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Nature soundscapes: an audio augmented reality experience 自然声景:一种音频增强现实体验
Pub Date : 2020-09-15 DOI: 10.1145/3411109.3411142
Mark Lawton, Stuart Cunningham, I. Convery
Augmented Reality (AR) has developed to be a popular and exciting technology domain, gaining notable public interest from 2009 to the present day. AR applications have traditionally focused upon paradigms that are visually led. In this paper, we document an Audio Augmented Reality (AAR) project, which considers soundscapes and how they might be transformed via the application of music and sound technologies. This work is concerned with the augmentation of nature soundscapes and explores how this may be used to enhance public understanding of the natural world. At present, we are concerned with the augmentation of spaces with biophony. Two examples of acoustic augmented reality are described: an initial pilot study to investigate the feasibility of the approach and an installation at the Timber International Forest Festival 2019. A technical description of each is provided alongside our own reflection and participant feedback, garnered from a soundwalk inspired approach to evaluation by audiences at the festival.
增强现实(AR)已经发展成为一个流行和令人兴奋的技术领域,从2009年到现在获得了显著的公众兴趣。传统上,AR应用侧重于以视觉为导向的范例。在本文中,我们记录了一个音频增强现实(AAR)项目,该项目考虑了音景以及它们如何通过音乐和声音技术的应用进行转换。这项作品关注的是自然声景的增强,并探索如何利用它来增强公众对自然世界的理解。目前,我们关注的是用生物声学来增强空间。介绍了两个声学增强现实的例子:一项初步的试点研究,以调查该方法的可行性,以及在2019年木材国际森林节上的安装。每一个的技术描述都与我们自己的反思和参与者的反馈一起提供,这些反馈来自音乐节上观众的声音行走评估方法。
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引用次数: 8
The drinking reminder: prototype of a smart jar 饮酒提醒器:智能罐的原型
Pub Date : 2020-09-15 DOI: 10.1145/3411109.3411130
Katharina Groß-Vogt
The drinking reminder is a smart jar that reminds and motivates its user to drink a certain amount of water over time. The prototype is based on Arduino soft- and hardware and has been used as an exploration platform for sonic interaction design. The presented implementation follows a peripheral approach, using bird sounds.
喝水提醒器是一个智能的罐子,可以提醒和激励它的用户在一段时间内喝一定量的水。该原型基于Arduino软、硬件,已被用作声音交互设计的探索平台。所提出的实现遵循外围方法,使用鸟的声音。
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引用次数: 1
Effect of various spatial auditory cues on the perception of threat in a first-person shooter video game 不同空间听觉线索对第一人称射击游戏威胁感知的影响
Pub Date : 2020-09-15 DOI: 10.1145/3411109.3411119
Konstantin Semionov, I. Mcgregor
This study interviewed game audio professionals to establish the implementation requirements for an experiment to ascertain the effect of different spatial audio localisation systems on the perception of threat in a first-person shooter. In addition, a listening study was carried out involving 35 members of the public, and using three scenes made in Unreal Engine 4 with custom designed sound, authored in Wwise. This established that spatial audio does, indeed, have a noticeable effect on players' perception of threat. Each spatial audio system, however, had different effects on the perception of threat, stealth, realism and position estimation, on all three different visual scenes. Meanwhile, the absence of spatial audio can confuse people and contribute towards inaccurate enemy localisation. With this in mind, a tailored approach to the game design requirements for each project is recommended. Rather than a single, spatialised design for the entire game, each scene should have its own design solution.
为了确定不同空间音频定位系统对第一人称射击游戏中威胁感知的影响,本研究采访了游戏音频专业人士,以确定实验的执行要求。此外,还进行了一项涉及35名公众成员的聆听研究,并使用虚幻引擎4中制作的三个场景,并使用Wwise编写定制设计的声音。这证实了空间音频确实会对玩家的威胁感知产生显著影响。然而,在所有三种不同的视觉场景中,每个空间音频系统对威胁、潜行、真实感和位置估计的感知都有不同的影响。同时,缺少空间音频会让玩家感到困惑,并导致敌人定位不准确。考虑到这一点,我们建议针对每个项目的游戏设计要求采用量身定制的方法。每个场景都应该有自己的设计解决方案,而不是针对整个游戏的单一空间化设计。
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引用次数: 1
Sonification approaches in sports in the past decade: a literature review 过去十年体育运动中的声化方法:文献综述
Pub Date : 2020-09-15 DOI: 10.1145/3411109.3411126
V. V. Rheden, Thomas Grah, Alexander Meschtscherjakov
The raise of novel mobile sensor and actuator technologies in the past decade enabled sonification of sport related data in real time for the athlete. We have systematically analysed scientific literature with respect to sports domains, feedback goals, user types, used sensor technology, and how the captured sensor data was sonified. We describe these aspects of 34 selected papers. Our analysis enables researchers to grasp prevalent approaches and to identify blind spots for new ways how sonification can not only aid athletes to improve their performance, but also to enhance the experience of various sports practitioners through sonification.
在过去十年中,新型移动传感器和执行器技术的兴起使运动员能够实时地对运动相关数据进行超声处理。我们系统地分析了有关体育领域、反馈目标、用户类型、使用的传感器技术以及捕获的传感器数据如何被处理的科学文献。我们从34篇论文中对这些方面进行了描述。我们的分析使研究人员能够掌握流行的方法,并确定新方法的盲点,超声不仅可以帮助运动员提高他们的表现,还可以通过超声增强各种体育从业者的经验。
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引用次数: 12
Seeking for spectral manipulation of the sound of musical instruments using metamaterials 寻找利用超材料对乐器声音的频谱操纵
Pub Date : 2020-09-15 DOI: 10.1145/3411109.3411127
Carolina Espinoza Oñate, Alonso Arancibia, Gabriel Cartes, C. Beas
The sound of practically all traditional musical instruments is unique and depends on the collective behavior of various vibrators, each one with their own acoustic and mechanical properties. If we pluck a string of an acoustic guitar, a part of the wave is reflected by the sound box, and the other fraction of the elastic energy sets in motion the sound box surfaces. Thereby, the vibration of the surfaces (soundboard, ribs, back and sound hole), are the basis of the guitar sound production. In this work, we explore the effect of locally coupling tunable mechanical metamaterials to the soundboard of an acoustic guitar, in order to absorb specific ranges of frequencies and change its vibrational properties. We show the preliminary results of our research, which involves a mechano-acoustic characterization of tunable mechanical metamaterials and the analysis of the effect of applying them to an acoustic guitar when a string tuned to a convenient frequency is plucked. We observe that this simple mechanism is an alternative to manipulate the spectral properties of the sound signal produced by the instrument. Although the results are inaudible, they seem promising for future explorations of sound manipulation of musical instruments.
几乎所有传统乐器的声音都是独一无二的,并且取决于各种振动器的集体行为,每个振动器都有自己的声学和机械特性。如果我们拨动原声吉他的一根弦,一部分波被音箱反射,而另一部分弹性能量则使音箱表面运动起来。因此,表面(音板、肋、背和音孔)的振动是吉他发声的基础。在这项工作中,我们探索了局部耦合可调谐机械超材料对原声吉他音板的影响,以吸收特定范围的频率并改变其振动特性。我们展示了我们研究的初步结果,其中包括可调谐机械超材料的机械声学特性,以及当拨动调到方便频率的弦时将它们应用于原声吉他的效果分析。我们观察到,这种简单的机制是操纵仪器产生的声音信号的频谱特性的一种替代方法。虽然这些结果听不见,但它们似乎对未来乐器声音操纵的探索很有希望。
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引用次数: 3
Perception of spatial data properties in an immersive multi-layered auditory environment 沉浸式多层听觉环境中空间数据属性的感知
Pub Date : 2020-09-15 DOI: 10.1145/3411109.3411134
Disha Sardana, Woohun Joo, I. Bukvic, G. Earle
We present a study of spatial sonification of multidimensional data using a spatial mask and an immersive high-density loudspeaker array. The study participants are asked to identify edges and perceived center of 2D shapes projected across the perimeter of an exocentric environment. The results show that the phase modulation technique results in less accurate user responses than the amplitude modulation or combined modulation techniques. No significant differences are found between stationary and mobile-user scenarios when comparing the angular miss distances of the perceived center of sonified shapes, but significant differences are identified in locating their left and top edges. Further research is warranted to determine why properties of some shapes are easier to pinpoint than others, and how sonification may be improved to minimize such discrepancies.
我们提出了一项使用空间掩模和沉浸式高密度扬声器阵列的多维数据的空间超声研究。研究参与者被要求识别边缘和感知的二维形状的中心,投影在一个外心环境的周长上。结果表明,相位调制技术的用户响应精度低于幅度调制或组合调制技术。在比较声学形状感知中心的角度脱靶距离时,静止和移动用户场景之间没有发现显着差异,但在定位其左边缘和上边缘时发现显着差异。进一步的研究是有必要的,以确定为什么某些形状的属性比其他形状更容易精确定位,以及如何改进超声以尽量减少这种差异。
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引用次数: 0
Directional enhancement of first-order ambisonic room impulse responses by the 2+2 directional signal estimator 2+2方向信号估计器对一阶双声室脉冲响应的方向增强
Pub Date : 2020-09-15 DOI: 10.1145/3411109.3411131
Lukas Gölles, F. Zotter
Tetrahedral microphone arrays offer a relatively efficient means for virtualization of a loudspeaker in a room. However their first-order Ambisonic room impulse responses (ARIRs) are only poorly resolved, directionally. One would typically desire the directional resolution of third-order ARIRs for binaural or fifth-order ARIRs for loudspeaker-based reproduction. The enhancement or sharpening of the directional resolution from first order to higher orders has recently been done by the Ambisonic Spatial Decomposition Method (ASDM). This contribution proposes a related method that outperforms ASDM. Instead of the pseudo-intensity vector, it uses a dual-direction detector and a 2+2 directional signal estimator that are inspired by the High Angular Plane Wave Expansion (HARPEX). After revising the geometry of the dual-direction signal model, the paper introduces a short-term averaged detector, an optimal complementary direction pair, and a regularized signal estimator. Both estimator and detector are tested in a technical analysis and the paper concludes with a comparative listening experiment indicating the advantage of the new method.
四面体麦克风阵列为房间内扬声器的虚拟化提供了一种相对有效的方法。然而,它们的一阶双声室脉冲响应(ARIRs)在方向上只能很差地分辨出来。人们通常希望三阶arir的方向分辨率用于双耳或五阶arir用于基于扬声器的再现。近年来,双声波空间分解方法(Ambisonic Spatial Decomposition, ASDM)实现了方向分辨率从一阶到高阶的增强或锐化。这一贡献提出了一种优于ASDM的相关方法。它使用了一个双向探测器和一个2+2方向信号估计器,而不是伪强度矢量,这些信号估计器的灵感来自于高角平面波扩展(HARPEX)。在修正了双向信号模型的几何形状后,引入了短时平均检测器、最优互补方向对和正则化信号估计器。在技术分析中对估计器和检测器进行了测试,并在最后进行了对比听力实验,表明了新方法的优越性。
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引用次数: 6
Inside Beethoven!: a musical installation for a new listening perspective 在贝多芬!一种新的听觉视角的音乐装置
Pub Date : 2020-09-15 DOI: 10.1145/3411109.3411115
Axel Berndt, Simon Waloschek, Aristotelis Hadjakos, Joachim Veit
On the occasion of the 250th anniversary celebrations of Ludwig van Beethoven in 2020, we developed the musical room installation "Inside Beethoven! The Audience Goes on Stage". It is a stage with virtual musicians. Visitors are invited to enter, take the position of the musicians and listen to each of them at close range The installation emulates the listening perspective of the musicians, thus, providing an uncommon experience to visitors who are mostly used to listen to music from recordings or from a concert audience's perspective. The musicians play Beethoven's septet op. 20 and its trio arrangement op. 38, two exclusive 14 channel music productions. Both versions are aligned and can be switched seamlessly. Digital music stands visualize the score. In this paper we trace the genesis and construction of the installation and point at some conceptual and technical challenges tackled.
在2020年路德维希·凡·贝多芬诞辰250周年之际,我们开发了音乐室装置“贝多芬内部!”观众走上舞台”。这是一个有虚拟音乐家的舞台。参观者被邀请进入,站在音乐家的位置,近距离聆听他们每个人的声音。装置模仿了音乐家的聆听视角,从而为大多数习惯于从录音或音乐会观众的角度听音乐的参观者提供了一种不寻常的体验。音乐家们演奏贝多芬的七重奏op. 20和它的三重奏编曲op. 38,两个独家14频道的音乐作品。两个版本都是对齐的,可以无缝切换。数字音乐台架将乐谱可视化。在本文中,我们追溯了装置的起源和构造,并指出了一些概念和技术上的挑战。
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引用次数: 0
A study on spoken language identification using deep neural networks 基于深度神经网络的口语识别研究
Pub Date : 2020-09-15 DOI: 10.1145/3411109.3411123
Alexandra Draghici, J. Abeßer, Hanna M. Lukashevich
In this paper, we investigate a previously proposed algorithm for spoken language identification based on convolutional neural networks and convolutional recurrent neural networks. We improve the algorithm by modifying the training strategy to ensure equal class distribution and efficient memory usage. We successfully replicate previous experimental findings using a modified set of languages. Our findings confirm that both a convolutional neural network as well as convolutional recurrent neural networks are capable to learn language-specific patterns in mel spectrogram representations of speech recordings.
在本文中,我们研究了先前提出的基于卷积神经网络和卷积递归神经网络的口语识别算法。我们通过修改训练策略来改进算法,以确保类的均匀分布和有效的内存使用。我们使用一组修改过的语言成功地复制了以前的实验结果。我们的研究结果证实,卷积神经网络和卷积递归神经网络都能够在语音记录的mel谱图表示中学习语言特定模式。
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引用次数: 16
Acoustic modelling as a strategy for composing site-specific music 声学建模作为一种创作特定场地音乐的策略
Pub Date : 2020-09-15 DOI: 10.1145/3411109.3411141
Ludvig Elblaus, G. Eckel
This paper describes two site-specific musical compositions, focusing on how modelling was used in their respective composition processes. Primarily, the acoustics of the sites were modelled to aid in the preparation and composition of the pieces. From this we propose the general use of modelling as a way to work with the concept of site. But the idea of formulating a model is also applicable more widely in the work described and this is discussed with the two pieces as starting points. Both pieces use acoustic room scale feedback as their only source of sound, so the impact of the room, speakers and microphones used is immense. The first piece, Rundgång, is a commission for the GRM Acousmonium. The second piece, Clockwork, is a public installation that will also be the site of a performance, combining the installation with live interventions. Clockwork will also employ modelling as a component of the piece itself, and include a remote performer and a remote audience. We suggest that there are possibilities to employ compositional strategies to embrace these kinds of hybrid presence situations by composing for many vantage points.
本文描述了两种特定的音乐作品,重点是如何在各自的创作过程中使用建模。首先,对场地的声学进行建模,以帮助作品的准备和组成。由此,我们建议将建模作为一种处理场地概念的方法。但是,在所描述的工作中,制定模型的想法也更广泛地适用,这是用两篇文章作为起点来讨论的。这两件作品都使用声学房间尺度反馈作为唯一的声音来源,所以房间、扬声器和麦克风的影响是巨大的。第一部作品《rundgastng》是GRM acoustic monium的委托作品。第二件作品,Clockwork,是一个公共装置,也是一个表演的场所,将装置与现场干预相结合。Clockwork还将采用建模作为作品本身的组成部分,并包括远程表演者和远程观众。我们建议有可能采用组合策略,通过组合许多有利位置来拥抱这些混合存在的情况。
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引用次数: 3
期刊
Proceedings of the 15th International Audio Mostly Conference
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