- The document discusses using sound and auditory interfaces to provide information on small screen mobile devices, especially for the visually impaired. It explores how sound can be used to convey information through properties like pitch, timbre, volume, and rhythm.
- The presenters discuss projects they worked on like an auditory calendar and organizing tool that aim to understand how the visually impaired access information without visual cues.
- Some challenges of auditory interfaces are discussed like condensing timelines, representing icons and symbols, and allowing for navigation. The potential for auditory interfaces to enhance accessibility and experience is explored.
The document discusses the development of personalized spatial audio streaming technology. It outlines the limitations of current smartphone-based spatial audio, including that all ears are treated the same, resulting in a muddy user experience. The document proposes a new product that would use cloud computing and machine learning to generate personalized spatial audio for each listener based on their ear shape, allowing for a high-quality, device-agnostic experience. Key enablers are seen as 5G technology for high-bandwidth live streaming of spatialized content and deployment of the technology through an application programming interface.
The document describes the E-Ball, a spherical computer concept that is smaller than laptops and desktops. Key features include a 6-inch diameter size, 350-600GB hard drive, 5GB RAM, LCD projector, laser keyboard, and dual core processor. It projects the keyboard, mouse, and display wirelessly onto surfaces using infrared rays, RF signals, and an LCD or DLP projector. The virtual keyboard detects finger movements without physical keys. Advantages are portability and flexibility, while disadvantages include difficulty with standard OSes and high cost. The document outlines the components and functioning of the unique spherical computer design.
The E-Ball is a spherical computer designed by Apostol Tnokovski that contains all the traditional PC components like a mouse, keyboard, large screen display, and DVD recorder in an innovative compact 6-inch diameter sphere. It has a 120 x 120mm motherboard and features a highly stylized software interface with easy to remember icons that supports all Windows operating systems. The portable E-Ball can be used for video presentations, listening to music, watching movies, and chatting online.
Introduction to Soundscapes - Petcha kucha soundscapeNeil Bruce
This document provides an introduction to soundscapes by Dr. Neil Bruce from the University of Salford. It discusses the history and development of soundscape studies from Southworth's work on environment and behavior in the 1960s to Schafer's work founding soundscape studies in the 1970s. It also discusses how soundscapes influence architecture, urban planning, health, legislation, and social issues. Perception of soundscapes is based on factors like expectation, safety, and control. The document concludes with parting thoughts and an invitation for the reader to ask one question.
The document discusses E-Ball, a spherical computer. It has a history and works by using infrared rays, lasers, and RF signals to function as a keyboard, mouse, and projector for displaying content on walls or paper screens. Key features include storage, RAM, speakers and connectivity options. Advantages are portability and support for presentations, while disadvantages include high costs and difficulty troubleshooting hardware issues. The conclusion discusses how E-Ball represents future innovations in portable computing.
The document describes the E-Ball concept PC, a spherical computer designed by Apostol Tnokovski. The E-Ball has a 6-inch diameter and projects a keyboard and display using an LCD or DLP projector. It contains components like a virtual keyboard, wireless mouse, speakers and processors. The E-Ball works by pressing buttons to open it and then projecting the keyboard and display on any flat surface. While portable and space-efficient, it also has drawbacks like high cost, difficulty of use without a flat surface, and problems of troubleshooting hardware issues.
The document describes the E-Ball concept PC, a spherical computer that is the smallest computer design. It has a dual core processor, 2GB of RAM, 350-500GB hard drive, integrated graphics and sound card, wireless optical mouse, and projects a holographic keyboard. The E-Ball is highly portable, has a large memory capacity, and can be used for making presentations on the go. It represents how technology has allowed imaginations to become reality by fitting an entire computer into a small spherical design.
The document discusses the development of personalized spatial audio streaming technology. It outlines the limitations of current smartphone-based spatial audio, including that all ears are treated the same, resulting in a muddy user experience. The document proposes a new product that would use cloud computing and machine learning to generate personalized spatial audio for each listener based on their ear shape, allowing for a high-quality, device-agnostic experience. Key enablers are seen as 5G technology for high-bandwidth live streaming of spatialized content and deployment of the technology through an application programming interface.
The document describes the E-Ball, a spherical computer concept that is smaller than laptops and desktops. Key features include a 6-inch diameter size, 350-600GB hard drive, 5GB RAM, LCD projector, laser keyboard, and dual core processor. It projects the keyboard, mouse, and display wirelessly onto surfaces using infrared rays, RF signals, and an LCD or DLP projector. The virtual keyboard detects finger movements without physical keys. Advantages are portability and flexibility, while disadvantages include difficulty with standard OSes and high cost. The document outlines the components and functioning of the unique spherical computer design.
The E-Ball is a spherical computer designed by Apostol Tnokovski that contains all the traditional PC components like a mouse, keyboard, large screen display, and DVD recorder in an innovative compact 6-inch diameter sphere. It has a 120 x 120mm motherboard and features a highly stylized software interface with easy to remember icons that supports all Windows operating systems. The portable E-Ball can be used for video presentations, listening to music, watching movies, and chatting online.
Introduction to Soundscapes - Petcha kucha soundscapeNeil Bruce
This document provides an introduction to soundscapes by Dr. Neil Bruce from the University of Salford. It discusses the history and development of soundscape studies from Southworth's work on environment and behavior in the 1960s to Schafer's work founding soundscape studies in the 1970s. It also discusses how soundscapes influence architecture, urban planning, health, legislation, and social issues. Perception of soundscapes is based on factors like expectation, safety, and control. The document concludes with parting thoughts and an invitation for the reader to ask one question.
The document discusses E-Ball, a spherical computer. It has a history and works by using infrared rays, lasers, and RF signals to function as a keyboard, mouse, and projector for displaying content on walls or paper screens. Key features include storage, RAM, speakers and connectivity options. Advantages are portability and support for presentations, while disadvantages include high costs and difficulty troubleshooting hardware issues. The conclusion discusses how E-Ball represents future innovations in portable computing.
The document describes the E-Ball concept PC, a spherical computer designed by Apostol Tnokovski. The E-Ball has a 6-inch diameter and projects a keyboard and display using an LCD or DLP projector. It contains components like a virtual keyboard, wireless mouse, speakers and processors. The E-Ball works by pressing buttons to open it and then projecting the keyboard and display on any flat surface. While portable and space-efficient, it also has drawbacks like high cost, difficulty of use without a flat surface, and problems of troubleshooting hardware issues.
The document describes the E-Ball concept PC, a spherical computer that is the smallest computer design. It has a dual core processor, 2GB of RAM, 350-500GB hard drive, integrated graphics and sound card, wireless optical mouse, and projects a holographic keyboard. The E-Ball is highly portable, has a large memory capacity, and can be used for making presentations on the go. It represents how technology has allowed imaginations to become reality by fitting an entire computer into a small spherical design.
The document describes an E-Ball, a spherical computer created by Apostol Tnokovski. It is the smallest PC ever made, with a diameter of only 6 inches. The E-Ball contains all standard computer components, including a motherboard, hard drive, RAM, speakers, wireless keyboard and mouse projected using lasers, and LCD or DLP projectors to display the screen on any flat surface. It has advantages of portability and ability to project the display in any open space, but disadvantages of high cost and difficulty in accessing internal components if problems occur.
This document presents the concept of the E-Ball, the smallest PC designed by Apostol Tnokovski in 1982. The E-Ball is a spherical computer around 6 inches in diameter that contains components like a dual-core processor, RAM, hard drive and ports. It projects its display and virtual keyboard using an embedded pico projector. The E-Ball is portable and allows presentations without needing an external display or keyboard. While innovative, it also has drawbacks like needing a plane surface for projection and typing.
The document summarizes the E-Ball, a spherical computer designed by Apostol Tnokovski. It has all the traditional PC elements like a mouse, keyboard, large screen display and DVD recorder compressed into a small 6-inch diameter sphere. The software interface is highly stylized with easy to remember icons that support all Windows operating systems. The E-Ball is portable and has a large memory, making it useful for video presentations.
The document describes the E-Ball concept of a spherical computer. Key points include:
- The E-Ball would be a 6-inch diameter sphere containing all standard PC components like a motherboard, hard drive, RAM, speakers in a compact design.
- It would project the desktop onto any surface using an internal LCD projector and include a virtual keyboard and wireless mouse.
- The document discusses LCD vs DLP projector technologies that could be used and highlights advantages of the E-Ball like portability while also noting challenges like difficulty in repairs.
The document describes the E-Ball, a concept for a spherical computer. Key aspects of the E-Ball include its small 6-inch diameter size, LCD projector for displaying content on walls or paper, and laser keyboard that projects onto surfaces. The E-Ball would contain standard computer components like a hard drive, RAM, and processor in a portable, sphere-shaped device for presentations or use when a traditional computer is not available or practical.
The document describes the E-Ball, a spherical computer concept that is smaller than any laptop or desktop. It is 6 inches in diameter and contains components like a wireless optical mouse, laser keyboard, LCD projector, hard drive, RAM, and speakers. It works by using infrared rays and lasers for the keyboard and RF signals for the mouse. The document discusses the LCD and DLP projector technologies that could be used, as well as a virtual laser keyboard. It outlines the features and advantages of portability and large memory, but also disadvantages like high cost and difficulty of repairs.
The E-Ball is a concept for a spherical computer that is smaller than any laptop or desktop. It would contain all the standard components like a keyboard, mouse, and screen in a 160mm round sphere. The E-Ball would have a virtual keyboard, 2GB RAM, 350-500GB hard drive, integrated graphics and sound, speakers, wireless mouse, and connectivity options. It projects a holographic keyboard and is designed to work with other devices running Windows OS, though its cost would limit users to other than normal consumers.
This document describes the E-Ball concept PC, a spherical computer that is smaller than laptops and desktops. The E-Ball has a 6-inch diameter sphere size and contains components like a 120x120mm motherboard, wireless optical mouse, laser keyboard, 350-600GB hard drive, 5GB RAM, two 50W speakers, ports and a built-in LCD projector. It can project the desktop interface onto a wall or paper sheet when its projector is activated. The document discusses the projector technologies used, virtual keyboard functionality, advantages like portability, and disadvantages such as high cost.
This document discusses the E-Ball, a spherical computer created by Macedonian designer Apostol Tnokovski. The E-Ball aims to be the smallest computer ever created, fitting all the components of a traditional PC into a 6-inch sphere. It has features like a holographic display, optical mouse, laser keyboard, hard drive, RAM, speakers, ports and a dual-core processor. The E-Ball works by opening its stands and projecting its display onto walls or paper sheets. While portable and powerful, its high cost and incompatibility with normal operating systems are limitations. The document concludes the E-Ball could revolutionize computing by drastically reducing computer size.
The document describes the E-ball technology, a proposed concept for a portable, ball-shaped personal computer. The E-ball would contain components like a dual-core processor, integrated graphics and sound cards, speakers, an HD-DVD recorder, wireless mouse and keyboard, LAN/WLAN connectivity, webcam, 250-500GB hard drive, and 2GB of RAM inside a 160mm diameter ball. It would project the desktop screen onto a wall or paper sheet using an integrated LCD projector when a button is pressed. The E-ball would be highly portable but also have large storage capacity and memory. However, normal operating systems may not be compatible and repairs could be difficult.
The document discusses the E-Ball, a spherical computer designed by Macedonian product designer Apostol Tnokovski. The E-Ball has a wireless optical mouse and laser keyboard. It has a dual core processor, 5GB of RAM, 350-600GB of storage, and integrated graphics. It works by using lasers to project a keyboard and recognizes finger movements with an IR sensor. Applications include video presentations, office work, movies, internet, and music. Advantages are portability, storage capacity, and speed, while disadvantages are limited OS compatibility and high cost. The conclusion is that the E-Ball has taken computing to a new small form factor.
The document describes a concept for a spherical computer called the E-Ball. The E-Ball would be the smallest computer design to date, containing all the conventional components of a PC like a mouse, keyboard and screen within a 6-inch diameter sphere. It would project a virtual keyboard and use infrared rays, lasers and Bluetooth to allow keyboard and mouse functions without physical keys or devices. While innovative, the E-Ball would also be very expensive and present usability challenges compared to traditional computers.
The document describes a spherical computer called the E-Ball. The E-Ball was designed by Apostol Tnokovski to be the smallest PC ever made in a spherical shape. It has a projected keyboard and display. The E-Ball has all the features of a traditional computer inside its 160mm round sphere and projects its screen onto walls or paper sheets using an internal projector. It contains components like a virtual keyboard, processor, RAM, hard drive and projector. The E-Ball allows for portable use and large screen presentations but has a very high cost and could be difficult to repair hardware issues.
The document describes the E-Ball, a spherical computer that is the smallest PC design. Measuring 160mm in diameter, the E-Ball contains all the components of a traditional computer, including a motherboard, hard drive, web cam, and more. It has a wireless optical mouse, virtual keyboard, LCD projector, 350-600GB hard drive, and is powered by pressing buttons on the sides. While portable and high performance, it also has high costs and potential difficulties with hardware issues. The E-Ball represents how computer technology is pushing boundaries to create increasingly compact devices.
This document discusses air-based gesture recognition technology. It can interpret human gestures using cameras and computer vision algorithms. Air-based gestures use these techniques to recognize body movements, especially of the hands and arms, and map them to actions in gaming and other applications. Some challenges in the research are accurately recognizing different gestures and whether controller-based or controller-free gestures feel more intuitive for different types of applications like gaming, exercise, or dance.
The document describes the E-ball, a spherical computer concept that is the smallest PC design. Key features include a 6-inch diameter sphere size with a 120x120mm motherboard. It uses infrared and laser for keyboard input and projects the display onto surfaces. While portable and useful for presentations, E-balls also have high costs and incompatibility with normal operating systems.
Mainstream mobile devices are being loaded with sensors. These devices can be used to create experiences that are tailored, adaptive and responsive to the way people live and work. Location-awareness allows devices to respond to place, networked address books enable socially rich communication experiences, and motion and gestural sensors empower designers to respond to context of use. All these elements are creating a ’sensitive ecosystem’; mobile devices that adapt gracefully to context and use.
This presentation will explore some of the design and technology trends that are shaping design for mobile devices, show examples of devices and services that are starting to take advantage of these trends, then explain how designers need to rethink design problems to take advantage of this technological ground-shift.
Presented at Web Direction South '08.
This document summarizes research into using multi-touch interfaces in public contexts like events, libraries, museums and schools. It describes observations of people using multi-touch at an event with VJs, DJs and new media artists. It found that physical controls are important for fine-grained control and feedback. Different use groups were identified, including fixed interaction, presentation and creation. The design direction is to take inspiration from analog tools like paper and pens to design novel multi-touch interactions.
This document discusses audio information and media. It describes different types of audio information like radio broadcasts, music, and podcasts. It then discusses various ways of storing audio media such as tapes, CDs, USB drives, memory cards, computer hard drives, and the internet. The document also covers common audio file formats like MP3, M4A, WAV, and WMA. It distinguishes between hearing and listening and describes elements and principles of sound design including dialogue, sound effects, music, silence, and mixing.
Hearing Voices: An Overview of Augmented Reality AudioTim Haynes
A look at the current state of augmented reality audio, the major players, inflection points on the horizon, and specific ways geotagged audio can apply to travel -- both today and in the future.
This document provides an overview of game audio essentials for developers in Turkey. It introduces Alpan Aytekin and his background and experience in game audio. It then lists other game audio professionals in Turkey and provides links to audio resources. The document discusses topics like the importance of game audio, differences between film and game scoring, interactive audio approaches, sound effects, sampling and formats, and includes a reference section.
The document describes an E-Ball, a spherical computer created by Apostol Tnokovski. It is the smallest PC ever made, with a diameter of only 6 inches. The E-Ball contains all standard computer components, including a motherboard, hard drive, RAM, speakers, wireless keyboard and mouse projected using lasers, and LCD or DLP projectors to display the screen on any flat surface. It has advantages of portability and ability to project the display in any open space, but disadvantages of high cost and difficulty in accessing internal components if problems occur.
This document presents the concept of the E-Ball, the smallest PC designed by Apostol Tnokovski in 1982. The E-Ball is a spherical computer around 6 inches in diameter that contains components like a dual-core processor, RAM, hard drive and ports. It projects its display and virtual keyboard using an embedded pico projector. The E-Ball is portable and allows presentations without needing an external display or keyboard. While innovative, it also has drawbacks like needing a plane surface for projection and typing.
The document summarizes the E-Ball, a spherical computer designed by Apostol Tnokovski. It has all the traditional PC elements like a mouse, keyboard, large screen display and DVD recorder compressed into a small 6-inch diameter sphere. The software interface is highly stylized with easy to remember icons that support all Windows operating systems. The E-Ball is portable and has a large memory, making it useful for video presentations.
The document describes the E-Ball concept of a spherical computer. Key points include:
- The E-Ball would be a 6-inch diameter sphere containing all standard PC components like a motherboard, hard drive, RAM, speakers in a compact design.
- It would project the desktop onto any surface using an internal LCD projector and include a virtual keyboard and wireless mouse.
- The document discusses LCD vs DLP projector technologies that could be used and highlights advantages of the E-Ball like portability while also noting challenges like difficulty in repairs.
The document describes the E-Ball, a concept for a spherical computer. Key aspects of the E-Ball include its small 6-inch diameter size, LCD projector for displaying content on walls or paper, and laser keyboard that projects onto surfaces. The E-Ball would contain standard computer components like a hard drive, RAM, and processor in a portable, sphere-shaped device for presentations or use when a traditional computer is not available or practical.
The document describes the E-Ball, a spherical computer concept that is smaller than any laptop or desktop. It is 6 inches in diameter and contains components like a wireless optical mouse, laser keyboard, LCD projector, hard drive, RAM, and speakers. It works by using infrared rays and lasers for the keyboard and RF signals for the mouse. The document discusses the LCD and DLP projector technologies that could be used, as well as a virtual laser keyboard. It outlines the features and advantages of portability and large memory, but also disadvantages like high cost and difficulty of repairs.
The E-Ball is a concept for a spherical computer that is smaller than any laptop or desktop. It would contain all the standard components like a keyboard, mouse, and screen in a 160mm round sphere. The E-Ball would have a virtual keyboard, 2GB RAM, 350-500GB hard drive, integrated graphics and sound, speakers, wireless mouse, and connectivity options. It projects a holographic keyboard and is designed to work with other devices running Windows OS, though its cost would limit users to other than normal consumers.
This document describes the E-Ball concept PC, a spherical computer that is smaller than laptops and desktops. The E-Ball has a 6-inch diameter sphere size and contains components like a 120x120mm motherboard, wireless optical mouse, laser keyboard, 350-600GB hard drive, 5GB RAM, two 50W speakers, ports and a built-in LCD projector. It can project the desktop interface onto a wall or paper sheet when its projector is activated. The document discusses the projector technologies used, virtual keyboard functionality, advantages like portability, and disadvantages such as high cost.
This document discusses the E-Ball, a spherical computer created by Macedonian designer Apostol Tnokovski. The E-Ball aims to be the smallest computer ever created, fitting all the components of a traditional PC into a 6-inch sphere. It has features like a holographic display, optical mouse, laser keyboard, hard drive, RAM, speakers, ports and a dual-core processor. The E-Ball works by opening its stands and projecting its display onto walls or paper sheets. While portable and powerful, its high cost and incompatibility with normal operating systems are limitations. The document concludes the E-Ball could revolutionize computing by drastically reducing computer size.
The document describes the E-ball technology, a proposed concept for a portable, ball-shaped personal computer. The E-ball would contain components like a dual-core processor, integrated graphics and sound cards, speakers, an HD-DVD recorder, wireless mouse and keyboard, LAN/WLAN connectivity, webcam, 250-500GB hard drive, and 2GB of RAM inside a 160mm diameter ball. It would project the desktop screen onto a wall or paper sheet using an integrated LCD projector when a button is pressed. The E-ball would be highly portable but also have large storage capacity and memory. However, normal operating systems may not be compatible and repairs could be difficult.
The document discusses the E-Ball, a spherical computer designed by Macedonian product designer Apostol Tnokovski. The E-Ball has a wireless optical mouse and laser keyboard. It has a dual core processor, 5GB of RAM, 350-600GB of storage, and integrated graphics. It works by using lasers to project a keyboard and recognizes finger movements with an IR sensor. Applications include video presentations, office work, movies, internet, and music. Advantages are portability, storage capacity, and speed, while disadvantages are limited OS compatibility and high cost. The conclusion is that the E-Ball has taken computing to a new small form factor.
The document describes a concept for a spherical computer called the E-Ball. The E-Ball would be the smallest computer design to date, containing all the conventional components of a PC like a mouse, keyboard and screen within a 6-inch diameter sphere. It would project a virtual keyboard and use infrared rays, lasers and Bluetooth to allow keyboard and mouse functions without physical keys or devices. While innovative, the E-Ball would also be very expensive and present usability challenges compared to traditional computers.
The document describes a spherical computer called the E-Ball. The E-Ball was designed by Apostol Tnokovski to be the smallest PC ever made in a spherical shape. It has a projected keyboard and display. The E-Ball has all the features of a traditional computer inside its 160mm round sphere and projects its screen onto walls or paper sheets using an internal projector. It contains components like a virtual keyboard, processor, RAM, hard drive and projector. The E-Ball allows for portable use and large screen presentations but has a very high cost and could be difficult to repair hardware issues.
The document describes the E-Ball, a spherical computer that is the smallest PC design. Measuring 160mm in diameter, the E-Ball contains all the components of a traditional computer, including a motherboard, hard drive, web cam, and more. It has a wireless optical mouse, virtual keyboard, LCD projector, 350-600GB hard drive, and is powered by pressing buttons on the sides. While portable and high performance, it also has high costs and potential difficulties with hardware issues. The E-Ball represents how computer technology is pushing boundaries to create increasingly compact devices.
This document discusses air-based gesture recognition technology. It can interpret human gestures using cameras and computer vision algorithms. Air-based gestures use these techniques to recognize body movements, especially of the hands and arms, and map them to actions in gaming and other applications. Some challenges in the research are accurately recognizing different gestures and whether controller-based or controller-free gestures feel more intuitive for different types of applications like gaming, exercise, or dance.
The document describes the E-ball, a spherical computer concept that is the smallest PC design. Key features include a 6-inch diameter sphere size with a 120x120mm motherboard. It uses infrared and laser for keyboard input and projects the display onto surfaces. While portable and useful for presentations, E-balls also have high costs and incompatibility with normal operating systems.
Mainstream mobile devices are being loaded with sensors. These devices can be used to create experiences that are tailored, adaptive and responsive to the way people live and work. Location-awareness allows devices to respond to place, networked address books enable socially rich communication experiences, and motion and gestural sensors empower designers to respond to context of use. All these elements are creating a ’sensitive ecosystem’; mobile devices that adapt gracefully to context and use.
This presentation will explore some of the design and technology trends that are shaping design for mobile devices, show examples of devices and services that are starting to take advantage of these trends, then explain how designers need to rethink design problems to take advantage of this technological ground-shift.
Presented at Web Direction South '08.
This document summarizes research into using multi-touch interfaces in public contexts like events, libraries, museums and schools. It describes observations of people using multi-touch at an event with VJs, DJs and new media artists. It found that physical controls are important for fine-grained control and feedback. Different use groups were identified, including fixed interaction, presentation and creation. The design direction is to take inspiration from analog tools like paper and pens to design novel multi-touch interactions.
This document discusses audio information and media. It describes different types of audio information like radio broadcasts, music, and podcasts. It then discusses various ways of storing audio media such as tapes, CDs, USB drives, memory cards, computer hard drives, and the internet. The document also covers common audio file formats like MP3, M4A, WAV, and WMA. It distinguishes between hearing and listening and describes elements and principles of sound design including dialogue, sound effects, music, silence, and mixing.
Hearing Voices: An Overview of Augmented Reality AudioTim Haynes
A look at the current state of augmented reality audio, the major players, inflection points on the horizon, and specific ways geotagged audio can apply to travel -- both today and in the future.
This document provides an overview of game audio essentials for developers in Turkey. It introduces Alpan Aytekin and his background and experience in game audio. It then lists other game audio professionals in Turkey and provides links to audio resources. The document discusses topics like the importance of game audio, differences between film and game scoring, interactive audio approaches, sound effects, sampling and formats, and includes a reference section.
This document discusses sonification and generative music. Sonification involves using non-verbal sounds to convey information or interpret data. Generative music involves rules or processes that compose music, such as canon, counterpoint, and fugue. Examples provided include sonifying data about the Mississippi River, assigning notes to digits in pi for a piano piece, and a work that uses numbers to symbolize aspects of 9/11. Software like Max/MSP allows integrating sounds and interactive possibilities on a personal computer through graphical programming.
The document discusses sound design for interactive projects. It defines sound design as the manipulation of audio elements to achieve a desired effect, and notes that sound design includes all sound elements of various projects. It also discusses common barriers to sound design, why sound is important for interactive experiences, and basic communication functions of sounds like greetings and warnings.
This document outlines a project to create a soundscape composition of Portsmouth based on the acoustic ecology theory of R. Murray Schafer. It will involve collecting audio recordings from various locations around Portsmouth and removing the link between the sounds and accompanying footage. The project will apply Schafer's concepts of soundmarks, keynotes, and sound signals to analyze the geophony, biophony and anthrophony present. It discusses the methodology, locations that will be sampled, equipment needed, a Gantt chart, SWOT analysis, example audio/footage, and references.
This document provides definitions for key terms related to sound design and production for computer games. It includes a glossary with over 20 terms defined, each with a short definition and link to the source. The student has also provided details on how several of the terms relate to their own production practice, such as using .wav and .mp3 file formats, MIDI keyboards to create sounds, and sample rates and bit depths when rendering sounds.
Introduction to digital storytelling for placemakingAlison McCandlish
A workshop for PAS volunteers which gives an introduction to using audio and video for placemaking, town planning, heritage and urbanism professionals. The presentation gives some screenshots from the PAS 'Place Work Folk' project as well as work by the author as part of work with IHBC and the Digital Commonwealth Project.
The document provides an overview of audio applications and production. It discusses sound versus audio and how digital audio works. It describes different types of audio applications for video/film, multimedia, and the web. It also outlines the roles of different professionals involved in audio production teams, including artists, studio musicians, producers, engineers, and mastering engineers.
Professor Barry Lloyd Vercoe discussed three organizations that have fostered innovation through interdisciplinary research: the MIT Media Lab, One Laptop per Child, and the Echo Nest Corporation. He explained that innovation springs from the clash of cultures, disciplines, ways of thinking, and ways of doing things, with a high tolerance for failure. To foster innovation, he recommends creating an open research environment that maximizes connections across disciplines and encourages experimentation without prescriptive goals.
The document is a glossary created by Lewis Brierley for a unit on sound design and computer games. It contains definitions for over 20 key terms related to sound design methodology, file formats, limitations, recording systems, MIDI, sampling and more. Each term has a short definition from an online source as well as Lewis' description of how the term relates to his own production practice.
The eyes want to have it: Multimedia Handhelds in the Museum (an evolving story)Peter Samis
A variant of this presentation, titled "Knowledge on Demand, Knowledge in Hand: Visitor-centered mobile multimedia," was delivered on 3 October 2008 at the conference "Knowledge in Demand '08" in Bern, Switzerland.
Similar to Auditory Interfaces for Small Screen Mobile Devices (14)
Fine-Grained Visual Categorization Workshop
Organized in conjunction with 2019 Conference of Computer Vision Pattern Recognition
In this talk I will briefly address the history of the Met’s collection in digital form and what makes it stand out among other museums’ collections. We’ll explore the quirks in the data, the categorization challenges we face, and propose use cases for which machine learning holds promise for our subject matter experts and online users.
Wayfinding is a common problem among museums, and you might think it's necessary to spend a lot of time and resources to devise the perfect solution. The floorplan at the Met is quite complex, so when we set out to build a map feature for the Met App, we knew it would be a formidable challenge. If that weren't enough, our small team had only a short period of time to design and develop a mobile map that could be used on two native platforms, and, most importantly, would be useful for our visitors.
Instead of spending months building a product that we think our visitors want, we decided to build a minimum viable product (MVP) that our visitors could be using sooner rather than later. We then used a build-measure-learn feedback loop to iterate and perfect the Map to improve the day to day experience of our visitors. We will discuss the process behind building the Met App Map, and we'll share what we learned along the way.
(Geo) Phone Tag is a location-based audio system for mobile devices that provides contextual audio information to users based on their location to address the information bottleneck that smaller mobile devices face. It leverages the cocktail party effect to deliver a more immediate audio solution and has been prototyped for use on the Shanghai Metro system and mobile devices, allowing the phone to act as a cursor for interacting with surround sound and context-based audio content from services like Yahoo. Further development and user testing is focused on enhancing the social possibilities and integrating contextual audio with product design.
A brief presentation I gave at the 2006 O'Reilly Emerging Telephony Conference about a prototype system built in Asterisk for geotagging audio recordings.
The document describes the design, development, launch and lessons learned from the MoMA Audio+ mobile app project. It discusses the iterative design process using storyboards, wireframes and designs informed by user feedback. It also outlines the transition from initial siloed development teams to a more agile structure of multidisciplinary developers. Key lessons included people enjoying photos, analytics should be included early, and building functionality for different languages. Future plans include expanding to Android and additional features.
In order to document and share the soundscapes of our world, we built an online sound map in the summer of 2012 and asked the public to contribute to it with field recordings and sounds from their lives. The map was presented as a sound component to the _ MoMA Studio: Common Sense _ space, held in conjunction with the _ Century of the Child _ exhibition. There are now over 100 recordings on the map, and the sounds are rich and varied: wind turbines in Andalucía and Ireland, chanting from Japan, a manifestation in Madrid, various recordings throughout the streets of London, a soundwalk through The Museum of Modern Art, Cypriot goats, Californian owls, and Irish birds. The map is meant to draw attention to the sonic characteristics of various locations around the world, and it was therefore designed to have minimal visual information. We will briefly touch on the development process and plans for the future.
Cosa hanno in comune un mattoncino Lego e la backdoor XZ?Speck&Tech
ABSTRACT: A prima vista, un mattoncino Lego e la backdoor XZ potrebbero avere in comune il fatto di essere entrambi blocchi di costruzione, o dipendenze di progetti creativi e software. La realtà è che un mattoncino Lego e il caso della backdoor XZ hanno molto di più di tutto ciò in comune.
Partecipate alla presentazione per immergervi in una storia di interoperabilità, standard e formati aperti, per poi discutere del ruolo importante che i contributori hanno in una comunità open source sostenibile.
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7. Listening to the Blind
» Designing an auditory
calendar
» Learning how the visually
impaired access information
» Observing Text-to-speech
translation
8. Screen Readers
» JAWS
» Listen once and
remember
» Slow in translating
detail
» No such thing as an
overview
15. » As users, we are all facing the same problem.
» As designers, we can learn from each other.
» How far can we take the auditory interface?
Data as Sound
17. What is a Soundscape?
» An acoustic environment
» Natural and man made sounds
» Multiple layers
18. Information - list
» Outside
» Windy day
» Busy urban daytime
» New York (Brooklyn) accent
» Standing on a corner
» Intersection
» Traffic cycles
» Bumpy road
» Chinese spoken
19. How much can we process at
one time?
» The Magical Number 7 (+/- 2)
» Foreground and Background
» Selective Listening
20. Selective Listening
» Tuning in and out
» Finding cues in noise
» Selecting information when we need it.
Examples are from Ben Rubin, Ear Studio www.earstudio.com
QuickTime™ and a
Sorenson Video 3 decompressor
are needed to see this picture.
QuickTime™ and a
Sorenson Video 3 decompressor
are needed to see this picture.
21. What are the advantages of
using sound?
»Pitch
»Timbre
»Volume
»Rhythm
»Localized
» Multidimensional:
23. Designing for Interaction with
Sound
» Process
» Mapping - Association of sounds to events
» Layering - Playing back multiple sounds
simultaneously.
» Spatialization - Making individual sounds
accessible.
24. Clues on Mapping
» Assign a
recognizable sound
» Tie in detailed
information
QuickTime™ and a
Sorenson Video 3 decompressor
are needed to see this picture.
26. Mapping
» Symbolic Sounds
» Bells = Business
» Piano = Social
» Vibraphone = Reminder
» Woodblock = Separation in time
27. Early Response
» Difficult to make
dynamic
» Navigation? QuickTime™ and a
Cinepak decompressor
are needed to see this picture.
28. Surround Solution
» Enter event into calendar
» Voice recording = detail layer
» Association = summary
29. Surround Samples
» More information requires symbolic sound
associations
» Specific sound qualities make appointments/events
discernable
day (iconic)
day (symbolic)
week
35. Conclusions
» The answer lies in understanding how we
make sense of information without
technology.
» Universal translation can and will benefit
everyone.
» Experimenting and sharing information on
auditory design will advance UI design.
Capability has outpaced usability in the migration to handheld mobile devices and this is forcing interaction designers to expand their palate or tool set to meet new demands.
The demands are not in generating more information but in accessing, filtering and making sense of what we have.
We believe it is time to explore and expand the auditory interface and that clues for how to do so can be found in listening to the blind.
Interaction Designer
Currently at NYU attending ITP program
Focus is on assistive technology
Expanding HCI beyond keyboard and mouse.
I’m also at ITP.
Before starting there, I worked in sound design.
At ITP my focus has been on interactive sound applications and devices, more specifically exploring challenges and advantages of providing information sonically.
Started working with visually impaired with Michael on Fermata, our audio calendar project.
Now using my skills with interactive sound design to work further with visually impaired.
Today we want to share what we have learned and how it pertains to this “attention economy.”
First:
how the blind use technology
There is an advantage to working together.
Next:
working with with sound
explore the un-tapped properties of sound
Finally:
share with you examples of applications, including Fermata and some of the lessons we and other developers have learned.
Nearly a year ago, Spencer, myself and onother partner from ITP, David Yates, set out to
design a better system for keeping track of time and events, essentially, build a better organizer.
IT was a response to what we felt was an over-taxed visual interface and to find something new, we decided to throuw out visuals all together.
Our method or process began with partnering with the visually impaired.
We know what data looks like in applications, a full calendar, a full inbox, a long document, but if we take away the screen, what would it sound like?
This is Karen and Lynette, both are legaly blind, both use technology, infact, they train people on the use of technology and we will be hearing from them more later in the presentation.
We spoke with them, and many other members of the blind community to learn how they listen to information on their computers, and how they listen to information in the environment.
On the PC, the translation of data is all done text-to-speech
This is what checking your email inbox sounds like to a blind user with the JAWS screenrteader system.
We are not playing this to say that screen readers are bad, they are amazing in what they provide acces to.
Elements missing
Link in a document for example
You have to hear it once and remember. Demands attention.
Expansion in time.
From these observations, we had defined our challenge. To build a better system using sound we would have to figure out…
How can we condense time.
Find a form of representation beyond text and speech?
Define a shorthand rule we can provide to all users?
To some extent, there are some solutions on the market.
This is a PDA
One in a long history of technical solutions to information access.
Braille represents one of the answers in the translation of data, it’s a form of short hand, it let the user get through information quickly.
(Play clip of Karen, master of the Braille Note.)
What works here -
Quick access
Tactile shorthand
What are we lacking -
Overview, speed.
These devices are impressive, the down side is that there is an even greater digital divide among the disabled community.
The answer is not in hardware. An accessible PDA can run nearly five grand.
While Braille offers an advantage but only to few. Wee need a mian-stream application,
Can one design or enhanced design layer work for many? And how much would need to be translated?
The lever vs knob.
Sound can be the lever.
Are we ready for an auditory interface?
We think the answer is yes, if not today then soon.
(play clip of commuters)
Earbud culture.
Mobile devices have gotten smarter and they want us to listen.
C of devices in our pockets.
Astor Place observation.
So here we are with rich media and social software literally in the palm of our hand without visuals.
We are now just like Karen and Lynette and we want the same thing, efficient, meaningful access.
If we listen and share ideas, we can find new ways of making sense of complex, multi-layered information.
Hand off to spencer
One term we will be using often in the remainder of the talk is soundscape. A soundscape is the sonic landscape, the acoustic environment that surrounds us at any given moment, an environment from which we can glean data if we pay attention to it.
It is made up of multiple layers which include all the natural and manmade sounds in our environment.
We will now play a one-minute soundscape that I recorded, and I want you to see what you can find out about the environment based on the auditory clues you hear.
After clip - anyone want to take a stab at where that might have been recorded or what kind of things were happening in the environment?
-outside, kind of windy day
-sounds of the city
-might not know which city, but if you listen closely you might have heard a Brooklyn accent at the beginning
-standing on a corner (sound of plastic scraping on the ground from sharp right to the front, then sharp left)
-traffic cycles might have clued you in on the fact that I was standing on a corner - sharp left to in right in front of me, then off at a distance in front of me to sharp right.
-also squeaky truck brakes
-that might have clued you in to the fact that I was standing at an intersection
-then at very end you might have heard a little Chinese being spoken
-Indeed I was standing at a corner on Canal & Mulberry about two weeks ago in Chinatown
Point of this is that there are tons of streams of audio hitting you at once, all the time. All of them are offering information that you could use if you needed it.
Combine with photo.
But how much can we really take in?
In our research for the Fermata Calendar project, we came across the Magical Number Seven, Plus or Minus Two. this was a topic published in Psychology Review back in 1956 by George Miller. His finding was that humans can keep seven different words, sounds, terms, numbers in their head at once if they really put their mind to it. That helped inform us as to how much we can stream to the user before they become bogged down, and unable to process the information.
Traditionally, sounds in applications are in the foreground, they serve to grab your attention, alarm and notify you. But as we just experienced in the soundscape, there is room for a whole lot more. Sounds can move in and out of foreground and background, and we can tune in to what we want.
When you know what you’re looking for or maybe when you are ready to take in the information, it’s easier to find the what you need.
Getting back to the soundscape example - if you put your mind to it, you could tell whether or not it was raining, maybe whether it’s safe to cross the street, or whether you’re in Chinatown or the West Village.
So now we’ll play you some examples of research done by Ben Rubin, from Ear Studio in New York. He did a study on the aural feedback given to you in the New York subway stations, and made some suggestions on how to improve what is already in place.
So when you are in this situation, What do you want to know? Whether your fare card is working, whether a train is coming, and if so, which way that train is going.
<Play clip 1>
What can we actually hear in this noisy environment? The current system uses a high pitched tone when you swipe the card. It gives you one tone when you are OK to go through, two tones in succession if the card swipe didn’t work, and three tones if the card worked, but you are running low on funds.
<play clip 2>
Ben’s proposals certainly sound much nicer and more musical than the current scheme. He is also using tones with certain qualities that help a person pick them out over the din of a New York subway station.
Now I’m going to talk about the different tools to get what you want across to your user when you are working with sound.
The great thing about using sound is that it has multiple dimensions:
-Pitch (frequency) High and low lend themselves to mapping well, but mapping to discrete notes may make things difficult for non-musicians. This is also where those pleasing melodies you heard in Ben’s example come in.
-Timbre is what give sound it’s character. What makes a sound sound like a trumpet or violin. It’s great because it’s helps to differentiate sounds, and it has instant connotations (eg a trumpet sound will might make you perk up and a violin sounds romantic or tragic.)
-Loudness can be used to varying degrees of success. It might be hard to hear differences in volume among sounds in a busy soundscape, but changes in volume can be used effectively to indicate things turning on or off.
-Timing or Rhythm - Using rhythm is a great way to quickly get across urgency or busy-ness.
-Direction/Spatiality - is a tool we use in our calendar to separate the sounds out to let us play many simultaneously.
Each of these can be mapped to data to varying degrees of success.
Hand off to MJ
So this is a good time to come back to our application, the mobile calendar for the visually Impaired, Fermata
Map
Layer
Spatial Placement
This is exactly the process we used in our design.
Mapping - Association of sounds to events
Layering - Playing back multiple sounds simultaneously.
Spatialization - Making individual sounds accessible.
Lynettes feedback on mapping symbolic or iconic sounds.
Iconic sounds are sounds that analogous to the info that you are trying to get across.
We use them as headlines for the events in the calendar.
These are good:
Instant identification because of direct relationship to the data you are representing and offer an opportunity for user customization and
. Problems with building in libraries of iconic sounds.
Symbolic sounds
Sounds that have abstracted relationship with event
Sound qualities: sharp attack, high frequencies are easier to place
Bells: business appts. bells have been used to signify time for centuries (because of these qualities) can hear from far away and don’t need to be facing the tower or need to see it.
Piano: social appts. Relaxing
Vibraphone: all day events. longer, sustaining tone
Woodblock we used to separate the time segments within each view.
Turned to Surround for more control.
So let’s make an appointment and map it.
Let’s say I call Lynette about going to dinner and a concert on Saturday
Lynette would speak that information into her device and the appointment would exist on two levels, a detail and a summary.
(play clip of cork pop)
Rings of sound
In or out
Left or right
Now let’s listen to Our day in Surround.
Now let’s check the week.
Monday is to the left now and Sunday to the far right.
Listen for Saturday night.
(play)
What has become clear to us over this past year is that the answer to the auditory interface lies in understanding how we make sense of information en every day life.
When we do find answers, the great news is that audio is scalable, unlike the visual interface an auditory interface can move independent of physical form factor. What benefits the blind will benefit everyone.
Last, In digging for answers on this topic it is evident that the knowledge is here to make it happen but it exists in different silos, game design, scoring for film, interaction design, assistive technology. In Manhattan, at Tisch, we have the unique opportunity to have all of this under one roof at 721 Broadway but even then, we are on different floors and departments and what we need is a place to pull these ideas together and stack solutions next to each other.
This is why we are so honored to have a chance to share what we have found, in a hope that others can pick up on one area or another and help contribute.
Spencer and I have created a WIKI page that we will be filling out with content and we encourage you to contribute or distribute this resource to anyone who may be interested.
Thank You.