基于脉冲模式公式的模型超声

IF 2.2 3区 计算机科学 Q3 COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE
Simon Linke, Rolf Bader, Robert Mores
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引用次数: 0

摘要

交互式超声最常见的策略是参数映射超声,其中感测或定义的数据进行预处理,然后用于控制信号处理链中的一个或多个变量。一种众所周知但很少使用的替代方法是基于模型的声音处理,将数据输入生成或修改声音的物理或概念模型。在本文中,我们提出脉冲模式公式(IPF)作为一种基于模型的超声策略。IPF可以模拟自然系统和相互作用,比如乐器的声音产生,房间里的混响,以及人类对节奏的同步。因此,IPF具有易于解释和直观交互的潜力。实验结果表明,IPF能够产生一个直观可解释的自然零,即坐标原点。坐标原点对于协调一个维度的极性和绝对大小都是必要的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Model-based sonification based on the impulse pattern formulation

Model-based sonification based on the impulse pattern formulation
Abstract The most common strategy for interactive sonification is parameter mapping sonification, where sensed or defined data is pre-processed and then used to control one or more variables in a signal processing chain. A well-known but rarely used alternative is model-based sonification, where data is fed into a physical or conceptual model that generates or modifies sound. In this paper, we suggest the Impulse Pattern Formulation (IPF) as a model-based sonification strategy. The IPF can model natural systems and interactions, like the sound production of musical instruments, the reverberation in rooms, and human synchronization to a rhythm. Hence, the IPF has the potential to be easy to interpret and intuitive to interact with. Experiment results show that the IPF is able to produce an intuitively interpretable, natural zero, i.e., a coordinate origin. Coordinate origins are necessary to sonify both polarities of a dimension as well as absolute magnitudes.
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来源期刊
Journal on Multimodal User Interfaces
Journal on Multimodal User Interfaces COMPUTER SCIENCE, ARTIFICIAL INTELLIGENCE-COMPUTER SCIENCE, CYBERNETICS
CiteScore
6.90
自引率
3.40%
发文量
12
审稿时长
>12 weeks
期刊介绍: The Journal of Multimodal User Interfaces publishes work in the design, implementation and evaluation of multimodal interfaces. Research in the domain of multimodal interaction is by its very essence a multidisciplinary area involving several fields including signal processing, human-machine interaction, computer science, cognitive science and ergonomics. This journal focuses on multimodal interfaces involving advanced modalities, several modalities and their fusion, user-centric design, usability and architectural considerations. Use cases and descriptions of specific application areas are welcome including for example e-learning, assistance, serious games, affective and social computing, interaction with avatars and robots.
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