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Proceedings of the Audio Mostly 2018 on Sound in Immersion and Emotion最新文献

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Tamaglitchi Tamaglitchi
Pub Date : 2018-09-12 DOI: 10.1145/3243274.3243275
Karen M. Collins, R. Dockwray
In this paper, we present an overview of the current state of research in anthropomorphism as it relates specifically to product design, and then present a short pilot study of nonverbal sound's influence on anthropomorphism, through two short experiments, one qualitative and one quantitative. These experiments use an online variation of a virtual pet similar to the Tamagotchi, which we have called "Tamaglitchi". Results show that non-verbal sound increased the tendency to anthropomorphize a virtual pet.
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引用次数: 4
Investigating Concurrent Speech-based Designs for Information Communication 基于并发语音的信息通信设计研究
Pub Date : 2018-09-12 DOI: 10.1145/3243274.3243284
M. A. U. Fazal, Sam Ferguson, Andrew Johnston
Speech-based information is usually communicated to users in a sequential manner, but users are capable of obtaining information from multiple voices concurrently. This fact implies that the sequential approach is possibly under-utilizing human perception capabilities to some extent and restricting users to perform optimally in an immersive environment. This paper reports on an experiment that aimed to test different speech-based designs for concurrent information communication. Two audio streams from two types of content were played concurrently to 34 users, in both a continuous or intermittent form, with the manipulation of a variety of spatial configurations (i.e. Diotic, Diotic-Monotic, and Dichotic). In total, 12 concurrent speech-based design configurations were tested with each user. The results showed that the concurrent speech-based information designs involving intermittent form and the spatial difference in information streams produce comprehensibility equal to the level achieved in sequential information communication.
基于语音的信息通常以顺序的方式传递给用户,但用户可以同时从多个语音中获取信息。这一事实意味着,顺序方法可能在某种程度上没有充分利用人类的感知能力,限制了用户在沉浸式环境中的最佳表现。本文报道了一个实验,旨在测试不同的基于语音的并发信息通信设计。来自两种类型内容的两个音频流同时播放给34个用户,以连续或间歇的形式,通过操纵各种空间配置(即Diotic, ditic - monotic和Dichotic)。总共对每个用户测试了12个并发的基于语音的设计配置。结果表明,考虑到信息流的间隔形式和空间差异,基于语音的并发信息设计产生的可理解性与顺序信息交流的可理解性相当。
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引用次数: 2
The Perceived Emotion of Isolated Synthetic Audio: The EmoSynth Dataset and Results 孤立合成音频的感知情感:EmoSynth数据集和结果
Pub Date : 2018-09-12 DOI: 10.1145/3243274.3243277
Alice Baird, Emilia Parada-Cabaleiro, C. Fraser, Simone Hantke, Björn Schuller
The ability of sound to enhance human wellbeing has been known since ancient civilisations, and methods can be found today across domains of health and within a variety of cultures. There are an abundance of sound-based methods which show benefits for both physical and mental-states of wellbeing. Current methods vary from low frequency vibrations to high frequency distractions, and from drone-like sustain to rhythmical pulsing, with limited knowledge of a listeners psycho-physical perception of this. In this regard, for the presented study 40 listeners were asked to evaluate the perceived emotional dimensions of Valence and Arousal from a dataset of 144 isolated synthetic periodic waveforms. Results show that Arousal does correlate moderately to fundamental frequency, and that the sine waveform is perceived as significantly different to square and sawtooth waveforms when evaluating perceived Arousal. The general results suggest that isolated synthetic audio can be modelled as a means of evoking affective states of emotion.
自古文明以来,人们就知道声音能够增进人类福祉,今天,在各种健康领域和各种文化中,都可以找到声音增进人类福祉的方法。有很多基于声音的方法显示出对身体和精神健康都有好处。目前的方法多种多样,从低频振动到高频干扰,从嗡嗡声般的维持到有节奏的脉冲,对听众的心理和生理感知的了解有限。在这方面,在本研究中,40名听众被要求从144个孤立的合成周期波形数据集中评估效价和唤醒的感知情感维度。结果表明,唤醒确实与基频适度相关,并且在评估感知唤醒时,正弦波与方波和锯齿波被感知为显着不同。总的结果表明,孤立的合成音频可以建模为一种唤起情感状态的手段。
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引用次数: 7
Investigating metaphors of musical involvement: Immersion, flow, interaction and incorporation 研究音乐参与的隐喻:沉浸、流动、互动和结合
Pub Date : 2018-09-12 DOI: 10.1145/3243274.3243293
Oskari Koskela, Kai Tuuri
The concept of immersion, despite being relatively unknown within music research, presents a potentially productive way for understanding the well acknowledged phenomenon of "being drawn into music". This paper 1) discusses immersion as a metaphor for conceptualizing musical involvement by drawing on the research into video games and virtual reality and 2) aims to clarify the metaphor of immersion by utilizing the concept of image schema to analyze it in relation to alternative metaphors of flow, interaction and incorporation. The theoretical stance of the paper is based on the paradigm of enactive cognitive sciences, which stresses the bodily, constructive and interactive nature of experience. As a conclusion, the paper suggest several ways to consider the differences between the chosen metaphors based on their image schematic structures. In line with the enactive approach, it is suggested that the experience of immersion should be considered as a constructive activity of using music, thereby highlighting the view of experience as a skillful activity. All in all, the paper aims to offer one kind of approach for considering different experiences with media and to stress the role of metaphors in how we understand experiences.
沉浸的概念,尽管在音乐研究中相对不为人所知,但却为理解众所周知的“被音乐吸引”现象提供了一种潜在的有效方法。本文1)通过对电子游戏和虚拟现实的研究,探讨沉浸作为一种隐喻来概念化音乐投入;2)旨在利用意象图式的概念来澄清沉浸的隐喻,并将其与流、互动和融合等替代隐喻进行分析。本文的理论立场是基于动作认知科学的范式,它强调经验的身体,建设性和互动性。最后,本文提出了几种基于意象图式结构来考虑所选隐喻之间差异的方法。与动作方法一致,建议将沉浸体验视为一种使用音乐的建设性活动,从而突出体验作为一种技巧活动的观点。总而言之,本文旨在提供一种考虑不同媒体体验的方法,并强调隐喻在我们如何理解体验中的作用。
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引用次数: 2
Jam with Jamendo: Querying a Large Music Collection by Chords from a Learner's Perspective Jam with Jamendo:从学习者的角度查询和弦的大型音乐收藏
Pub Date : 2018-09-12 DOI: 10.1145/3243274.3243291
Anna Xambó, J. Pauwels, Gerard Roma, M. Barthet, György Fazekas
Nowadays, a number of online music databases are available under Creative Commons licenses (e.g. Jamendo, ccMixter). Typically, it is possible to navigate and play their content through search interfaces based on metadata and file-wide tags. However, because this music is largely unknown, additional methods of discovery need to be explored. In this paper, we focus on a use case for music learners. We present a web app prototype that allows novice and expert musicians to discover songs in Jamendo's music collection by specifying a set of chords. Its purpose is to provide a more pleasurable practice experience by suggesting novel songs to play along with, instead of practising isolated chords or with the same song over and over again. To handle less chord-oriented songs and transcription errors that inevitably arise from the automatic chord estimation used to populate the database, query results are ranked according to a computational confidence measure. In order to assess the validity of the confidence ranked system, we conducted a small pilot user study to assess its usefulness. Drawing on those preliminary findings, we identify some design recommendations for future applications of music learning and music search engines focusing on the user experience when interacting with sound.
如今,许多在线音乐数据库在知识共享许可下可用(例如Jamendo, ccMixter)。通常,可以通过基于元数据和文件范围标记的搜索界面来导航和播放它们的内容。然而,由于这种音乐在很大程度上是未知的,需要探索其他的发现方法。在本文中,我们专注于音乐学习者的用例。我们提出了一个web应用程序原型,允许新手和专家音乐家通过指定一组和弦来发现Jamendo的音乐收藏中的歌曲。它的目的是提供一个更愉快的练习体验,通过建议新的歌曲一起演奏,而不是练习孤立的和弦或反复练习同一首歌。为了处理较少面向和弦的歌曲和用于填充数据库的自动和弦估计不可避免地产生的转录错误,查询结果根据计算置信度度量进行排序。为了评估置信度排名系统的有效性,我们进行了一个小规模的试点用户研究来评估其有用性。根据这些初步发现,我们为音乐学习和音乐搜索引擎的未来应用确定了一些设计建议,这些建议主要关注与声音交互时的用户体验。
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引用次数: 8
Activating Archives: Combining Elements of Japanese Culture to Create a New and Playful Musical Experience 激活档案:结合日本文化的元素,创造一个新的和有趣的音乐体验
Pub Date : 2018-09-12 DOI: 10.1145/3243274.3243295
Oliver Halstead, Jack Davenport, Ruben Dejaegere
This paper will discuss the 'Activating Archives' project, a community based project that focusses on the design and production of novel methods of musical playback intended to expose members of the general public to rare and traditional instruments from around the world in an interactive, tactile and playful manner. Additionally, this paper will discuss the design of the first Activating Archives interface, the Shogi Board; a novel method of composing music with sampled Japanese instruments, primarily aimed at members of the general public with no prior musical education.
本文将讨论“激活档案”项目,这是一个基于社区的项目,专注于设计和制作新颖的音乐回放方法,旨在通过互动,触觉和有趣的方式向公众展示来自世界各地的稀有和传统乐器。此外,本文还将讨论第一个激活档案界面——Shogi Board的设计;一种用日本乐器采样作曲的新方法,主要针对没有受过音乐教育的普通大众。
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引用次数: 0
High-Level Analysis of Audio Features for Identifying Emotional Valence in Human Singing 人类歌唱中识别情感价态的音频特征的高级分析
Pub Date : 2018-09-12 DOI: 10.1145/3243274.3243313
Stuart Cunningham, Jonathan Weinel, R. Picking
Emotional analysis continues to be a topic that receives much attention in the audio and music community. The potential to link together human affective state and the emotional content or intention of musical audio has a variety of application areas in fields such as improving user experience of digital music libraries and music therapy. Less work has been directed into the emotional analysis of human acapella singing. Recently, the Ryerson Audio-Visual Database of Emotional Speech and Song (RAVDESS) was released, which includes emotionally validated human singing samples. In this work, we apply established audio analysis features to determine if these can be used to detect underlying emotional valence in human singing. Results indicate that the short-term audio features of: energy; spectral centroid (mean); spectral centroid (spread); spectral entropy; spectral flux; spectral rolloff; and fundamental frequency can be useful predictors of emotion, although their efficacy is not consistent across positive and negative emotions.
情感分析一直是音频和音乐社区中备受关注的话题。将人类情感状态与音乐音频的情感内容或意图联系在一起的潜力在改善数字音乐图书馆和音乐治疗的用户体验等领域具有各种应用领域。很少有研究针对人类无伴奏合唱的情感分析。最近,瑞尔森情感语言和歌曲视听数据库(RAVDESS)发布,其中包括情感验证的人类歌唱样本。在这项工作中,我们应用已建立的音频分析特征来确定这些特征是否可以用于检测人类歌唱中的潜在情感价。结果表明:短期音频特征为:能量;谱质心(均值);光谱质心(扩散);谱熵;谱通量;光谱滚边;基频可以有效地预测情绪,尽管它们的功效在积极和消极情绪中并不一致。
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引用次数: 7
Under Construction: Contemporary Opera in the Crossroads Between New Aesthetics, Techniques, and Technologies 建构中:新美学、新技术、新技术十字路口的当代歌剧
Pub Date : 2018-09-12 DOI: 10.1145/3243274.3243306
Maria Kallionpää, A. Chamberlain, Hans-Peter Gasselseder
Despite of its long history, opera as an art form is constantly evolving. Composers have never lost their fascination about it and keep exploring with innovative aesthetics, techniques, and modes of expression. New technologies, such as Virtual Reality (VR), Robotics and Artificial Intelligence (AI) are steadily having an impact upon the world of opera. The evolving use of performance-based software such as Ableton Live and Max/MSP has created new and exciting compositional techniques that intertwine theatrical and musical performance. This paper presents some initial work on the development of an opera using such technologies that is being composed by Kallionpää and Chamberlain. Furthermore, it presents two composition case studies by Kallionpää: "She" (2017) and puppet opera "Croak" (2018), as well as their documentation within the world's first 360° 3D VR recordings with full spatial audio in third-order Ambisonics and the application of an unmixing paradigm for focusing and isolating individual voices.
尽管历史悠久,歌剧作为一种艺术形式也在不断发展。作曲家们从未失去对它的迷恋,并不断探索创新的美学、技术和表现方式。虚拟现实(VR)、机器人技术和人工智能(AI)等新技术正在稳步影响歌剧世界。不断发展的使用基于性能的软件,如Ableton Live和Max/MSP创造了新的和令人兴奋的作曲技术,交织戏剧和音乐表演。本文介绍了一些使用这种技术的歌剧开发的初步工作,该技术正在由Kallionpää和Chamberlain组成。此外,它还介绍了Kallionpää的两个作曲案例研究:“She”(2017)和木偶剧“Croak”(2018),以及它们在世界上第一个360°3D VR录音中的记录,其中包含三阶立体声的全空间音频,以及用于聚焦和隔离个人声音的解混范式的应用。
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引用次数: 4
Muscle activity response of the audience during an experimental music performance 实验音乐表演中观众的肌肉活动反应
Pub Date : 2018-09-12 DOI: 10.1145/3243274.3243278
V. E. G. Sánchez, Agata Zelechowska, A. Jensenius
This exploratory study investigates muscular activity characteristics of a group of audience members during an experimental music performance. The study was designed to be as ecologically valid as possible, collecting data in a concert venue and making use of low-invasive measurement techniques. Muscle activity (EMG) from the forearms of 8 participants revealed that sitting in a group could be an indication of a level of group engagement, while comparatively greater muscular activity from a participant sitting at close distance to the stage suggests performance-induced bodily responses. The self-reported measures rendered little evidence supporting the links between muscular activity and live music exposure, although a larger sample size and a wider range of music styles need to be included in future studies to provide conclusive results.
本探索性研究调查了一组听众在实验音乐表演中的肌肉活动特征。该研究旨在尽可能地在生态上有效,在音乐会场地收集数据并使用低侵入性测量技术。8名参与者前臂的肌肉活动(EMG)显示,坐在一个群体中可能表明群体参与的程度,而坐在离舞台较近的参与者相对较大的肌肉活动表明表演引起的身体反应。尽管未来的研究需要更大的样本量和更广泛的音乐风格来提供结结性的结果,但自我报告的测量结果几乎没有证据支持肌肉活动和现场音乐接触之间的联系。
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引用次数: 1
The London Soundmap: Integrating sonic interaction design in the urban realm 伦敦声音地图:在城市领域整合声音交互设计
Pub Date : 2018-09-12 DOI: 10.1145/3243274.3243302
S. Adhitya, D. Scott
This paper describes the development, implementation and impact of the London Soundmap, an interactive sound installation featuring London's soundscape which was exhibited in Regent Street, central London, 2016. We use this interactive urban installation as a case study to explore the opportunities and constraints associated with integrating sonic feedback into the existing urban realm, including the various administrative, design, technical and social challenges. First, we introduce the various stakeholders involved in the conception and implementation of the Soundmap, particularly Transport for London, who utilised this intervention as a way of better understanding how sonic interaction design could improve the design of their urban infrastructure. Then, we discuss the range of disciplines required to create a more immersive, multisensorial experience - from urban design and the visual arts, to electronic engineering and sound design - and the resulting design and technical outputs. Finally, we evaluate the range of interactions and reactions of the various users from data collected from interviews and video recordings. The overall response suggests that the integration of sonic interaction design in the public urban realm has a number of benefits, including increased awareness of the urban soundscape, increased social interaction, and a greater sense of community and place.
本文描述了伦敦声图的发展、实施和影响,这是一个以伦敦音景为特色的互动式声音装置,于2016年在伦敦市中心摄政街展出。我们使用这个互动的城市装置作为案例研究,探索将声音反馈整合到现有城市领域的机会和限制,包括各种管理,设计,技术和社会挑战。首先,我们介绍了参与声音地图概念和实施的各种利益相关者,特别是伦敦交通局,他们利用这种干预来更好地理解声音交互设计如何改善城市基础设施的设计。然后,我们讨论了创造更加身临其境的多感官体验所需的学科范围-从城市设计和视觉艺术,到电子工程和声音设计-以及由此产生的设计和技术输出。最后,我们从访谈和视频记录中收集数据,评估各种用户的互动和反应范围。总体反应表明,在公共城市领域整合声音交互设计有许多好处,包括提高城市声景的意识,增加社会互动,以及更强的社区和场所感。
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引用次数: 9
期刊
Proceedings of the Audio Mostly 2018 on Sound in Immersion and Emotion
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