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Dissertations / Theses on the topic 'Auditory Interface'

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1

Rigas, Dimitrios Ioanni. "Guidelines for auditory interface design : an empirical investigation." Thesis, Loughborough University, 1996. https://dspace.lboro.ac.uk/2134/27100.

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This thesis examines the use of music for communicating information on the Human-Computer Interface. The current use of auditory signals (including the limited use of music) is reviewed and the perceptual advantages and drawbacks inherent in the use of music are identified.
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Barrass, Stephen, and stephen barrass@cmis csiro au. "Auditory Information Design." The Australian National University. Computer Science, 1998. http://thesis.anu.edu.au./public/adt-ANU20010702.150218.

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The prospect of computer applications making "noises" is disconcerting to some. Yet the soundscape of the real world does not usually bother us. Perhaps we only notice a nuisance? This thesis is an approach for designing sounds that are useful information rather than distracting "noise". The approach is called TaDa because the sounds are designed to be useful in a Task and true to the Data. ¶ Previous researchers in auditory display have identified issues that need to be addressed for the field to progress. The TaDa approach is an integrated approach that addresses an array of these issues through a multifaceted system of methods drawn from HCI, visualisation, graphic design and sound design. A task-analysis addresses the issue of usefulness. A data characterisation addresses perceptual faithfulness. A case-based method provides semantic linkage to the application domain. A rule-based method addresses psychoacoustic control. A perceptually linearised sound space allows transportable auditory specifications. Most of these methods have not been used to design auditory displays before, and each has been specially adapted for this design domain. ¶ The TaDa methods have been built into computer-aided design tools that can assist the design of a more effective display, and may allow less than experienced designers to make effective use of sounds. The case-based method is supported by a database of examples that can be searched by an information analysis of the design scenario. The rule-based method is supported by a direct manipulation interface which shows the available sound gamut of an audio device as a 3D coloured object that can be sliced and picked with the mouse. These computer-aided tools are the first of their kind to be developed in auditory display. ¶ The approach, methods and tools are demonstrated in scenarios from the domains of mining exploration, resource monitoring and climatology. These practical applications show that sounds can be useful in a wide variety of information processing activities which have not been explored before. The sounds provide information that is difficult to obtain visually, and improve the directness of interactions by providing additional affordances.
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3

McCreadie, Karl A. "Musical spacialised auditory feedback for a brain-computer interface." Thesis, Ulster University, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.633652.

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A brain-computer interface (BCI) offers an alternative method of communication and control for those who have suffered neuromuscular damage due to disease or injury. Imagined movement can be used to modulate the brain activity of an individual which may then be translated into a control signal which is regulated using sensory feedback. However, this feedback is predominantly presented visually and excludes those with a disability coupled with vision problems, a typical BCI beneficiary target group. Presenting feedback using an alternative sensory pathway, such as hearing, can allow for a more inclusive method of control. Additionally, the diagnosis of those with disorders of consciousness (DOC) can be problematic due to the lack of overt motor responses and inherent ocular instabilities. Moreover, auditory BCI allows the possibility of freeing up the visual channel in able-bodied users permitting other tasks. Although audio based BCI systems exist, variations in the methods of auditory feedback presentation have not been fully investigated. There is a clear need for an auditory motor imagery based BCI which has the potential not only to offer an alternative communication channel for the disabled, but also an additional method of assessing and training those with a DOC. Firstly, the most suitable form of auditory feedback is investigated before a between group comparison study examines the differences in performance comparing visual and auditory able-bodied feedback groups (N=20) when presented with stereophonic broadband noise. Prior to this research stereophonic auditory sensorimotor feedback with broadband noise had not been tested. Secondly, performance of able-bodied participants is assessed in a within group study (N=7) where the amount of spatial information is varied. Additionally, the development of an auditory asteroids avoidance game is detailed and the performance compared both with a visual equivalent and with other auditory presentation methods. All studies to this point present audio through loudspeakers, but a subsequent study including two patients with a DOC, shows results when presenting musical feedback through earphones, which is paralleled with results obtained using broadband noise. Subsequently a modified earphone presentation method including spatial cues is used to present musical feedback to two able-bodied participants to assess performance. Results show that stereo pink noise is a suitable replacement for the visual equivalent, that there is no statistical difference in performance when spatial information is varied, and that there is a correlation between certain psychological, factors and performance. This has implications not only for those previously mentioned, but also for those with conditions resulting in a reduction in information from the traditional pathways allowing for a possible sensory extension. Finally, suggestions are made to other possibly fruitful research directions, including the need for user specific music libraries which have shown to enhance engagement and could improve BCI performance in future developments, the potential for crowd sourced datasets, the prospect for an eyes-closed system, and highlights the need for a greater focus on training the mind rather than just training the system.
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Brewster, Stephen. "Providing a structured method for integrating non-speech audio into human-computer interfaces." Thesis, University of York, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.241055.

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5

Nickerson, Louise Valgerður. "Overviews and their effect on interaction in the auditory interface." Thesis, Queen Mary, University of London, 2013. http://qmro.qmul.ac.uk/xmlui/handle/123456789/8687.

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Auditory overviews have the potential to improve the quality of auditory interfaces. However, in order to apply overviews well, we must understand them. Specifically, what are they and what is their impact? This thesis presents six characteristics that overviews should have. They should be a structured representation of the detailed information, define the scope of the material, guide the user, show context and patterns in the data, encourage exploration of the detail and represent the current state of the data. These characteristics are guided by a systematic review of visual overview research, analysis of established visual overviews and evaluation of how these characteristics fit current auditory overviews. The second half of the thesis evaluates how the addition of an overview impacts user interaction. While the overviews do not improve performance, they do change the navigation patterns from one of data exploration and discovery to guided and directed information seeking. With these two contributions, we gain a better understanding of how overviews work in an auditory interface and how they might be exploited more effectively.
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Eriksson, Frida, and Märta Andersson. "Interface Development for Semi-Autonomous Trucks : Visual and Auditory Feedback." Thesis, Linköpings universitet, Maskinkonstruktion, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-120591.

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Vehicles are becoming increasingly autonomous, as automotive industries are investing in innovative technology. Therefore the technology becomes more available and affordable, making it possible for Toyota Material Handling Europe (TMHE) to introduce automated features in their trucks. Vehicles that have a forward collision warning system, and thus are partly autonomous, are involved in less accidents than those without. In manufacturing industries there is currently a problem with truck collisions and an automated solution might be a suitable way to prevent these. When implementing an automation device, human machine interaction and user-friendliness are aspects to keep in mind during the development. The thesis concerns how autonomous features can assist the truck driver, and how to provide the driver with intuitive feedback. The purpose was to ensure the drivers’ and surrounding personnel’s safety as well as increase the productivity. Research was performed regarding in what situation an assisting device is needed and how to communicate information in an intuitive manner to help the driver in this situation. A conceptual interface was developed that allows communication between the driver and a future all-knowing system, that tracks all objects and personnel in a warehouse. The drivers have had a central role in the process. The observations were performed in the TMHE warehouse to identify situations. The most perilous and frequent situation was when drivers need to focus both in the fork and drive wheel directions simultaneously. This either puts the surroundings or the driver in danger. A conceptual interface was developed to help the driver in this situation. This resulted in a concept implementable in both current and future trucks, to harmonise the solution and ensure a safe warehouse environment. A lo-fi prototype was constructed and evaluated iteratively with drivers to ensure the quality and usability of the concept. The resulting feedback solution consists of sounds from speakers mounted in the headrest and a display interface with warning symbols. The sounds are directional to notify the driver if the danger is to the left or right behind his back. If the danger is only semi-close, the driver receives a warning, but if it is very close, the truck is stopped autonomously. The symbols appear on the display simultaneously as the sounds are heard, to provide further feedback. Additionally, an Autonomous Positioning feature has been developed, that consists of symbols and buttons on the display interface, as well as an alert sound from the display to indicate the system’s activation and deactivation. Safety is enhanced since neither personnel nor trucks are in risk of collision when implementing the concept. As the concept helps the driver position the truck effortlessly towards the pallet the productivity is also improved.
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7

Hanekom, Tania. "Modelling of the electrode-auditory nerve fibre interface in cochlear prosthesis." Pretoria : [s.n.], 2001. http://upetd.up.ac.za/thesis/available/etd-09052001-132021.

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8

Murphy, E. "Designing Auditory Cues for a Multimodal Web Interface : A Semiotic Approach." Thesis, Queen's University Belfast, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.501386.

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9

Hanekom, Tania. "Modelling of the electrode-auditory nerve fibre interface in cochlear prostheses." Diss., University of Pretoria, 2001. http://hdl.handle.net/2263/27742.

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The objective of this thesis is to provide additional insight into the electrode array-nerve fibre interface that exists in the implanted cochlea and to facilitate investigation of new electrode arrays in interaction with the cochlea and auditory nerve fibres. The focus is on potential distributions and excitation profiles generated by different electrode array types and factors that could have an influence on these distributions and profiles. Research contributions made by the thesis are the creation of a detailed 3-D model of the implanted cochlea that accurately predicts measurable effects in cochlear implant wearers and facilitates effortless simulation of existing and new electrode array variations; the establishment of the important anatomical structures required in a 3-D representation of the implanted cochlea; establishment of evidence that array location is the primary parameter that controls spread of excitation; definition of the critical focussing intensity of intracochlear electrode pairs; confirmation thatmonopolar stimulation could deliver focussed stimulation to approximately the same degree than that delivered by widely spaced electrode configurations and that the use of monopolar configurations over bipolar configurations are therefore advantageous under certain conditions; explanation of the effect that encapsulation tissue around cochlear implant electrodes could have on neural excitation profiles; extension of the information available on the focussing ability of multipolar intracochlear electrode configurations; and establishment of evidence that a higher lateral electrode density could facilitate better focussing of excitation, continuous shaping of excitation profiles and postoperative customization of electrode arrays for individual implant wearers.
Dissertation (PhD(Electronic Engineering))--University of Pretoria, 2001.
Electrical, Electronic and Computer Engineering
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10

Challis, Ben P. "Design principles for tactile communication within the human-computer interface." Thesis, University of York, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.341117.

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11

Lambertsson, Christoffer, and Marcus Skagerberg. "How auditory stimuli affects navigation in a user interface with mouse input." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-146244.

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In this study we investigated the influence of sound when interacting with a target button with constant size and distance on a 2-dimensional plane on a computer screen. In particular we wanted to verify if the use of auditory stimuli could improve the time it takes for a user to reach the target button with mouse as an interface. We conducted experiments in which participants had to click a button with the aid of visual stimuli only, audio stimuli only, or a combination of both visual and audio stimuli. Participants performed faster with audio-visual stimuli than with audio stimuli only. Because of inconclusive results we could not prove that audio- visual stimuli always yields a faster time average than visual stimuli only.
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Hankinson, John C. K. "A grammatical approach to non-speech audio communication." Thesis, University of York, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.341114.

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13

Mitsopoulos, Evangelos Nikolaos. "A principled approach to the design of auditory interaction in the non-visual user interface." Thesis, University of York, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.441032.

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14

Bentley, Alexander Simon Jeremy. "An offline multi-class auditory P300 brain-computer interface using principal and independent component analysis." Master's thesis, University of Cape Town, 2011. http://hdl.handle.net/11427/10127.

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This thesis investigated a multi-class auditory P300 BCI as a step towards FES applicability. A multi-class P300 paradigm approach provides degrees-of-freedom in operating an FES device over the traditional P300 paradigm. Accuracy in classification of target P300s contributes to the paradigm's applicability in a 'real' environment. The computational effectiveness of the paradigm can be enhanced through signal processing prior to classification. A combination of principal component analysis (PCA) and independent component analysis (ICA), together with a method of enhancing the P300 properties through temporal and spatial manipulation are investigated as a means of improving classification accuracy. The combination of these techniques and the use of a multi-class P300 paradigm presents a different approach as a step towards FES applicability in an auditory BCI.
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15

Bergqvist, Emil. "Auditory displays : A study in effectiveness between binaural and stereo audio to support interface navigation." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-10072.

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This thesis analyses if the change of auditory feedback can improve the effectiveness of performance in the interaction with a non-visual system, or with a system used by individuals with visual impairment. Two prototypes were developed, one with binaural audio and the other with stereo audio. The interaction was evaluated in an experiment where 22 participants, divided into two groups, performed a number of interaction tasks. A post-interview were conducted together with the experiment. The result of the experiment displayed that there were no great difference between binaural audio and stereo regarding the speed and accuracy of the interaction. The post-interviews displayed interesting differences in the way participants visualized the virtual environment that affected the interaction. This opened up interesting questions for future studies.
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16

Hinic, Vladimir. "Brain computer interface system for communication and robot control based on auditory evoked event-related potentials." Thesis, University of Ottawa (Canada), 2009. http://hdl.handle.net/10393/28226.

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This study evaluates the suitability of the auditory, specifically spoken words, evoked P300 based Brain-Computer Interface (BCI) for the human-computer symbiotic control of Robotic Sensor Agents (RSA). This study is unique in using auditory evoked P300 for BCI communication and control, contrary to currently established P300 BCI research. The general, elaborate, and multi platform software framework BCIILab was developed as a part of BCI laboratory workbench used specifically in the research. Result of this study shows that it is possible to use auditory P300 based BCI for the complementary control of RSA on the strategic level. The problems encountered in classification during experiments were highlighted and suggestion for future research given.
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17

Mesnildrey, Quentin. "Towards a better understanding of the cochlear implant-auditory nerve interface : from intracochlear electrical recordings to psychophysics." Thesis, Aix-Marseille, 2017. http://www.theses.fr/2017AIXM0007/document.

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L'implant cochléaire est une prothèse neurale implantée visant à restituer une sensation auditive chez des personnes souffrant de surdité neurosensorielle sévère à profonde. Si les performances en reconnaissance de la parole sont relativement bonnes dans le silence, elles chutent dramatiquement dans des environnements sonores complexes. L'une des principales limites de l'appareil vient du fait que chaque électrode stimule une large portion de la cochlée. Ainsi lorsque plusieurs électrodes sont activées les champs électriques produits interfèrent ce qui détériore la transmissions des informations sonores. Plusieurs modes de stimulation ont été proposés pour remédier à ce problème mais les améliorations en termes de reconnaissance de la parole restent limités. Dans ce projet, nous cherchons tout d'abord à expliquer via une simulateur acoustique, les résultats décevants obtenus avec le mode de stimulation bipolaire. Dans un deuxième temps nous tentons de mieux comprendre le comportement électrique de l'oreille interne implantée afin d'optimiser la stimulation multipolaire phased array (van den Honert et Kelsall 2007). Pour obtenir une stimulation efficace il faut par ailleurs s'assurer de l'état de la population neuronale à stimuler. Dans ce projet nous essayons donc de mieux comprendre l'interface électrode-neurones et d'identifier un possible corrélat psychophysique de l'état des neurones. Enfin nous discutons la possibilité de créer une stimulation optimale focalisée directement au niveau des neurones
The cochlear implant is a neural prosthesis designed to restore an auditory sensation to people suffering from severe to profound sensorineural deafness. While satisfying speech recognition can be achieved in silence, their performance dramatically drop in more complex environments. One main limitations of the present device is due to the fact that each electrode stimulates a wide portion of the cochlea. As a result, when several electrodes are activated, the electrical field produced by different electrodes overlap which distorts the transmission of sound information. Several alternative stimulation modes have been proposed to overcome this issue but the benefit in terms of speech recognition remained limited. In this project, we first used an acoustic simulator of the cochlear implant to explain the desappointing results obtained with the bipolar stimuilation mode. We then try to better understand the electrical behavior of the implanted cochlea in order to optimize the multipolar phased array stimulation strategy ( van den Honert and Kelsall 2007). To achieve an efficient stimulation of the neural population it is necessary to determine the distribution of neural survival. In this project we aim to better understand the electrode-neuron interface and identify a possible psychophysical correlate of neural survival. Finally, we discuss the main results and the possibility to design an optimal stimulation strategy to achieve a spatially-focussed electrical field at the level of the nerve fibers
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MacDonald, Doon. "The development and evaluation of an approach to auditory display design based on soundtrack composition." Thesis, Queen Mary, University of London, 2017. http://qmro.qmul.ac.uk/xmlui/handle/123456789/25906.

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This thesis presents the development and evaluation of a new approach (Sound- TrAD) to designing auditory interfaces. The proposed approach combines practices and concepts from film soundtrack composition with established approaches to general user interface design. The synthesis of the two design approaches from different areas of design into a novel approach may be viewed as an example of conceptual integration, (also known as conceptual blending). The process of developing and evaluating SoundTrAD broadly follows a methodology of Research through Design. The thesis presents four user studies as part of an iterative design and evaluation process. Each study involves a mixture of expert and novice end-users which provides new information and identifi es new questions and design issues for the subsequent studies. The fi rst study explores how an idea from fim composition (the cue sheet) can be used in auditory interface design to help designers place and organise sound elements, and to better understand auditory design spaces. In order to make this concept work in the new context, it is combined with the scenario concept from general interaction design to provide designers with reference linear sequences of events and actions. The second study used thematic analysis to investigate how information to be sonifed can be characterised and analysed for features that can be mapped in to sound. The study also explores the development of a timeline on which the sound design ideas from soundtrack composition for individual events, can be placed and in principle moved in order to cater for multiple use-case scenarios. The third study presents an iteration of this, including further development of both the task analysis and mapping technique. The study also explores the idea in principle of an interactive timeline that can be manipulated by the designer in order to re-arrange and audition sound events. The final study brings the studies together by obtaining feedback on the success of a nal version of SoundTrAD.
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Haddad, David, and Casper Strand. "Visual Substitutes for Audio Cues - Providing situational awareness for players with auditory disabilities." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20123.

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Spel har förvandlats till en mainstream underhållningskälla och har utvecklats tillsammans med teknologin. Till en nivå som nyttjar en spelares alla sinnen för att fördjupa de i ett spel. Uppmärksamheten kring tillgänglighet inom spel har dock försvagats.Detta examensarbete undersöker de tillgängliga lösningarna som syftar till att hjälpa döva eller hörselskadade, främst när det gäller situationsmedvetenhet genom att ersätta ljud med en visuell representation. De i skrivande stund tillgängliga lösningarna jämförs sedan med resultaten i relaterad forskning och en undersökning som genomfördes för detta arbete. Målsättningen var att hitta vad som fungerade som en visuell representation av ljud, med undersökningssvaren som ger insikt i döva och hörselskadade individers perspektiv på lösningarna.Dessa resultat kan fungera som en referenspunkt för utvecklare som vill implementera en visuell representation av ljud eller liknande funktion i deras spel.
Video Games have turned into a mainstream source of entertainment and have evolved alongside technological improvements. To the point of being able to bring the player immersive gaming experiences that rely heavily on their senses. However, the attention to the accessibility aspects of video games has been lagging behind.This thesis explores the available solutions that aim to help Deaf or Hard of Hearing (DHH) players, primarily in terms of situational awareness by substituting audio with a visual representation. The currently available solutions are then compared with the findings in related research and a survey that was conducted for this paper. The objective was to find what worked as a visual representation of audio, with the survey responses providing insight into DHH players perspective.These findings can serve as a reference point for developers who want to implement a visual substitute for audio or a similar feature intheir game.
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Loachamín, Valencia Mauricio Renán. "Natural user interfaces and smart devices for the assessment of spatial memory using auditory stimuli." Doctoral thesis, Universitat Politècnica de València, 2019. http://hdl.handle.net/10251/107955.

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En esta tesis, el objetivo principal fue diseñar y desarrollar una nueva tarea que combinara interfaces de usuario naturales (NUI) y dispositivos inteligentes para evaluar la memoria espacial utilizando estímulos auditivos, y su validación tanto en niños como en adultos. La nueva tarea evalúa la capacidad de los participantes para detectar y localizar estímulos auditivos que se emiten en diferentes posiciones del área de trabajo. La tarea reconoce los movimientos de los brazos del usuario, utilizando para ello Kinect. Los dispositivos inteligentes (conejos Karotz) se utilizan para emitir estímulos auditivos y también como señales visuales. Por lo tanto, la tarea combina estímulos auditivos con claves visuales reales para la evaluación de la memoria espacial. La tarea incluye un total de 45 estímulos acústicos, repartidos en 5 niveles y cada nivel consta de 3 ensayos. Nuestra tarea es el primer trabajo que combina NUI y dispositivos inteligentes para la evaluación de la memoria espacial. Del mismo modo, nuestra tarea es el primer trabajo que utiliza estímulos auditivos para evaluar la memoria espacial. Para la validación, se llevaron a cabo 3 estudios. El rendimiento de nuestra tarea se comparó con métodos tradicionales. El primer estudio involucró niños con y sin síntomas de falta de atención. Un total de 34 niños participaron (17 niños con falta de atención). Los resultados demostraron que los niños con falta de atención mostraron un rendimiento estadísticamente peor en la tarea. Estos niños con falta de atención también mostraron un rendimiento estadísticamente peor con el método tradicional para evaluar el aprendizaje de sonidos verbales. No se encontraron diferencias estadísticamente significativas en el tiempo dedicado por cada grupo para completar la tarea. Los resultados sugieren que la tarea es una buena herramienta para distinguir las dificultades de memoria espacial en niños con falta de atención. El segundo estudio comparó el rendimiento en la tarea entre niños mayores y adultos (32 niños y 38 adultos sanos). Los resultados de rendimiento con la tarea fueron significativamente más bajos para los niños mayores. Se encontraron correlaciones entre nuestra tarea y los métodos tradicionales, lo que indica que nuestra tarea ha demostrado ser una herramienta válida para evaluar la memoria espacial mediante el uso de estímulos auditivos tanto para niños mayores como para adultos. A partir del análisis, podemos concluir que la satisfacción con la tarea de los niños mayores fue significativamente mayor que la de los adultos. El tercer estudio incluyó un total de 148 participantes (niños más pequeños, niños mayores y adultos). Los resultados están en línea con el segundo estudio. El rendimiento de la tarea se relacionó significativamente, de forma incremental y directa con el grupo de edad (niños más pequeños In this thesis, the main objective was to design and develop a new task that combine Natural User Interfaces (NUI) and smart devices for assessing spatial memory using auditory stimuli, and its validation in both children and adults. The new task tests the ability of participants to detect and localize auditory stimuli that are emitted in different positions of the task area. The task recognizes the movements of the arms of the user using Kinect. Smart devices (Karotz rabbits) are used for emitting auditory stimuli and also as visual cues. Therefore, the task combines auditory stimuli with real visual cues for the assessment of spatial memory. The task includes a total of 45 acoustic stimuli, which should be randomly emitted in different locations. The task is composed of five different levels. Each level consists of 3 trials. The difference between levels lies in the number of sounds to be used in each trial. To our knowledge, our task is the first work that combines NUI and smart devices for the assessment of spatial memory. Similarly, our task is the first work that uses auditory stimuli to assess the spatial memory. For the validation, three studies were carried out to determine the efficacy and utility of our task with regard to the performance outcomes, usability, fun, perception and overall satisfaction. The performance of our task was compared with traditional methods. The first study involved children with and without symptoms of inattention. A total of 34 children participated (17 children with inattention). The results showed that the children with inattention showed statistically worse performance in the task. These children with inattention also showed statistically worse performance in the traditional method for testing the learning of verbal sounds. There were no statistically significant differences in the time spent by each group to complete the task. The results suggest that the task is a good tool for distinguishing spatial memory difficulties in children with inattention. The second study compared the performance in the task between older children and adults. A total of 70 participants were involved in this study. There were 32 healthy children from 9 to 10 years old, and 38 healthy adults from 18 to 28 years old. The performance outcomes with the task were significantly lower for the older children. Correlations were found between our task and traditional methods, indicating that our task has proven to be a valid tool for assessing spatial memory by using auditory stimuli for both older children and adults. From the analysis, we can conclude that the older children were significantly more satisfied with the task than the adults. In the third study, a total of 148 participants were involved. They were distributed in three groups (younger children, older children and adults). A total of 100 children and 48 adults participated in this study. The results are in line with the second study. The task performance was significantly incrementally and directly related to the age group (younger children En aquesta tesi, l'objectiu principal va ser dissenyar i desenvolupar una nova tasca que combinés NUI i dispositius intel·ligents per a avaluar la memòria espacial utilitzant estímuls auditius, i la seua validació tant en xiquets, com en adults. La nova tasca avalua la capacitat dels participants per a detectar i localitzar estímuls auditius que s'emeten en diferents posicions de l'àrea de treball. La tasca reconeix els moviments dels braços de l'usuari, utilitzant per a açò Kinect. Els dispositius intel·ligents (conills Karotz) s'utilitzen per a emetre estímuls auditius i, també, com a senyals visuals. Per tant, la tasca combina estímuls auditius amb claus visuals reals per a l'avaluació de la memòria espacial. La tasca inclou un total de 45 estímuls acústics, repartits en 5 nivells diferents i cada nivell consta de 3 assajos. La nostra tasca és el primer treball que combina NUI i dispositius intel·ligents per a l'avaluació de la memòria espacial. De la mateixa manera, la nostra tasca és el primer treball que utilitza estímuls auditius per a avaluar la memòria espacial. Per a la validació, es van dur a terme tres estudis. El rendiment de la nostra tasca es va comparar amb mètodes tradicionals. El primer estudi va involucrar 34 xiquets (17 xiquets amb inatenció). Els resultats van demostrar que els xiquets amb inatenció van mostrar un rendiment estadísticament pitjor en la tasca. Aquests xiquets amb inatenció també van mostrar un rendiment estadísticament pitjor amb el mètode tradicional per a avaluar l'aprenentatge de sons verbals. No es van trobar diferències estadísticament significatives en el temps dedicat per cada grup per a completar la tasca. Els resultats suggereixen que la tasca és una bona ferramenta per a distingir les dificultats de memòria espacial en xiquets amb dificultats d'atenció. El segon estudi va comparar el rendiment en la tasca entre xiquets majors i adults. Un total de 70 participants van estar involucrats en aquest estudi. Van participar 32 xiquets i 38 adults sans. Els resultats de rendiment amb la tasca van ser significativament més baixos per als xiquets majors. Es van trobar correlacions entre la nostra tasca i els mètodes tradicionals, la qual cosa indica que la nostra tasca ha demostrat ser una ferramenta vàlida per a avaluar la memòria espacial mitjançant l'ús d'estímuls auditius tant per a xiquets majors, com per a adults. A partir de l'anàlisi, podem concloure que la satisfacció amb la tasca dels xiquets majors va ser significativament major que la dels adults. El tercer estudi va incloure un total de 148 participants (100 xiquets i 48 adults). Es van distribuir en tres grups (xiquets més xicotets, xiquets majors i adults). Els resultats estan en línia amb el segon estudi. El rendiment de la tasca es va relacionar significativament, de forma incremental i directa amb el grup d'edat (xiquets més xicotets Loachamín Valencia, MR. (2018). Natural user interfaces and smart devices for the assessment of spatial memory using auditory stimuli [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/107955
TESIS
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Wedin, Susanne, and Kristina Carlander. "For Happy Users, press 1-Investigating and improving the usability of a touch-tone interface." Thesis, Linköping University, Department of Computer and Information Science, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2489.

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Touch-tone interfaces are today widely used in help-centers and support services. Studies have shown that interfaces like these have many limitations and are therefore hard to design. MVAS is a voicemail interface using touch- tone input for navigation. Today, shortcomings in the interface limit the users’ ability to use the functionality in a satisfying way. This thesis describes a mainly qualitative study which evaluates and tests the interface of MVAS to come up with how the interface should be designed to be easier to use. The results show that the usability of MVAS is poor but the functionality of the same is both impressive and appreciated. The suggested redesign of the system, based on the identified usability problems, considers both the interaction model used in the interface as well as the conformity to the set of heuristics used in the evaluation. The proposed redesign keeps all the functionality in the system intact and also makes the functionality more explicit through improving the usability. A more explicit structure will facilitate usage of a larger portion of the functionality. However, the limitation of the key-pad affects the redesign so the most favorable design is unreachable. If the interaction model is changed or furthered developed to allow speech input the limitations experienced with the current redesign will diminish and a higher degree of usability can be reached.

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Dicke, Christina. "A Holistic Design Concept For Eyes-Free Mobile Interfaces." Thesis, University of Canterbury. Computer Science and Software Engineering, 2012. http://hdl.handle.net/10092/7174.

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This thesis presents a series of studies to explore and understand the design of eyes-free interfaces for mobile devices. The motivation is to devise a holistic design concept that is based on the WIMP paradigm and is adapted to the requirements of mobile user interaction. It is proposed that audio is a very efficient and effective modality for use in an eyes-free mobile interface. Methods to transfer the WIMP paradigm to eyes-free interfaces are proposed and evaluated. Guidelines for the implementation of the paradigm are given and – by means of an example – a holistic design concept is proposed. This thesis begins with an introduction to and critical reflection of re- currently important themes and research methods from the disciplines of psychoacoustics, psychology, and presence research. An overview of related work is given, paying particular attention to the use of interface metaphors in mobile eyes-free interfaces. The notion of distance is discussed as a method to prioritise, structure, and manage attention in eyes-free interfaces. Practical issues arising from sources becoming inaudible with increasing distance can be addressed by proposing a method modeled on echo location. This method was compared to verbally coded distance information and proved useful for identifying the closest of several objects, while verbally coded distance infor- mation was found to be more efficient for identifying the precise distance of an object. The knowledge gained from the study can contribute to improv- ing other applications, such as GPS based navigation. Furthermore, the issue of gaining an overview of accessible objects by means of sound was exam- ined. The results showed that a minimum of 200 ms between adjacent sound samples should be adhered to. Based on these findings, both earcons and synthesized speech are recommendable, although speech has the advantage of being more flexible and easier to learn. Monophonic reproduction yields comparable results to spatial reproduction. However, spatial reproduction has the additional benefit of indicating an item’s position. These results are transferable and generally relevant for the use of audio in HCI. Tactile interaction techniques were explored as a means to interact with an auditory interface and were found to be both effective and enjoyable. One of the more general observations was that 2D and 3D gestures were intuitively used by participants, who transferred their knowledge of established gestures to auditory interfaces. It was also found that participants often used 2D ges- tures to select an item and proceeded to manipulate it with a 3D gesture. The results suggest the use of a small gesture set with reversible gestures for do/undo-type actions, which was further explored in a follow up study. It could be shown that simple 3D gestures are a viable way of manipulating spatialized sound sources in a complex 3D auditory display. While the main contribution of this thesis lies in the area of HCI, pre- viously unresearched issues from adjacent disciplines that impact the user experience of auditory interfaces have been addressed. It was found that regular, predictable movement patterns in 3D audio spaces cause symptoms of simulator sickness. However, these were found to be minor and only oc- curred under extreme conditions. Additionally, the influence of the audio reproduction method on the perception of presence, social presence, and realism was examined. It was found that both stereophonic and binaural reproduction have advantages over monophonic sound reproduction: stereo- phonic sound increases the perception of social presence while binaural sound increases the feeling of being present in a virtual environment. The results are important contributions insofar as one of the main applications of mobile devices is voice based communication; it is reasonable to assume that there will be an increase in real-time voice based social and cooperative networking applications. This thesis concludes with a conceptual design of a system called “Foogue”, which uses the results of the previous experiments as the basis of an eyes-free interface that utilizes spatial audio and gesture input.
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Ulfvengren, Pernilla. "Design of Natural Warning Sounds in Human-Machine Systems." Doctoral thesis, KTH, Industriell ekonomi och organisation, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3679.

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The goal of this research is increased safety in aviation. Aviation is a highly automated and complex, as well as, safety critical human-machine system. The pilot communicates with the system via a human-machine interface in cockpit. In an alerting situation this interface is in part an auditory alerting system. Human errors are often consequences of actions brought about by poor design. Pilots complain that they may be both disturbed and annoyed of alerts, which may affect performance, especially in non-normal situations when the mental workload is high. This research is based on theories in ergonomics and cognitive engineering with the assumption that improved human performance within a system increase safety. Cognitive engineering is a design philosophy for reducing the effort required by cognitive functions by changing the technical interface, which may lead to improved performance. Knowledge of human abilities and limitations and multidisciplinary interrelated theories between humans, sounds and warnings are used. Several methods are involved in this research, such as literature studies, field studies, controlled experiments and simulations with pilots. This research defines design requirements for sounds appropriate in auditory alerts as Natural Warning Sounds. For example, they have a natural meaning within the user’s context, are compatible with the auditory information process, are pleasant to listen to (not annoying), are easy to learn and are clearly audible. A design process for auditory alerting systems is suggested. It includes methods of associability and sound imagery, which develop Natural Warning Sounds, and combines these with an appropriate presentation format. Associability is introduced and represents the required effort to associate sounds to their assigned alert function meaning. An associable sound requires less effort and fewer cognitive resources. Soundimagary is used to develop sound images. A sound image is a sound, which by its acoustics characteristics has a particular meaning to someone without prior training in a certain context. Simulations of presentation formats resulted in recommendations for cancellation capabilities and avoiding continuously repeated alerts. This research brings related theories closer to practice and demonstrates general methods that will allow designers, together with the users of the system, to apply them in their own system.
QC 20100910
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Mynatt, Elizabeth D. "Transforming graphical interfaces into auditory interfaces." Diss., Georgia Institute of Technology, 1995. http://hdl.handle.net/1853/9209.

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Ayad, Khaled A. A. "The role of edutainment in e-learning : an empirical study." Thesis, De Montfort University, 2011. http://hdl.handle.net/2086/5180.

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Impersonal, non-face-to-face contact and text-based interfaces, in the e-Learning segment, present major problems that are encountered by learners, since they are out on vital personal interactions and useful feedback messages, as well as on real-time information about their learning performance. This research programme suggests a multimodal, combined with an edutainment approach, which is expected to improve the communications between users and e-Learning systems. This thesis empirically investigates users’ effectiveness; efficiency and satisfaction, in order to determine the influence of edutainment, (e.g. amusing speech and facial expressions), combined with multimodal metaphors, (e.g. speech, earcon, avatar, etc.), within e-Learning environments. Besides text, speech, visual, and earcon modalities, avatars are incorporated to offer a visual and listening realm, in online learning. The methodology used for this research project comprises a literature review, as well as three experimental platforms. The initial experiment serves as a first step towards investigating the feasibility of completing all the tasks and objectives in the research project, outlined above. The remaining two experiments explore, further, the role of edutainment in enhancing e-Learning user interfaces. The overall challenge is to enhance user-interface usability; to improve the presentation of learning, in e-Learning systems; to improve user enjoyment; to enhance interactivity and learning performance; and, also, to contribute in developing guidelines for multimodal involvement, in the context of edutainment. The results of the experiments presented in this thesis show an improvement in user enjoyment, through satisfaction measurements. In the first experiment, the enjoyment level increased by 11%, in the Edutainment (E) platform, compared to the Non-edutainment (NE) interface. In the second experiment, the Game-Based Learning (GBL) interface obtained 14% greater enhancement than the Virtual Class (VC) interface and 20.85% more than the Storytelling interface; whereas, the percentage obtained by the game incorporated with avatars increased by an extra 3%, compared with the other platforms, in the third experiment. In addition, improvement in both user performance and learning retention were detected through effective and efficiency measurements. In the first experiment, there was no significant difference between mean values of time, for both conditions (E) & (NE) which were not found to be significant, when tested using T-test. In the second experiment, the time spent in condition (GBL) was higher by 7-10 seconds, than in the other conditions. In the third experiment, the mean values of the time taken by the users, in all conditions, were comparable, with an average of 22.8%. With regards to effectiveness, the findings of the first experiment showed, generally, that the mean correct answer for condition (E) was higher by 20%, than the mean for condition (NE). Users in condition (GBL) performed better than the users in the other conditions, in the second experiment. The percentage of correct answers, in the second experiment, was higher by 20% and by 34.7%, in condition (GBL), than in the (VC) and (ST), respectively. Finally, a set of empirically derived guidelines was produced for the design of usable multimodal e-Learning and edutainment interfaces.
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Misdariis, Nicolas. "Synthèse - Reproduction - Perception des Sons Instrumentaux et Environnementaux : Application au Design Sonore." Thesis, Paris, CNAM, 2014. http://www.theses.fr/2015CNAM0955/document.

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Ce mémoire présente une composition d’études et de travaux de recherche orientés autour de trois grandes thématiques : la synthèse, la reproduction et la perception des sons, en considérant à la fois les sons de nature musicale mais aussi environnementale. Il vise en outre un champ d’application, le design sonore, qui implique globalement la création intentionnelle de sons du quotidien. La structure du document est conçu selon un schéma relativement uniforme et comporte, pour chaque partie, une présentation générale de la thématique apportant des éléments théoriques et des données relatives à l’état de l’art, suivie de développements spécifiques permettant de converger vers les sujets d’étude propres à chaque thème – explicitement, formalisme modal dans la synthèse par modélisation physique, pour la partie "Synthèse" ; mesure et contrôle de la directivité des instruments de musique, pour la partie "Reproduction" ; timbre et identification des sources sonores, pour la partie "Perception"– puis d’une présentation détaillée des travaux personnels relatifs à chacun des sujets, le cas échéant, sous la forme d’un article publié. Ces divers éléments de connaissance et d’expérience propose donc une contribution personnelle et originale, volontairement inscrite dans un cadre de recherche élargi, pluridisciplinaire et appliqué
This dissertation presents a composition of studies and research works articulated around three main topics : synthesis, reproduction and perception of sounds, considering both musical and environmental sounds. Moreover, it focuses on an application field, the sound design, that globally involves the conception of intentional everyday sounds. The document is based on a rather uniform structure and contains, for each part, a general presentation of the topic which brings theoretical elements together with an overview of the state-of-the-art, followed by more precise developments in order to focus on the specific matters related to each topic – in detail, modal formalism in sound synthesis by physical modeling, for the "Synthesis" section ; measurement and control of musical instruments directivity, for the "Reproduction" section ; timbre and sound sources identification, for the "Perception" section – and then followed by a detailed presentation of the personal works related to each matter, in some cases, in the form of published papers. Then, these several elements of knowledge and experience offer a personal and original contribution, deliberately put in a broad, multidisciplinary and applied framework
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Ekwall, Axel, and Linnea Holm. "The relation between human-to-human interaction and human-to-tablet interaction in a neurocognitive test." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-239868.

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Our lives become longer with new advancements in medicine and technology. As a result, cognition and memory impairments will become a growing concern[23]. To be able to treat cognitive decline, dementia and related diseases, the need for early detection of memory deficiencies increases. This study aimed to validate the use of a new digital interaction version of a common memory test, the Rey Auditory Verbal Learning Test (RAVLT), compared with norm from the traditional human-to-human interaction version of the same test. This was performed through userstudies with both test versions in a counterbalanced order. The results consisted of quantitative results from the tests together with qualitative data from interviews with the participants in connection to each test occasion. The results showed a slight difference in some aspects of the quantitative test results, but at the same time, no significant difference for most of the measured results. Further, the interviews demonstrated that the differences in interaction and experience between the versions of the tests could be the reason for some of the differences in the quantitative result. The conclusion from this study was that there are many difficult problems to solve for speech interfaces in neurocognitive tests like the RAVLT. In line with previous research [22], the results highlight the importance of a natural speech interaction that conforms with the basic principles of human conversation, to create a stress-free experience and test results that can be reliable and comparable.
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Ahmad, Ali. "DESIGN FOR AUDITORY DISPLAYS: IDENTIFYING TEMPORAL AND SPATIAL INFORMATION CONVEYANCE PRINCIPLES." Doctoral diss., University of Central Florida, 2007. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2835.

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Designing auditory interfaces is a challenge for current human-systems developers. This is largely due to a lack of theoretical guidance for directing how best to use sounds in today's visually-rich graphical user interfaces. This dissertation provided a framework for guiding the design of audio interfaces to enhance human-systems performance. This doctoral research involved reviewing the literature on conveying temporal and spatial information using audio, using this knowledge to build three theoretical models to aid the design of auditory interfaces, and empirically validating select components of the models. The three models included an audio integration model that outlines an end-to-end process for adding sounds to interactive interfaces, a temporal audio model that provides a framework for guiding the timing for integration of these sounds to meet human performance objectives, and a spatial audio model that provides a framework for adding spatialization cues to interface sounds. Each model is coupled with a set of design guidelines theorized from the literature, thus combined, the developed models put forward a structured process for integrating sounds in interactive interfaces. The developed models were subjected to a three phase validation process that included review by Subject Matter Experts (SMEs) to assess the face validity of the developed models and two empirical studies. For the SME review, which assessed the utility of the developed models and identified opportunities for improvement, a panel of three audio experts was selected to respond to a Strengths, Weaknesses, Opportunities, and Threats (SWOT) validation questionnaire. Based on the SWOT analysis, the main strengths of the models included that they provide a systematic approach to auditory display design and that they integrate a wide variety of knowledge sources in a concise manner. The main weaknesses of the models included the lack of a structured process for amending the models with new principles, some branches were not considered parallel or completely distinct, and lack of guidance on selecting interface sounds. The main opportunity identified by the experts was the ability of the models to provide a seminal body of knowledge that can be used for building and validating auditory display designs. The main threats identified by the experts were that users may not know where to start and end with each model, the models may not provide comprehensive coverage of all uses of auditory displays, and the models may act as a restrictive influence on designers or they may be used inappropriately. Based on the SWOT analysis results, several changes were made to the models prior to the empirical studies. Two empirical evaluation studies were conducted to test the theorized design principles derived from the revised models. The first study focused on assessing the utility of audio cues to train a temporal pacing task and the second study combined both temporal (i.e., pace) and spatial audio information, with a focus on examining integration issues. In the pace study, there were four different auditory conditions used for training pace: 1) a metronome, 2) non-spatial auditory earcons, 3) a spatialized auditory earcon, and 4) no audio cues for pace training. Sixty-eight people participated in the study. A pre- post between subjects experimental design was used, with eight training trials. The measure used for assessing pace performance was the average deviation from a predetermined desired pace. The results demonstrated that a metronome was not effective in training participants to maintain a desired pace, while, spatial and non-spatial earcons were effective strategies for pace training. Moreover, an examination of post-training performance as compared to pre-training suggested some transfer of learning. Design guidelines were extracted for integrating auditory cues for pace training tasks in virtual environments. In the second empirical study, combined temporal (pacing) and spatial (location of entities within the environment) information were presented. There were three different spatialization conditions used: 1) high fidelity using subjective selection of a "best-fit" head related transfer function, 2) low fidelity using a generalized head-related transfer function, and 3) no spatialization. A pre- post between subjects experimental design was used, with eight training trials. The performance measures were average deviation from desired pace and time and accuracy to complete the task. The results of the second study demonstrated that temporal, non-spatial auditory cues were effective in influencing pace while other cues were present. On the other hand, spatialized auditory cues did not result in significantly faster task completion. Based on these results, a set of design guidelines was proposed that can be used to direct the integration of spatial and temporal auditory cues for supporting training tasks in virtual environments. Taken together, the developed models and the associated guidelines provided a theoretical foundation from which to direct user-centered design of auditory interfaces.
Ph.D.
Department of Industrial Engineering and Management Systems
Engineering and Computer Science
Industrial Engineering PhD
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Stevens, Robert David. "Principles for the design of auditory interfaces to present complex information to blind people." Thesis, University of York, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.319718.

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Pereira, Cristopher Daniel da Silva. "Interface for audit download : I. F. A. D." Master's thesis, Instituto Politécnico de Leiria, 2011. http://hdl.handle.net/10400.8/1329.

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Dissertação apresentado à Escola Superior de Tecnologia e Gestão do IPL para obtenção do grau de Mestre em Engenharia Informática - Computação Móvel, orientada pela Professora Doutora Dulce Gonçalves.
No decorrer dos últimos anos, tem-se assistido à proliferação de máquinas de venda auto-mática de produtos, vulgarmente denominadas por máquinas de vending. A natureza de alguns dos produtos disponibilizados por estas máquinas, associado à criação de legislação em Portugal e na restante União Europeia, com o objectivo de assegurar o correcto manu-seamento e acondicionamento de produtos frescos, congelados e ultracongelados, obriga a que os operadores económicos tenham a necessidade proceder ao registo da temperatura do ar a que os produtos estão sujeitos enquanto estão armazenados dentro das máquinas. Para-lelamente, existe ainda a necessidade de as empresas procederem à descarga periódica da auditoria financeira dos moedeiros instalados nas máquinas. Actualmente no mercado existe um vasto conjunto de soluções que permitem a recolha dos dados de auditoria ambiental e financeira remotamente. No entanto o elevado custo dessas soluções torna diminuta a sua utilização em Portugal. Pretende-se com esta dissertação criar uma solução que visa proporcionar aos operadores económicos da indústria das máquinas de vending uma solução simples e eficaz para reco-lha de dados de auditoria, e que tire partido da deslocação regular dos repositores às máquinas de vending.
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Kaliyakuwawala, Kutbi Nuruddin. "Using Two Channel Communication To Study Selective Auditory Attention Using Air And Bone Conducted Interfaces." Wright State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=wright1236021480.

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Jeon, Myounghoon. ""Spindex" (speech index) enhances menu navigation user experience of touch screen devices in various input gestures: tapping, wheeling, and flicking." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37101.

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In a large number of electronic devices, users interact with the system by navigating through various menus. Auditory menus can complement or even replace visual menus, so research on auditory menus has recently increased with mobile devices as well as desktop computers. Despite the potential importance of auditory displays on touch screen devices, little research has been attempted to enhance the effectiveness of auditory menus for those devices. In the present study, I investigated how advanced auditory cues enhance auditory menu navigation on a touch screen smartphone, especially for new input gestures such as tapping, wheeling, and flicking methods for navigating a one-dimensional menu. Moreover, I examined if advanced auditory cues improve user experience, not only for visuals-off situations, but also for visuals-on contexts. To this end, I used a novel auditory menu enhancement called a "spindex" (i.e., speech index), in which brief audio cues inform the users of where they are in a long menu. In this study, each item in a menu was preceded by a sound based on the item's initial letter. One hundred and twenty two undergraduates navigated through an alphabetized list of 150 song titles. The study was a split-plot design with manipulated auditory cue type (text-to-speech (TTS) alone vs. TTS plus spindex), visual mode (on vs. off), and input gesture style (tapping, wheeling, and flicking). Target search time and subjective workload for the TTS + spindex were lower than those of the TTS alone in all input gesture types regardless of visual type. Also, on subjective ratings scales, participants rated the TTS + spindex condition higher than the plain TTS on being 'effective' and 'functionally helpful'. The interaction between input methods and output modes (i.e., auditory cue types) and its effects on navigation behaviors was also analyzed based on the two-stage navigation strategy model used in auditory menus. Results were discussed in analogy with visual search theory and in terms of practical applications of spindex cues.
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Jones, David. "THE INTEGRATION OF AUDIO INTO MULTIMODAL INTERFACES: GUIDELINES AND APPLICATIONS OF INTEGRATING SPEECH, EARCONS, AUDITORY ICONS." Master's thesis, University of Central Florida, 2005. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3788.

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The current research is directed at providing validated guidelines to direct the integration of audio into human-system interfaces. This work first discusses the utility of integrating audio to support multimodal human-information processing. Next, an auditory interactive computing paradigm utilizing Speech, Earcons, Auditory icons, and Spatial audio (SEAS) cues is proposed and guidelines for the integration of SEAS cues into multimodal systems are presented. Finally, the results of two studies are presented that evaluate the utility of using SEAS cues, developed following the proposed guidelines, in relieving perceptual and attention processing bottlenecks when conducting Unmanned Air Vehicle (UAV) control tasks. The results demonstrate that SEAS cues significantly enhance human performance on UAV control tasks, particularly response accuracy and reaction time on a secondary monitoring task. The results suggest that SEAS cues may be effective in overcoming perceptual and attentional bottlenecks, with the advantages being most revealing during high workload conditions. The theories and principles provided in this paper should be of interest to audio system designers and anyone involved in the design of multimodal human-computer systems.
M.S.
Department of Industrial Engineering and Management Systems
Engineering and Computer Science
Industrial Engineering and Management Systems
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Vazquez-Alvarez, Yolanda. "An investigation of eyes-free spatial auditory interfaces for mobile devices : supporting multitasking and location-based information." Thesis, University of Glasgow, 2013. http://theses.gla.ac.uk/4501/.

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Auditory interfaces offer a solution to the problem of effective eyes-free mobile interactions. However, a problem with audio, as opposed to visual displays, is dealing with multiple simultaneous information streams. Spatial audio can be used to differentiate between different streams by locating them into separate spatial auditory streams. In this thesis, we consider which spatial audio designs might be the most effective for supporting multiple auditory streams and the impact such spatialisation might have on the users' cognitive load. An investigation is carried out to explore the extent to which 3D audio can be effectively incorporated into mobile auditory interfaces to offer users eyes-free interaction for both multitasking and accessing location-based information. Following a successful calibration of the 3D audio controls on the mobile device of choice for this work (the Nokia N95 8GB), a systematic evaluationof 3D audio techniques is reported in the experimental chapters of this thesis which considered the effects of multitasking, multi-level displays, as well as differences between egocentric and exocentric designs. One experiment investigates the implementation and evaluation of a number of different spatial (egocentric) and non-spatial audio techniques for supporting eyes-free mobile multitasking that included spatial minimisation. The efficiency and usability of these techniques was evaluated under varying cognitive load. This evaluation showed an important interaction between cognitive load and the method used to present multiple auditory streams. The spatial minimisation technique offered an effective means of presenting and interacting with multiple auditory streams simultaneously in a selective-attention task (low cognitive load) but it was not as effective in a divided-attention task (high cognitive load), in which the interaction benefited significantly from the interruption of one of the stream. Two further experiments examine a location-based approach to supporting multiple information streams in a realistic eyes-free mobile environment. An initial case study was conducted in an outdoor mobile audio-augmented exploratory environment that allowed for the analysis and description of user behaviour in a purely exploratory environment. 3D audio was found to be an effective technique to disambiguate multiple sound sources in a mobile exploratory environment and to provide a more engaging and immersive experience as well as encouraging an exploratory behaviour. A second study extended the work of the previous case study by evaluating a number of complex multi-level spatial auditory displays that enabled interaction with multiple location-based information in an indoor mobile audio-augmented exploratory environment. It was found that a consistent exocentric design across levels failed to reduce workload or increase user satisfaction, so this design was widely rejected by users. However, the rest of spatial auditory displays tested in this study encouraged an exploratory behaviour similar to that described in the previous case study, here further characterised by increased user satisfaction and low perceived workload.
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Stanley, Laura Michelle. "Haptic and auditory interfaces as a collision avoidance technique during roadway departures and driver perception of these modalities." Diss., Montana State University, 2006. http://etd.lib.montana.edu/etd/2006/stanley/StanleyL0506.pdf.

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Åstholm, Carl. "Tillämpning av ljud i IT-system för att öka användarupplevelsen: en litteraturstudie." Thesis, Örebro universitet, Handelshögskolan vid Örebro Universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-56972.

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Många systemutvecklare idag saknar kunskap om hur ljud kan användas i system för att öka användarupplevelsen och är skeptiska till ljudets användningspotential. Auditory display är ett samlingsnamn för olika tekniker som nyttjar ljudet som ett medium för att kommunicera olika typer av data och information från systemet till användaren. Då mycket av forskningen rörande auditory display fokuserar på utvecklingen av hjälpmedel för synskadade istället för mer generella system för användare utan särskilda behov ser vi att det finns ett behov av en litteraturstudie med fokus på den sistnämnda gruppen system. Vi ställde frågan "hur kan auditory display tillämpas vid utveckling av traditionella IT-system" och genomförde en litteraturstudie där 23 artiklar analyserade för att identifiera olika tillämpningsområden för auditory display, med syfte att återge dessa tillämpningsområden i ett format som är av intresse för utvecklare som vill kunna använda ljud i sina system men inte vet vart de ska börja. Resultaten visar att auditory display kan användas till god effekt exempelvis vid övervakning av nätverkstrafik, i gränssnitt och widgets och i fordonsgränssnitt i bilar. Vi föreslår även lovande användningsområden som bör undersökas vidare av framtida forskare.
Today, there is a certain lack of knowledge on how sound can be utilized in systems to enhance the user experience among systems developers and many developers have a skeptical outlook on the usability of sound. Auditory display is an umbrella term for an array of different techniques that utilize sound as a medium to communicate different sorts of information and data from the system to the user. As much of the research revolving around auditory display has the development of accessibility tools for visually impaired as its sole focus, instead of more general systems intended for users without specific needs, we see that there is a need for a literature review focused on the latter. We asked ourselves the question "how can auditory display be utilized in the development of traditional IT-systems?" and carried out a literature review where 23 articles were analyzed to identify different use cases, with the purpose of presenting these use casers in a way that can be used by developers who are interested in implementing sound in their systems but are unsure where to start. Results indicate that auditory display can be used to good effect in, among others, systems for monitoring network traffic, user interfaces and widgets and in-vehicle technologies. Lastly, we propose promising potential use cases that are in need of further research.
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37

Souto, Carlos Filipe da Silva [Verfasser], Birger [Akademischer Betreuer] Kollmeier, and Jesko L. [Akademischer Betreuer] Verhey. "Speech-related brain responses as a basis for auditory brain-computer interfaces / Carlos Filipe da Silva Souto ; Birger Kollmeier, Jesko L. Verhey." Oldenburg : BIS der Universität Oldenburg, 2019. http://d-nb.info/1201481325/34.

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38

Alty, James L., and Dimitrios I. Rigas. "Exploring the use of structured musical stimuli to communicate simple diagrams: The role of context." Elsevier, 2004. http://hdl.handle.net/10454/4028.

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no
The results from previous experiments using structured musical stimuli to communicate coordinate locations within a graphical grid, navigation of an auditory cursor and simple shapes are used as a basis for further exploratory research to communicate diagrams. An experimental framework program (called AudioGraph) provided a platform for investigating musical information processing for blind users. Under this platform, simple arrangements of shapes (forming diagrams) were communicated to users using structured musical stimuli. Meaningfully arranged graphical shapes (at least for the visual sense) were communicated in the absence, and in the presence of a particular perceptual context or different perceptual contexts. The results indicated that perceptual context played an important role in the interpretation of the structured musical stimuli that communicated simple diagrams. The paper concludes with a discussion on the implications of the results, the role of context and the use of structured musical stimuli to communicate graphical information to visually impaired users.
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39

Käthner, Ivo R. J. [Verfasser], Andrea [Gutachter] Kübler, and Stefan [Gutachter] Debener. "Auditory and visual brain-computer interfaces as communication aids for persons with severe paralysis / Ivo R. J. Käthner. Gutachter: Andrea Kübler ; Stefan Debener." Würzburg : Universität Würzburg, 2016. http://d-nb.info/1112041265/34.

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40

Cai, Yixiao. "Bio-Nano Interactions : Synthesis, Functionalization and Characterization of Biomaterial Interfaces." Doctoral thesis, Uppsala universitet, Tillämpad materialvetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-277121.

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Current strategies for designing biomaterials involve creating materials and interfaces that interact with biomolecules, cells and tissues.  This thesis aims to investigate several bioactive surfaces, such as nanocrystalline diamond (NCD), hydroxyapatite (HA) and single crystalline titanium dioxide, in terms of material synthesis, surface functionalization and characterization. Although cochlear implants (CIs) have been proven to be clinically successful, the efficiency of these implants still needs to be improved. A CI typically only has 12-20 electrodes while the ear has approximately 3400 inner hair cells. A type of micro-textured NCD surface that consists of micrometre-sized nail-head-shaped pillars was fabricated. Auditory neurons showed a strong affinity for the surface of the NCD pillars, and the technique could be used for neural guidance and to increase the number of stimulation points, leading to CIs with improved performance. Typical transparent ceramics are fabricated using pressure-assisted sintering techniques. However, the development of a simple energy-efficient production method remains a challenge. A simple approach to fabricating translucent nano-ceramics was developed by controlling the morphology of the starting ceramic particles. Translucent nano-ceramics, including HA and strontium substituted HA, could be produced via a simple filtration process followed by pressure-less sintering. Furthermore, the application of such materials as a window material was investigated. The results show that MC3T3 cells could be observed through the translucent HA ceramic for up to 7 days. The living fluorescent staining confirmed that the MC3T3 cells were visible throughout the culture period. Single crystalline rutile possesses in vitro bioactivity, and the crystalline direction affects HA formation. The HA growth on (001), (100) and (110) faces was investigated in a simulated body fluid in the presence of fibronectin (FN) via two different processes. The HA layers on each face were analysed using different characterization techniques, revealing that the interfacial energies could be altered by the pre-adsorbed FN, which influenced HA formation. In summary, micro textured NCD, and translucent HA and FN functionalized single crystalline rutile, and their interactions with cells and biomimetic HA were studied. The results showed that controlled surface properties are important for enhancing a material’s biological performance.
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41

Pomachagua, Sotomayor Jorge Luis. "Desarrollo de un sistema de auditoría de equipos de seguridad de redes." Master's thesis, Pontificia Universidad Católica del Perú, 2020. http://hdl.handle.net/20.500.12404/19072.

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La presente tesis propone desarrollar un sistema auditor de información que brinde visibilidad a solicitud del usuario del estado actual de los equipos de seguridad. Esto abarca poder validar la configuración del directorio activo, así como sus equipos registrados, usuarios y/o grupos; de igual forma con el firewall de seguridad en el cual se hará una revisión de la configuración del equipo y de las políticas de seguridad habilitadas. Mantener un adecuado control de las múltiples configuraciones que se realizan a diario sobres los equipos de seguridad puede llegar a ser una tarea muy complicada, teniendo en cuenta que muchas veces diferentes administradores son los que realizan cambios sobre las plataformas desde su activación inicial. Es por ello que cada cierto tiempo las empresas solicitan auditorías externas las cuales reportan el estado actual de la configuración de los equipos de seguridad y el nivel de cumplimiento de las políticas vigentes. Con el avance de la tecnología se han automatizado muchas tareas y el uso de una computadora es imprescindible dentro de una empresa, ello conlleva a considerar obligatoriamente la seguridad aplicada a la información que viaja a través de las redes internas como factor clave. Hoy en día es común que constantemente surjan nuevas vulnerabilidades en los sistemas y/o equipos de red, por ello contar con una herramienta que ofrezca visibilidad de lo que realmente se encuentra configurado en los equipos de seguridad se vuelve una necesidad. Esta tesis se centra en dar a conocer las posibles brechas de seguridad dentro de la infraestructura de red de una empresa, las cuales pueden generar un alto costo en caso de ser vulneradas por un atacante externo o interno. Ello resalta la importancia de un correcto planeamiento y control al momento de realizar configuraciones en los equipos de seguridad. Un ejemplo de brecha de seguridad en las diferentes empresas ocurre cuando un administrador configura una política de prueba brindando acceso al puerto TCP/80 y se olvida de eliminar dicha política, ello puede conllevar a que algún ataque de tipo Ransomware infecte una máquina y este a su vez se propague a toda la red interna, generando un bloqueo masivo y ocasionando un corte parcial o total de las operaciones. El sistema auditor se conecta al directorio activo y al firewall, vía LDAP y API respectivamente, por medio de una sola interfaz de usuario y mediante diferentes consultas es capaz de extraer información relevante (“actionable insights”), la cual se utiliza para tomar acción rápida ante cualquier evento de seguridad.
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42

Rivera, Rodriguez Jose A. "Seniors with Diabetes-Investigation of the Impact of Semantic Auditory Distractions on the Usability of a Blood Glucose Tracking Mobile Application." NSUWorks, 2015. http://nsuworks.nova.edu/gscis_etd/64.

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Diabetes is the seventh leading cause of death in the United States. With the population rapidly aging, it is expected that 1 out of 3 Americans will have diabetes by 2050. Mobile devices and mobile applications have the potential to contribute to diabetes self-care by allowing users to manage their diabetes by keeping track of their blood glucose levels. Usability is important for systems that help people self-manage conditions such as diabetes. Age and diabetes-related cognitive decline might intensify the impact of usability issues for the users who need these mobile applications the most. As highlighted by usability researchers, the context of use (i.e. environment, user, task, and technology) has a significant impact on usability. The environment (lighting, temperature, audio and visual distractions, etc.) is of special interest to the mobile usability arena since in the case of mobile devices, is always changing. This dissertation aims to support the claim that context and more specifically environmental distraction such as semantic auditory distractions impact the usability of mobile applications. In doing so, it attempts to answer the following research questions: 1) Does semantic auditory distractions reduce the effectiveness of a blood glucose tracking mobile application? 2) Does semantic auditory distractions reduce the efficiency of a blood glucose tracking mobile application? 3) Does semantic auditory distractions reduce the user satisfaction of a blood glucose tracking mobile application? To answer the study research questions, a true experimental design was performed involving 30 adults with type 2 diabetes. Participants were paired based on their age and experience with smartphones and randomly assigned to the control (no semantic auditory distractions) or experimental (semantic auditory distractions) group. Research questions were tested using the general linear model. The results of this study confirmed that semantic auditory distractions have a significant effect on efficiency and effectiveness, and hence they need to be taken into account when evaluating mobile usability. This study also showed that semantic auditory distractions have no significant effect on user satisfaction. This dissertation enhances the current knowledge about the impact of semantic auditory distractions on the usability of mobile applications within the diabetic senior population.
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43

Winberg, Fredrik. "Contextualizing Accessibility : Interaction for Blind Computer Users." Doctoral thesis, Stockholm : Human-Computer Interaction, Kungliga tekniska högskolan, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-4758.

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44

Hidalgo, Isabela Cordeiro Ribeiro Moura. "Overcoming Limitations of Serial Audio Search." Scholar Commons, 2012. http://scholarcommons.usf.edu/etd/4072.

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The typical approach for finding audio recordings, such as music and sound effects, in a database is to enter some textual information into a search field. The results appear summarized in a list of textual descriptions of the audio files along with a function for playing back the recordings. Exploring such a list sequentially is a time-consuming and tedious way to search for sounds. This research evaluates whether searching for audio information can become more effective with a user interface capable of presenting multiple audio streams simultaneously. A prototype audio player was developed with a user interface suitable for both search and browsing of a hierarchically organized audio collection. The audio recordings are presented either serially (serial output mode) or simultaneously (parallel output mode), spatially distributed in both vertical and horizontal planes. Users select individual recordings by simply pointing at its source location with a remote control. Two within-subjects experiments were conducted to compare the performance of the audio player's output modes in audio search tasks. The experiments differ in the maximum number of audio recordings played simultaneously - either four or six. In both experiments, search tasks were performed about 25% faster using parallel audio output than using serial output. Over 80% of participants preferred searching parallel output. The results indicate that using parallel output can be a valuable improvement to the current methods of audio search, which typically use only serial output.
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45

Bouchara, Tifanie. "Comparaison et combinaison de rendus visuels et sonores pour la conception d'interfaces homme-machine : des facteurs humains aux stratégies de présentation à base de distorsion." Phd thesis, Université Paris Sud - Paris XI, 2012. http://tel.archives-ouvertes.fr/tel-00770309.

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Bien que de plus en plus de données sonores et audiovisuelles soient disponibles, la majorité des interfaces qui permettent d'y accéder reposent uniquement sur une présentation visuelle. De nombreuses techniques de visualisation ont déjà été proposées utilisant une présentation simultanée de plusieurs documents et des distorsions permettant de mettre en relief l'information plus pertinente. Nous proposons de définir des équivalents auditifs pour la présentation de plusieurs fichiers sonores en concurrence, et de combiner de façon optimale les stratégies audio et visuelles pour la présentation de documents multimédia. Afin d'adapter au mieux ces stratégies à l'utilisateur, nous avons dirigé nos recherches sur l'étude des processus perceptifs et attentionnels impliqués dans l'écoute et l'observation d'objets audiovisuels concurrents, en insistant sur les interactions entre les deux modalités.Exploitant les paramètres de taille visuelle et de volume sonore, nous avons étendu le concept de lentille grossissante, utilisée dans les méthodes focus+contexte visuelles, aux modalités auditive et audiovisuelle. A partir de ce concept, une application de navigation dans une collection de documents vidéo a été développée. Nous avons comparé notre outil à un autre mode de rendu dit de Pan&Zoom à travers une étude d'utilisabilité. Les résultats, en particulier subjectifs, encouragent à poursuivre vers des stratégies de présentation multimodales associant un rendu audio aux rendus visuels déjà disponibles.Une seconde étude a concerné l'identification de sons d'environnement en milieu bruité en présence d'un contexte visuel. Le bruit simule la présence de plusieurs sources sonores simultanées telles qu'on pourrait les retrouver dans une interface où les documents audio et audiovisuels sont présentés ensemble. Les résultats de cette expérience ont confirmé l'avantage de la multimodalité en condition de dégradation. De plus, au-delà des buts premiers de la thèse, l'étude a confirmé l'importance de la congruence sémantique entre les composantes visuelle et sonore pour la reconnaissance d'objets et a permis d'approfondir les connaissances sur la perception auditive des sons d'environnement.Finalement, nous nous sommes intéressée aux processus attentionnels impliqués dans la recherche d'un objet parmi plusieurs, en particulier au phénomène de " pop-out " par lequel un objet saillant attire l'attention automatiquement. En visuel, un objet net attire l'attention au milieu d'objets flous et certaines stratégies de présentation visuelle exploitent déjà ce paramètre visuel. Nous avons alors étendu la notion de flou aux modalités auditives et audiovisuelles par analogie. Une série d'expériences perceptives a confirmé qu'un objet net parmi des objets flous attire l'attention, quelle que soit la modalité. Les processus de recherche et d'identification sont alors accélérés quand l'indice de netteté correspond à la cible, mais ralentis quand il s'agit d'un distracteur, mettant ainsi en avant un phénomène de guidage involontaire. Concernant l'interaction intermodale, la combinaison redondante des flous audio et visuel s'est révélée encore plus efficace qu'une présentation unimodale. Les résultats indiquent aussi qu'une combinaison optimale n'implique pas d'appliquer obligatoirement une distorsion sur les deux modalités.
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46

Hu, Hui-Ning, and 胡惠寧. "Redesign Auditory Interface of In-Vehicle Speech Interaction System." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/67744612473722555910.

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碩士
國立清華大學
工業工程與工程管理學系
102
This research aimed to conduct a series of user interface improvement against an in-vehicle full voice-based interface named Talking Car and to verify the result of improvement by conducting driving simulation experiments. According to a previous study, current Talking Car system has some defects on control button and system dialogues with elicitation. For the first part, control button data from 5 brands which are the most popular cars in the market were gathered and analyzed. Then, cooperated with expert advices the control button was redesigned. In the system dialogues part, an experiment was conducted to realize the misunderstood and annoying degree of current guiding sentences. When conducting the experiment, subjects listened and rated degree of understanding and annoying for each system dialogues while driving. After all improvement, another driving simulation experiment was conducted. In this experiment, subjects need to complete the tasks assigned by controlling Talking Car while driving, and task finished time and number of error were collected to verify the effect of improvements. Under objective statistic data, the final result indicated that task finished time has decreased significantly. The shorter task finished time proved the system is more convenient and easy to use. With regard to evaluation of safety, reacting time of emergency brake were decreased. In consequence, the system is more suitable using in driving. And in the subjective part, subjects are more satisfied with system dialogues of novices and control button. After improvement, Talking Car is easier to use and more fit to the novices. Talking Car provides with consummate functions and intuitive interface.
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47

Chen, Hsiao-Ru, and 陳曉如. "Interface Design and Ergonomic Considerations for In-Vehicle Auditory Guidance System." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/43696784106609789634.

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碩士
國立清華大學
工業工程與工程管理學系
90
In-vehicle navigation systems have been proposed as efficient tools for drivers nowadays. Through the use of these advanced technologies, drivers can enjoy more high-quality life such as receiving real-time information, driving with shorter route duration, quickly to reach the destination, and so on. However, driving is a mental-driven and highly information-processing task which requires more cognitive ability and less physical skill. Most researches deliberate drivers’ behavior by focusing on the interaction between human and hardware. However, the issues for elaborating “Auditory information frequencies” deserve very little attention. As far as drivers are concerned, auditory assistance could be a critical point for enhancing driving performance and traffic safety. That’s the reason for conducting this study. A driving simulator is being used for the present study. All the relative data and driving reactions are recorded for further analysis. According to the experimental results, the human-centered design principles and suggestions will be proposed.
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48

Pan, Suyu, and 潘素瑜. "The Effect Of Auditory Interface On Older Adults’ Retention In Web Browsing." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/15463463639082079283.

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碩士
義守大學
工業工程與管理學系
100
The present study intends to investigate the extent to which auditory interfaces could enhance learning effects of the older adult as contrast to the young counterpart in the context of auditory systems. A total of ten older subjects and ten young subjects participated in a split-plot factorial experiment where each subject served as a blocking factor nested under the factor of age learning interface which consisted of treatments of narration interface, narration plus orientation interface, earcons interface and earcons plus orientation interface. Learning performance were operational defined by hit rates of recall and by subjective user experiences. The results show that with respect to the accuracy hit rate, while there was no interaction between age and auditory interfaces, the main effects of both factors were significant. Further post-hoc pair comparisons revealed that source of significant learning interface was mainly derived from the superiority of narration interface over narration plus orientation interface, earcons interface and earcons plus orientation interface. A Friedman rank order test indicated that both older and young subjects experienced significant preference of narration interface to narration plus orientation interface, earcons interface and earcons plus orientation interface. In-depth implications for design of narration interface with age considerations were discussed.
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49

Siao, Yi-Chin, and 蕭意親. "The Effect of Auditory Interface on Older Adults'Memory in Touchpad-based Interaction." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/54632062076604248681.

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碩士
義守大學
工業管理學系
103
With the improvement of living conditions and the medical advancement, modern people have had a longer life expectancy on average and the population structure has gradually entered an aging society. Scientific and technological progress has made touch-based products mainstream ones. Currently, multi-point touch includes over ten touch-based input gestures, with an increasingly people-oriented panel-touched interface. Without adequate time to adapt to new technologies, older adults encounter many difficulties in learning these technologies. Auditory, if appropriately applied, will be more effectively and clearly in conveying information than images and, more importantly, provide more clues. With touchpad and mouse as the interface operation devices of the experiment, the study designs three groups of instruction systems of panel-touched interfaces (touchpad, touchpad + auditory and mouse). Aside from learning the panel-touched interfaces, the older adults undertake the test of editing operations. According to their performance in the test, the study discusses if the integration of panel-touched devices and auditory interfaces will facilitate the learning of older adults suffering weakening memory and improve their memory. 36 older adults over 65 years old participated in a 3×3 factorial experiment. If the panel-touched interfaces are taken as the within-subject factors, the processing levels will be touchpad, touchpad + auditory and mouse respectively; if the editing operations are taken as the within-subject factors, the processing levels will be copying, browsing and magnifying respectively. The performance indicators included correction rate, operation time, number of errors and average number of errors in unit time. The results showed that the panel-touched interface of touchpad + auditory was better than that of touchpad in term of operation performance, which means that the addition of auditory contributes to older adults’ using scientific and technological products. Operations like browsing and magnifying were better performed in the panel-touched interface of touchpad + auditory, whereas copying was better done in the panel-touched interface of mouse; as far as the average number of errors in unit time, touchpad + auditory and mouse were better than touchpad, which means that the error rates of older adults’ using the two panel-touched interfaces were relatively low. Mouse was irreplaceable on the panel-touched interface; the combination of touchpad and auditory can reduce the error rate of older adults’ operations; both touchpad + auditory and mouse were suitable for those older adults who had their first access to interface operation devices. According to the use of experience and subjective preference questionnaire about the help of memory and learning motive, most older adults use experience and subjective preference touchpad + auditory; in terms of joy, concentration and confidence, they use experience and subjective preference touchpad + auditory and mouse. The research results can serve as reference for the design of auditory interface on control devices in the future.
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50

Wan, Eric. "Automatic Detection of Selective Auditory Attention Via Transient Evoked Otoacoustic Emissions." Thesis, 2013. http://hdl.handle.net/1807/35701.

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Past studies have shown that the effects of selective auditory attention are evident in medial olivocochlear (MOC) activity, manifested as the contralateral suppression (CS) of transient evoked otoacoustic emissions (TEOAEs). This finding suggests the use of TEOAEs in the design of an auditory-based access technology as a potential access solution for children with severe disabilities. Thirteen participants with normal hearing threshold and normal middle ear function completed this study. The participants were instrumented with a TEOAE ear probe and presented with a contralateral acoustic stimulus. They were instructed to alternate auditory attention conditions as visually cued by symbols on an LCD display. Attentive and non-attentive conditions were detected with an overall accuracy of 70.17 +/- 12.54% at 2.44 +/- 0.3 bits per minute in a participant-specific classifier, and 65.92 +/- 13.91% in a participant-independent classifier. Detection of auditory attention exceeded random chance levels for 11 of 13 participants.
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