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1.
视障人士户外行走辅助系统研究   总被引:2,自引:0,他引:2       下载免费PDF全文
为了解决视障者的出行问题,设计了一种便携式智能户外行走辅助系统模型:AudioGuide。系统利用GPS接收器获取用户的当前位置信息,利用地图信息数据库存储环境信息,并利用最佳路径分析算法为用户提供安全可靠的路径。AudioGuide系统通过控制乐音的参数来实现可听化,用可听化、听标或耳标来传递环境信息,具有结构简单、携带方便、易使用等特点。  相似文献   

2.
在可听化系统模型的基础上,提出了针对股票数据的可听化数据一声音映射模型,并实现了股票数据的可听化系统。对系统的可用性测试结果表明可听化技术在特殊场合可作为可视化技术的有效替代方式,其中对用户的培训是使用可听化系统的关键因素。  相似文献   

3.
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   

4.
可听化研究综述   总被引:6,自引:0,他引:6  
回顾了可听化研究的历史及现状,从可听化听觉感知研究、可听化工具以及可听化应用三个方面综述了可听化的研究内容及发展趋势.重点对人机交互中听觉感知相对于视觉感知的优势及其对数据一声音映射算法的选择的影响、对可听化工具研制及应用的相关技术等内容进行了概括。  相似文献   

5.
针对结构化耳标的不足,提出序列化耳标的新思路,以解决听觉显示方法呈现结构化离散信息时,可听化菜单容量不足的问题。借助心理学实验的方法对序列化耳标进行反映时——刺激(R—S)测试,来验证其可用性。测试结果表明,序列化耳标扩充了可听化的菜单容量,可用在表示类别相同而细节不同的信息上,其可编码性强于结构化耳标。  相似文献   

6.
针对目前存在的电子行走辅助(ETA)系统,并不能帮助盲人很好地认知环境信息的现状,设计了一种新的ETA系统模型--AudioMan,盲人用户通过该系统提供的声音提示,判断当前环境的情况;如何正确提取环境信息中障碍物的位置,是Aud幻Man的重要研究内容,系统针对单幅图像,二值化处理后,经过多次腐蚀处理滤去非障碍物的噪声数据,提取出障碍物区域的中心位置,并实现了障碍物到声音的映射;实验结果表明,该方法能为盲人用户提供对障碍物位置的正确判断.  相似文献   

7.
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   

8.
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   

9.
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   

10.
AudiMeters:高维连续数据可听化研究   总被引:1,自引:0,他引:1  
高维连续数据的数据-声音映射是可听化应用设计研究的重点和难点.提出了多通道-多维度数据-声音映射模型,支持多通道映射、多维度映射和混合映射,可以充分利用各种声音参数.实现了可听化汽车仪表原型系统Au-diMeters,采用混合映射对转速、时速、水温和油量等数据进行可听化显示,验证了多通道-多维度数据-声音映射模型的可行性.  相似文献   

11.
As many users who are charged with process monitoring need to focus mainly on other work while performing monitoring as a secondary task, monitoring systems that purely rely on visual means are often not well suited for this purpose. Sonification, the presentation of data as (non-speech) sound, has proven in several studies that it can help in guiding the user's attention, especially in scenarios where process monitoring is performed in parallel with a different, main task. However, there are several aspects that have not been investigated in this area so far, for example if a continuous soundscape can guide the user's attention better than one that is based on auditory cues. We have developed a system that allows reproducible research to answer such questions. In this system, the participants’ performance both for the main task (simulated by simple arithmetic problems) and for the secondary task (a simulation of a production process) can be measured in a more fine-grained manner than has been the case for existing research in this field. In a within-subject study (n=18), we compared three monitoring conditions – visual only, visual + auditory alerts and a condition combining the visual mode with continuous sonification of process events based on a forest soundscape. Participants showed significantly higher process monitoring performances in the continuous sonification condition, compared to the other two modes. The performance in the main task was at the same time not significantly affected by the continuous sonification.  相似文献   

12.
Marty Quinn 《AI & Society》2012,27(2):303-305
“Walk on the Sun” is an interactive experience of image as music. As explorers move across images that are data projected onto the floor, their movements are visually tracked and used to select pixels in the images which they immediately hear as musical pitches played by various instruments. The sonification design maps color to one of 9 instruments, brightness to one of 50 pitches, and location in the image to panning position, creating 57,600 differentiable musical events. This high resolution and interactive auditory presentation of pixel data enables the blind to explore images of the Sun from the STEREO space mission, nebula and galactic images from Hubble, as well as art masterpieces. Specifically, the blind can hear when hot spots cross the center of the Sun or the solar winds and corona are changing by sonifying virtual geometric structures, such as lines and circles, to create chords of music reflecting the changing content of the selected pixels within that structure as images are played as movies. Originally funded by a NASA/STSCI Ideas grant, the exhibit has toured to more than 12 cities in the US, visiting blind and science centers in the process and receiving enthusiastic response throughout. Plans for additional work furthering NASA wide image sonification standards are in process.  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.
This article presents a review on vision-aided systems and proposes an approach for visual rehabilitation using stereo vision technology. The proposed system utilizes stereo vision, image processing methodology, and a sonification procedure to support blind mobilization. The developed system includes wearable computer, stereo cameras as vision sensor, and stereo earphones, all molded in a helmet. The image of the scene in front of the visually handicapped is captured by the vision sensors. The captured images are processed to enhance the important features in the scene in front for mobilization assistance. The image processing is designed as a model of human vision by identifying the obstacles and their depth information. The processed image is mapped onto musical stereo sound for the blind's understanding of the scene in front. The developed method has been tested in the indoor and outdoor environments and the proposed image processing methodology is found to be effective for object identification.  相似文献   

16.
This research developed and validated a tool to measure realized information systems strategy or existing uses of information technology in organizations. It was recognized that intended uses of technology often differ from actual uses. The objective of the study was to determine a valid and reliable way of quantifying how information technology is actually used by organizations to provide support for business operations.  相似文献   

17.
空情处理系统中,要对雷达所跟踪的目标用计算机进行实时模拟再现。为了提高模拟再现的精度,系统需要使用卡尔曼滤波算法去除目标测量数据中的噪声数据。参考已有的卡尔曼滤波算法描述,给出了一组详细的方程组来描述空情处理系统中的平面直角坐标系下卡尔曼滤波算法模型,并且基于C 实现了此算法。  相似文献   

18.
In this paper, a real-time interactive system for smile detection and sonification using surface Electromyography (sEMG) signals is proposed. When a user smiles, a sound is played. The surface EMG signal is mapped to pitch using a conventional scale. The timbre of the sound is a synthetic sound that mimics bubbles.In a user testing of smiling tasks, 14 participants underwent the system and are required to produce smiles under three conditions, i.e., auditory feedback with sonification, visual feedback with mirror, and no feedback. The impression of the system is evaluated through questionnaires and interviews with the participants. In addition, we analyzed the total amount of muscular activity and temporal envelope patterns of the sEMG during smiling.The questionnaire and interview showed that users felt that (1) the sonification system well reflects their facial expressions, and (2) the sonification system was enjoyable. The users also expressed that the auditory feedback condition is easier to smile with, as compared to the visual feedback or no feedback conditions. However, the analysis of sEMG did not provide a quantitative difference among the three conditions, which is most likely due to the experiment design, which lacks socially engaging settings.  相似文献   

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