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1.
听觉是视觉很好的辅助手段,使用多通道用户界面有利于提高人机交互的效率。可听化是用非语音来表示信息的技术,可听化正成为一种新的可用于模式识别、数据分析的工具。该文提出CAD可听化研究的实现途径,从工程应用角度总结归纳了适合可听化的CAD数据类型,分析了相应的数据映射算法设计,在CAD机构设计中,通过设计方案实时运动仿真,进行运动学和动力学分析计算,讨论二维连续数据的可听化。  相似文献   

2.
听觉显示是应用声音表示信息,通过听觉来显示和传递信息.本文首先介绍了听觉显示的研究背景,回顾了听觉显示的研究历史和国内外的研究现状,指出了听觉显示方面主要的研究领域;其次通过对听觉显示用户界面研究及可听化研究的分析,对当前听觉显示研究的发展进行了总结;最后对听觉显示及其应用研究前景提出了一些展望,旨在为今后的研究和应用提供一点思路.  相似文献   

3.
移动机器人听觉定位技术研究   总被引:2,自引:0,他引:2  
将声源定位技术应用于机器人,使其具有听觉感知定位能力,这为机器人感知技术的研究提供了新的思路。本文综述智能移动机器人听觉感知技术的研究现状、主要问题及发展趋势,对声音信息的获取、初始声音信息的处理、声源定位、多传感器信息融合等技术进行详细介绍,并对其优缺点进行比较。  相似文献   

4.
针对现有的电子行走辅助(ETA)系统在普及和应用中的缺陷,自行设计了一种易使用的ETA系统模型AudioMan。该模型结合图像处理和听觉显示技术,给盲人用户提供道路方向和障碍物位置等环境信息。系统提出通过控制乐音的参数来实现可听化,用可听化来传递图像信息。可用性测试和评估结果表明,AudioMan所建立的用户听觉模型比现有的ETA系统更有效。  相似文献   

5.
可听化技术综述   总被引:3,自引:1,他引:2  
概述了可听化技术的研究现状及发展方向。在给出可听化技术的分类标准之后,文中重点讨论了在计算机系统中实现可听化系统的一般过程,即通常可分成室内声学仿真、双耳房间脉冲响应的计算及卷积3个步骤来实现。另外,文中还介绍了涉及可听化系统实现的主要软硬件产品,分析了该领域今后的研究方向,并指出了其在多个领域广泛的应用前景。  相似文献   

6.
移动情境感知及其交互研究   总被引:3,自引:0,他引:3  
结合情境信息的移动应用和交互研究是普适计算领域中非常重要的内容.综合移动情境感知相关研究的发展,从人机交互研究的角度,提出了基于用户、环境和任务的情境信息分类方法.根据情境信息的数据获取、数据表示、系统架构、数据处理、服务应用和系统评价等六个方面,分析了移动情境感知应用研究的关键问题,总结了移动情境感知对人机交互研究中的研究方法、数据收集、用户控制感及交互方式等产生的影响.最后提出了当前移动情境感知及其交互研究中存在的问题和可能的研究方向.  相似文献   

7.
朱君  汤庸 《软件学报》2007,18(Z1):95-101
群体感知是群体协作有效进行的前提条件.在分析当前群体感知模型及群体协作模型研究现状的基础上,以角色为协作基础,根据任务相关度、协作者间组织结构的紧密程度来进行分层感知,提出了一种支持层次角色群体感知的模型(role based hierarchical awareness model,简称RHAM).RHAM 首先构建了一个群体协作环境(group cooperation environment,简称GCE),然后在GCE 的基础上扩展定义群体协作感知内容、感知层次及感知相关特性.最后对该模型的应用进行了  相似文献   

8.
物联网情景感知技术研究   总被引:2,自引:0,他引:2  
与互联网不同,物联网(Internet of Things, IoT)通过各类通信技术将具有标识、感知或者执行能力的物理实体互联,形成了“物物互连”的虚拟网络。随着计算机及通信技术的迅速发展,计算资源将通布人们周围的环境,情景感知技术应运而生。情景感知获得传感器采集的情景信息以后,对信息进行智能处理,自主地为用户提供服务。物联网具有海量信息的特性,传统的情景信息处理方法已不再适用。对物联网情景感知技术进行了详细的介绍,首先给出情景和情景感知的概念及其研究发展和应用。然后,结合物联网特性,以情景感知流程为主线,探讨了信息获取、建模和智能处理等内容。最后,系统结构是情景感知的关键,因此对现有的系统结构进行了分析和对比,结合物联网环境论述了当前情景感知系统的不足之处,并给出了情景感知系统的参考结构。  相似文献   

9.
移动群体感知技术研究   总被引:1,自引:0,他引:1  
移动互联网的不断成熟以及搭载各种传感器的智能终端的广泛应用和普及催生了全新的研究领域,即移动群体感知技术领域。移动群体感知是以人为中心的感知,人在感知过程中扮演着重要的角色,发挥着重要的作用。移动群体感知概念自提出以来,受到了学术界和工业界的广泛关注,移动群体感知技术广泛应用于交通、医疗健康等各个领域以及人们日常生活中的各个方面。首先从移动群体感知概念、感知模式、感知规模及其特性的角度阐述了移动群体感知的内涵;在此基础上,对群体感知技术的应用进行了分类,并且对现有典型的移动群体感知研究项目进行了分析、总结和比较;进而描述了移动群体感知技术向规模化、系统化发展的趋势及面向服务的"端+云"的移动群体感知体系架构;最后重点阐述了移动群体感知在大规模环境下所面临的全新挑战及应对策略。  相似文献   

10.
随着移动商务的发展,情景感知在交互移动计算系统中的应用越来越广泛。为了把这一概念应用到设计的动态环境中,有必要了解什么是情景感知、情景感知的分类等概念。学者们针对情景感知概念的讨论和验证从未停止过,分析情景感知在移动计算中的应用是当前一个重要的研究方向。本文对情景感知概念及移动计算数据获取的方法提出了一些建议。  相似文献   

11.
ABSTRACT

Visual representations of data introduce several possible challenges for the human visual perception system in perceiving brightness levels. Overcoming these challenges might be simplified by adding sound to the representation. This is called sonification. As sonification provides additional information to the visual information, sonification could be useful in supporting the visual perception. In the present study, usefulness (in terms of accuracy and response time) of sonification was investigated with an interactive sonification test. In the test, participants were asked to identify the highest brightness level in a monochrome visual representation. The task was performed in four conditions, one with no sonification and three with different sonification settings. The results show that sonification is useful, as measured by higher task accuracy, and that the participant's musicality facilitates the use of sonification with better performance when sonification was used. The results were also supported by subjective measurements, where participants reported an experienced benefit of sonification.  相似文献   

12.
Stuart Jones 《AI & Society》2012,27(2):223-231
The author examines concepts of real time and real-time in relation to notions of perception and processes of sonification. He explores these relationships in three case studies and suggests that sonification can offer a form of reconciliation between ontology and phenomenology, and between ourselves and the flux we are part of.  相似文献   

13.
Three experiments explored the effectiveness of continuous auditory displays, or sonifications, for conveying information about a simulated anesthetized patient's respiration. Experiment 1 established an effective respiratory sonification. Experiment 2 showed an effect of expertise in the use of respiratory sonification and revealed that some apparent differences in sonification effectiveness could be accounted for by response bias. Experiment 3 showed that sonification helps anesthesiologists to maintain high levels of awareness of the simulated patient's state while performing other tasks more effectively than when relying upon visual monitoring of the simulated patient state. Overall, sonification of patient physiology beyond traditional pulse oximetry appears to be a viable and useful adjunct to visual monitors. Actual and potential applications of this research include monitoring in a wide variety of busy critical care contexts.  相似文献   

14.
Although retinal neural implants have considerably progressed they raise a number of questions concerning user acceptance, risk rejection, and cost. For the time being we support a low cost approach based on the transmission of limited vision information by means of the auditory channel. The See ColOr mobility aid for visually impaired individuals transforms a small portion of a coloured video image into sound sources represented by spatialised musical instruments. Basically, the conversion of colours into sounds is achieved by quantisation of the HSL colour system. Our purpose is to provide blind people with a capability of perception of the environment in real time. In this work the novelty is the simultaneous sonification of colour and depth, the last parameter being coded by sound rhythm. The main drawback of our approach is that the sonification of a limited portion of a captured image involves limited perception. As a consequence, we propose to extend the local perception module by introducing a new global perception module aiming at providing the user with a clear picture of the entire scene characteristics. Finally, we present several experiments to illustrate the limited perception module, such as: (1) detecting an open door in order to go out from the office; (2) walking in a hallway and looking for a blue cabinet; (3) walking in a hallway and looking for a red tee shirt; (4) avoiding two red obstacles; (5) moving outside and avoiding a parked car. Videos of experiments are available on http://www.youtube.com/guidobologna.  相似文献   

15.
The idea behind sonification is that synthetic non-verbal sounds can represent numerical data and provide support for information processing activities of many different kinds. This article describes some of the ways that sonification has been used in assistive technologies, remote collaboration, engineering analyses, scientific visualisations, emergency services and aircraft cockpits. Approaches for designing sonifications are surveyed, and issues raised by the existing approaches and applications are outlined. Relations are drawn to other areas of knowledge where similar issues have also arisen, such as human-computer interaction, scientific visualisation, and computer music. At the end is a list of resources that will help you delve further into the topic.  相似文献   

16.
The public release of datasets on the internet by government agencies, environmental scientists, political groups and many other organizations has fostered a social practice of data visualization. The audiences have expectations of production values commensurate with their daily experience of professional visual media. At the same time, access to this data has allowed visual designers and artists to apply their skills to what was previously a field dominated by scientists and engineers. The ‘aesthetic turn’ in data visualization has sparked debates between the new wave and older more scientifically grounded schools of thought on the topic. Sonification is not as well known or commonly practiced as visualization. But sound is a naturally affective, aesthetic and cultural medium. The extension of the aesthetic turn to sonification could transform this field from a scientific curiosity and engineering instrument into a popular mass medium. This paper proposes that a design approach can facilitate an aesthetic turn in sonification that integrates aesthetics and functionality by dissolving divisions between scientific and artistic methods. The first section applies the design perspective to the definition of sonification by replacing the linguistic concept of representation with non-verbal concept of functionality. The next section describes applications of the TaDa design method that raised aesthetic issues particular to sonification practice. The final section proposes a pragmatic aesthetics that distinguishes sonification from the auditory sciences and sonic arts. A design perspective may lead to a future where the general public tunes into pop sonifications for listening enjoyment as well as useful information about the world.  相似文献   

17.
Sonification is a fairly new term to scientists who are unaware of its multiple use cases. Even if some general definitions of the concept of sonification are commonly accepted, heterogeneous techniques – significantly different as it regards approaches, means and goals – are available. In this work we propose a reference system useful to interpret already-existing sonification instances and to plan new sonification tasks. This work aims to present a reference system for sonification using the inherent properties in the sonic output rather than the data itself. Validation has been conducted by automatically analyzing available experiments and examples, and placing them on the proposed sonification space, according to time-granularity and abstraction-level dimensions. This work can constitute the starting point for future research on computer-assisted sonification. It will be beneficial to a wide range of readers, in particular those from different disciplines looking at new ways to present and analyze data.  相似文献   

18.
Monitoring the performance of a web marketing campaign is usually a long-lasting, low-effort but distracting task, where a user repeatedly glances at some sort of visual analytics tools to check whether the campaign is going well. In this paper, we explore an alternative approach for this task, where the performance of a web marketing campaign is monitored through sonification, using the soundset of popular 8-bit arcade video games. On one hand, sonification would allow a user to be constantly informed about the current state of the campaign without being distracted. On the other hand, the sound metaphors coming from popular 8-bit arcade video games would be able to convey information about the status of the campaign in a simple and effective way (i.e., if the sonification of a campaign resembles the audio of a successful game session, then the campaign is going well). We investigated this idea by developing a prototype system for the sonification of the behavior of a web server activity through a configurable set of sound metaphors. We then analyzed the effectiveness of our approach by conducting a simple experimental study. This was done, first, by sonifying the progress of a given web marketing campaign using the soundset of two popular 8-bit video games: Super Mario Bros and Bubble Bobble. The outcoming soundtrack was then used in a controlled setting to assess the performance of a group of 20 participants listening to our soundtrack under different work conditions.  相似文献   

19.
设计信息的可视化技术在视觉上传递信息,多元显示、全局视角、交互等都约束了对产品设计更深一步的观察和分析.设计分析信息以可听化反馈,作为图形界面的补充,增加用户接收的信息量,减轻视觉通道的负荷,并能从全局视图上观察分析数据.从工程应用角度提出设计信息可听化研究的意义与途径,根据设计数据、机构仿真分析、数据的对比分析的特点,分析数据声音映射关系,采用模拟合成的方法设计了典型的设计信息可听化实例.以凸轮机构压力角校核为例,分析设计参数校核的可听化仿真.通过分析数据采集、映射设计、可听化模拟分析、评价,研究设计信息可听化诊断技术实现的有效性,从而为用户提供一个自然、高效的设计环境.  相似文献   

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