthetic reverberation using digital signal processors was added to enhance perceptual distance of the generated aural cues. The result of this research is a MIDI-based free-field sound system consisting of off-the-shelf sound equipment and computer software capable of generating aural cues in three dimensions for use in NPSNET. This sound system was tested during numerous demonstrations of NPSNET and proved capable of generating eight independent audio channels required for potential output to a cube-like configuration of eight loudspeakers laying the foundation for increasing one s level of immersion in NPSNET.
Using non-speech sounds to convey molecular properties in a virtual environment
- International Conference of New Technologies in Science Education (CINTEC
, 2001
"... This paper describes theoretical grounds and an ongoing research on the use of non-speech sounds (sound effects or musical tones that convey a message) intended for complementing visualization of properties and structure of biological molecules in a multimodal computer non-speech sounds is an effect ..."
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Cited by 2 (0 self)
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This paper describes theoretical grounds and an ongoing research on the use of non-speech sounds (sound effects or musical tones that convey a message) intended for complementing visualization of properties and structure of biological molecules in a multimodal computer non-speech sounds is an effective way to associate and identify molecular properties in a virtual environment. A preliminary test was carried out to assess the memorization and usability of non-speech sounds played in a desktop virtual environment, where sounds represented molecular properties. Informal analysis of results shown high recognition rates when using a combination of sound effects and musical tones. Further tests and adaptations to the system are needed. The outcomes of this research are intended for application in molecular biology courses. Keywords: Non-speech sounds, hybrid auditory interfaces, virtual environments, multimodal interfaces, molecular biology. 1.
Sound Intensity Gradients in an Ambient Intelligence Audio Display
"... This paper describes the prototype of a real-time responsive audio display for an ambient intelligent game named socio-ec(h)o. The audio display relies on a gradient response to represent and anticipate player action. We describe the audio display schema, and discuss results of our current experimen ..."
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This paper describes the prototype of a real-time responsive audio display for an ambient intelligent game named socio-ec(h)o. The audio display relies on a gradient response to represent and anticipate player action. We describe the audio display schema, and discuss results of our current experimentation in guiding player actions through types of audio feedback, for creating sound recognition, perceptions of change and sound intensity.
Department of Computer Science,
"... This paper describes the second phase in a project exploring the application of sonification to improve the accessibility of spreadsheets. The principal target population of the study has been visually impaired users, though the approach has potential in a range of other application areas, such as t ..."
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This paper describes the second phase in a project exploring the application of sonification to improve the accessibility of spreadsheets. The principal target population of the study has been visually impaired users, though the approach has potential in a range of other application areas, such as the eyes-free monitoring of large data spaces, or to preserve screen space in mobile use. The paper begins by examining previous sonification research relevant to the auditory display of spreadsheets, before briefly reviewing the results and requirements arising from the first phase of this project. Phase 2 of the project began with a more detailed requirement investigation, the results of which are outlined. In particular, the requirement for increased interactivity is examined. The way in which these requirements

