Mapping and interaction strategies for performing environmental sound

Christian Heinrichs, Andrew Mcpherson
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引用次数: 8

Abstract

While the design of computational audio models for real-time generation of sound has been gaining increasing attention in the field of virtual reality and games over the last few years, questions related to expressivity and human performability have remained largely unexplored. Unlike in the design of interactive sonic artefacts a performable model requires a different approach to parametrisation and interaction. A model of a squeaking door is presented along with three contrasting mapping strategies between a generic touch-based interface and parameters controlling phenomenologically meaningful sound qualities. Each of these mapping strategies is evaluated in a controlled study based around a set of four metrics proposed by the authors. Correlations between quantitative and qualitative data verify the evaluation procedure for each of these metrics.
执行环境声音的映射和交互策略
虽然在过去的几年里,用于实时生成声音的计算音频模型的设计在虚拟现实和游戏领域得到了越来越多的关注,但与表现力和人类可执行性相关的问题在很大程度上仍未被探索。不像在设计交互式声波工件,一个可执行的模型需要一个不同的方法来参数化和交互。提出了一个吱吱作响的门的模型,并提出了通用的基于触摸的界面和控制象象学意义声音质量参数之间的三种对比映射策略。每一种映射策略都是在一项基于作者提出的一组四个指标的对照研究中进行评估的。定量和定性数据之间的相关性验证了每个度量的评估过程。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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