Academic literature on the topic 'Sonic environments'

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Journal articles on the topic "Sonic environments"

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Green, Andrew. "Post Sonica: a speculative design project that cultivates community and sense of place within the city soundscape." Journal of the Acoustical Society of America 151, no. 4 (2022): A251. http://dx.doi.org/10.1121/10.0011226.

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There is a strong history of soundscape reverence and reflection in Utah. From Messiaen to Ussachevsky, scholars and composers alike have been inspired by the state’s sonic environment. Using these individuals’ reflective works as a muse while simultaneously incorporating R. Murray Schafer’s insights on soundscapes, I performed a sound sample study across Salt Lake City. Analyzing my samples led me to design a public installation that explores the ways in which our sonic environments affect daily life at the intersection of time, sound, and place. The concept for post sonica is a granite cylinder (4 ft. wide × 3 ft. high). Three arms rotate from the center at variable speeds in response to the strength and pitch of the sounds around them. Pads at the arms’ ends wear away separate paths in the granite base with each pass, creating the sonic “fingerprint” of a place over time. User engagement is necessarily bidirectional; as passersby are moved to interact with the device, their moment of reflection is captured and physicalized by the spinning arms. In this way, post sonica is a reminder of an urban community’s fundamental interconnectedness and the ever-present soundscape that functions as a part of it all.
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Fujak, Július. "Sonic (and Other) Environments as the Mirror of Society (and as the Challenge for Artistic Testimony)." Linguistic Frontiers 8, no. 1 (2025): 1–8. https://doi.org/10.2478/lf-2025-0007.

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Abstract The main topics of the paper are the (non)ecological dimensions of sonic and other environments in contemporary world reflecting the “suchness” and quality of certain cultures and society of global transcapitalism in its late phase of digitalisation, and devastation as well. Various social discursive and nondiscursive practices of this civilization influence very deeply our ways of living in many important dimensions—spiritual, moral, ecological, economic, political, and way of communication among others, which is mirrored in different sonic (and other) environments we are situated. The author refers to the special works of arts, kind of new musical discourses appropriating field recordings of unique environments, sonic sculptures, or intermedia installations in social-critical contexts as the testimonies of such artists as Bob Ostertag (USA), Peter Machajdík, Jonáš Gruska (both SK), among others.
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He, Jun. "Quartet: Designing for an Experimental Audio Game in Mixed Reality Environments." Lecture Notes in Education Psychology and Public Media 5, no. 1 (2023): 482–90. http://dx.doi.org/10.54254/2753-7048/5/20220673.

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Applying sonic interaction to game design has gained momentum in recent year. This paper proposes a novel approach to design an experimental audio game Quartet that is immersive and highly interactive in the mixed reality environment. The chief aims of designing this game are to explore the music improvisation techniques by using the software Touchdesigner and to create a new spectatorship of sonic interaction in immersive experiences. To achieve the goals, several methods were presented: interactive storytelling, audio visualization, ceding control, sonic interaction, etc. The research has also recorded valuable data about players experiences of the game including their overall level of immersion, perception of the story, and overall feeling of the sound design. The results suggested that an interactive sonic design can boost players engagement and convey emotions and information more efficiently and accurately. For further research, this audio based experiment can be contributed to the field of inclusive design especially for visually impaired people and children with multiple disabilities.
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Marini, Chloe A., and Kimberly A. Riegel. "Stochastic ray tracing implementation for sonic boom propagation modeling." Journal of the Acoustical Society of America 155, no. 3_Supplement (2024): A106. http://dx.doi.org/10.1121/10.0026969.

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Sonic boom propagation in large urban areas needs to be understood to determine the impact it will have on residents. In previous work, a combination of ray tracing and radiosity method was used to model the reflections of the sonic booms around large structures. Radiosity is a memory intensive method which requires extensive computational resources as the environment becomes more complex, whereas stochastic ray tracing does not require substantially more resources for more complicated environments. This study examines the feasibility of using stochastic ray tracing to simulate the diffuse reflections of sonic booms. Receiver graphs comparing stochastic ray tracing and radiosity methods for several environments will be shown, along with their computation times.
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Lacey, Jordan. "Three Tools for Sonic Rupture: Translating Ambiance, Biophilic Sound Design and More-Than-Human Listening." Loci Communes 1, no. 2 (2022): 1–24. http://dx.doi.org/10.31261/lc.2022.02.02.

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Sounds of the city shape everyday perception; thus, as sounds change, so do our moods and responses to the environments in which we live. This article is part of a discourse trying to recognise the essential role that soundscape design should play in urban planning to improve quality of life experiences. It aims to discuss three tools for creating sonic ruptures in urban environments: translating ambiance, biophilic sound design, and more-than-human listening. The three tools are related to the sonic rupture concept, introduced as a form of soundscape design focused on improving the quality of life for urban dwellers and creating new possible approaches for urban design. Translating ambiance leverages ambiance theory to explore the prospects of translating the affective qualities of the natural world into cities. The biophilic sound design tool combines biophilic design and field recording practices to discover innovative ways to bring the sounds of nature into the city. The more-than-human listening tool explores the possible recordings that multi-microphone arrays can make in natural environments that, while impossible to hear with the human ear, can be integrated into urban installations. In combination, this suite of tools presents new ways of thinking about the roles artistic research can play in urban soundscape design as a means to expand the range of human experience – and thus the quality of life – in urban environments. The nature term, as used here, refers to those expanses of land free of urban development that present unique sonic experiences and expressions to the artistic researcher, which can be applied to urban design. The described approach has been tested in the creation of the Sonic Gathering Place, an installation that integrates the three post-sonic rupture tools, which will be touched on briefly in this paper.
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Pinheiro, Sara, and Jiří Rouš. "Reflections on Sound Associations and Sonic Digital Environments." Resonance 3, no. 3 (2022): 255–67. http://dx.doi.org/10.1525/res.2022.3.3.255.

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This essay uses a “thought experiment” in order to combine theories of perception with sound practices. For that, it explores the concept of “object of thought” and the process of brain-associations in relation to acousmatic composition and reduced listening. Throughout the hypothetical premise of a falling tree, the study brings to discussion digital environments, in particular in relation to methodologies behind game engines. Eventually, it proposes to divide the question “If a tree falls in a forest and no one is around to hear it, does it make a sound?” according to its multiple angles—the falling tree, the tree of thought, the sound of the fall, and the tree in the digital environment—in order to arrive at the ultimate question: Is there a tree, did it fall, is there a forest, is there a sound?
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Klos, Jacob. "Sonic boom induced window rattle in indoor environments." Journal of the Acoustical Society of America 143, no. 3 (2018): 1936. http://dx.doi.org/10.1121/1.5036330.

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Manderson, Lenore, and Ed Osborn. "Rumble Filters: Sonic Environments and Points of Listening." Contemporary Music Review 36, no. 3 (2017): 119–26. http://dx.doi.org/10.1080/07494467.2017.1401353.

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Willemsen, Silvin, Helmer Nuijens, Titas Lasickas, and Stefania Serafin. "The Sonic Interactions in Virtual Environments (SIVE) Toolkit." Journal of the Audio Engineering Society 71, no. 6 (2023): 363–73. http://dx.doi.org/10.17743/jaes.2022.0082.

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Sorrell, Avery K., Mark C. Anderson, Kaylee Nyborg, and Kent L. Gee. "Investigating sonic booms using impulse metrics." Journal of the Acoustical Society of America 155, no. 3_Supplement (2024): A257. http://dx.doi.org/10.1121/10.0027416.

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As an impulsive sound, a sonic boom exhibits traits similar to other transient acoustic impulses, such as a single strike of a sledgehammer strike or an exploding firework. Although several metrics exist to assess the nature and potential acoustic hazards of these other impulsive sounds, these metrics are rarely applied to sonic booms. This paper investigates the use of several metrics commonly applied to impulsive sounds, such as B and D durations or the kurtosis of the pressure waveform, for sonic booms recorded during previous NASA flight test campaigns, including CarpetDIEM (Carpet Determination in Entirety Measurements) and QSF18 (Quiet Supersonic Flights 2018). Understanding the behavior of these metrics in urban (QSF18) and rural (CarpetDIEM) environments adds to the larger body of knowledge concerning sonic boom measurements and properties and may be useful in quantifying sonic boom variability in communities.
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Dissertations / Theses on the topic "Sonic environments"

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Shepherd, Peter. "FLOW : interactive sonic art : the creation and use of responsive strategies to re-imagine the performer/spectator relationship and create visitor inclusive sonic environments." Thesis, University of Plymouth, 2016. http://hdl.handle.net/10026.1/8092.

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FLOW operates on two levels, firstly as an engaging live performance environment and secondly as a vehicle to discuss a number of philosophical ideas relating to sound as art. As a performance piece FLOW exists to provide an inclusive interactive environment for musicians and casual visitors alike. A series of sensors allow those who enter the arena to make interventions in an immersive soundscape through their movements, opening up possibilities for the exploration of sound and gestural action within the space. The piece challenges the conventional roles of performer and spectator and offers interactive technology as a means of uniting the two. The artist creates a re-imagination of the performance paradigm based on active engagement rather than passive observance through the establishment of a circular discourse between human and computer. The following paper will also examine the nature of sound as art, suggesting that the poststructural ideas of Derrida and Deleuze and Guattari can be used as a conduit to define sonic emergences and morphologies within a Human/computer discourse, both in terms of timbral nature and spatial diffusion. Central to this is the concept that suggests the relationship between man and machine in interactive sonic art is one of energy transfer from organic fluidity to digital regulation and back to energy in the form of processed sound, according to the processes put in place. This leads into a final discussion of the nature of experimental compositional process, the choice between the determinate and the stochastic and the compromises between these that may need to be made to retain artistic coherence.
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Geronazzo, Michele. "Mixed Structural Models for 3D Audio in Virtual Environments." Doctoral thesis, Università degli studi di Padova, 2014. http://hdl.handle.net/11577/3424593.

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In the world of ICT, strategies for innovation and development are increasingly focusing on applications that require spatial representation and real-time interaction with and within 3D media environments. One of the major challenges that such applications have to address is user-centricity, reflecting e.g. on developing complexity-hiding services so that people can personalize their own delivery of services. In these terms, multimodal interfaces represent a key factor for enabling an inclusive use of the new technology by everyone. In order to achieve this, multimodal realistic models that describe our environment are needed, and in particular models that accurately describe the acoustics of the environment and communication through the auditory modality. Examples of currently active research directions and application areas include 3DTV and future internet, 3D visual-sound scene coding, transmission and reconstruction and teleconferencing systems, to name but a few. The concurrent presence of multimodal senses and activities make multimodal virtual environments potentially flexible and adaptive, allowing users to switch between modalities as needed during the continuously changing conditions of use situation. Augmentation through additional modalities and sensory substitution techniques are compelling ingredients for presenting information non-visually, when the visual bandwidth is overloaded, when data are visually occluded, or when the visual channel is not available to the user (e.g., for visually impaired people). Multimodal systems for the representation of spatial information will largely benefit from the implementation of audio engines that have extensive knowledge of spatial hearing and virtual acoustics. Models for spatial audio can provide accurate dynamic information about the relation between the sound source and the surrounding environment, including the listener and his/her body which acts as an additional filter. Indeed, this information cannot be substituted by any other modality (i.e., visual or tactile). Nevertheless, today's spatial representation of audio within sonification tends to be simplistic and with poor interaction capabilities, being multimedia systems currently focused on graphics processing mostly, and integrated with simple stereo or multi-channel surround-sound. On a much different level lie binaural rendering approaches based on headphone reproduction, taking into account that possible disadvantages (e.g. invasiveness, non-flat frequency responses) are counterbalanced by a number of desirable features. Indeed, these systems might control and/or eliminate reverberation and other acoustic effects of the real listening space, reduce background noise, and provide adaptable and portable audio displays, which are all relevant aspects especially in enhanced contexts. Most of the binaural sound rendering techniques currently exploited in research rely on the use of Head-Related Transfer Functions (HRTFs), i.e. peculiar filters that capture the acoustic effects of the human head and ears. HRTFs allow loyal simulation of the audio signal that arrives at the entrance of the ear canal as a function of the sound source's spatial position. HRTF filters are usually presented under the form of acoustic signals acquired on dummy heads built according to mean anthropometric measurements. Nevertheless, anthropometric features of the human body have a key role in HRTF shaping: several studies have attested how listening to non-individual binaural sounds results in evident localization errors. On the other hand, individual HRTF measurements on a significant number of subjects result both time- and resource-expensive. Several techniques for synthetic HRTF design have been proposed during the last two decades and the most promising one relies on structural HRTF models. In this revolutionary approach, the most important effects involved in spatial sound perception (acoustic delays and shadowing due to head diffraction, reflections on pinna contours and shoulders, resonances inside the ear cavities) are isolated and modeled separately with a corresponding filtering element. HRTF selection and modeling procedures can be determined by physical interpretation: parameters of each rendering blocks or selection criteria can be estimated from real and simulated data and related to anthropometric geometries. Effective personal auditory displays represent an innovative breakthrough for a plethora of applications and structural approach can also allow for effective scalability depending on the available computational resources or bandwidth. Scenes with multiple highly realistic audiovisual objects are easily managed exploiting parallelism of increasingly ubiquitous GPUs (Graphics Processing Units). Building individual headphone equalization with perceptually robust inverse filtering techniques represents a fundamental step towards the creation of personal virtual auditory displays (VADs). To this regard, several examples might benefit from these considerations: multi-channel downmix over headphones, personal cinema, spatial audio rendering in mobile devices, computer-game engines and individual binaural audio standards for movie and music production. This thesis presents a family of approaches that overcome the current limitations of headphone-based 3D audio systems, aiming at building personal auditory displays through structural binaural audio models for an immersive sound reproduction. The resulting models allow for an interesting form of content adaptation and personalization, since they include parameters related to the user's anthropometry in addition to those related to the sound sources and the environment. The covered research directions converge to a novel framework for synthetic HRTF design and customization that combines the structural modeling paradigm with other HRTF selection techniques (inspired by non-individualized HRTF selection procedures) and represents the main novel contribution of this thesis: the Mixed Structural Modeling (MSM) approach considers the global HRTF as a combination of structural components, which can be chosen to be either synthetic or recorded components. In both cases, customization is based on individual anthropometric data, which are used to either fit the model parameters or to select a measured/simulated component within a set of available responses. The definition and experimental validation of the MSM approach addresses several pivotal issues towards the acquisition and delivery of binaural sound scenes and designing guidelines for personalized 3D audio virtual environments holding the potential of novel forms of customized communication and interaction with sound and music content. The thesis also presents a multimodal interactive system which is used to conduct subjective test on multi-sensory integration in virtual environments. Four experimental scenarios are proposed in order to test the capabilities of auditory feedback jointly to tactile or visual modalities. 3D audio feedback related to user’s movements during simple target following tasks is tested as an applicative example of audio-visual rehabilitation system. Perception of direction of footstep sounds interactively generated during walking and provided through headphones highlights how spatial information can clarify the semantic congruence between movement and multimodal feedback. A real time, physically informed audio-tactile interactive system encodes spatial information in the context of virtual map presentation with particular attention to orientation and mobility (O&M) learning processes addressed to visually impaired people. Finally, an experiment analyzes the haptic estimation of size of a virtual 3D object (a stair-step) whereas the exploration is accompanied by a real-time generated auditory feedback whose parameters vary as a function of the height of the interaction point. The collected data from these experiments suggest that well-designed multimodal feedback, exploiting 3D audio models, can definitely be used to improve performance in virtual reality and learning processes in orientation and complex motor tasks, thanks to the high level of attention, engagement, and presence provided to the user. The research framework, based on the MSM approach, serves as an important evaluation tool with the aim of progressively determining the relevant spatial attributes of sound for each application domain. In this perspective, such studies represent a novelty in the current literature on virtual and augmented reality, especially concerning the use of sonification techniques in several aspects of spatial cognition and internal multisensory representation of the body. This thesis is organized as follows. An overview of spatial hearing and binaural technology through headphones is given in Chapter 1. Chapter 2 is devoted to the Mixed Structural Modeling formalism and philosophy. In Chapter 3, topics in structural modeling for each body component are studied, previous research and two new models, i.e. near-field distance dependency and external-ear spectral cue, are presented. Chapter 4 deals with a complete case study of the mixed structural modeling approach and provides insights about the main innovative aspects of such modus operandi. Chapter 5 gives an overview of number of a number of proposed tools for the analysis and synthesis of HRTFs. System architectural guidelines and constraints are discussed in terms of real-time issues, mobility requirements and customized audio delivery. In Chapter 6, two case studies investigate the behavioral importance of spatial attribute of sound and how continuous interaction with virtual environments can benefit from using spatial audio algorithms. Chapter 7 describes a set of experiments aimed at assessing the contribution of binaural audio through headphones in learning processes of spatial cognitive maps and exploration of virtual objects. Finally, conclusions are drawn and new research horizons for further work are exposed in Chapter 8.<br>Il settore dell'Information and Communications Technology (ICT) sta investendo in strategie di innovazione e sviluppo sempre più rivolte ad applicazioni capaci di interazione complesse grazie alla rappresentazione spaziale in ambienti virtuali multimodali capaci di rispettare i vincoli di tempo reale. Una delle principali sfide da affrontare riguarda la centralità dell'utente, che si riflette, ad esempio, sullo sviluppo di servizi la cui complessità tecnologica viene nascosta al destinatario, e la cui offerta di servizi sia personalizzabile dall’utente e per l’utente. Per queste ragioni , le interfacce multimodali rappresentano un elemento chiave per consentire un uso diffuso di queste nuove tecnologie. Per raggiungere questo obiettivo è necessario ottenere dei modelli multimodali realistici che siano capaci di descrivere l’ambiente circostante, e in particolare modelli che sappiano rappresentare accuratamente l'acustica dell'ambiente e la trasmissione di informazione attraverso la modalità uditiva. Alcuni esempi di aree applicative e direzioni di ricerca attive nella comunità scientifica internazionale includono 3DTV e internet del futuro , codifica, trasmissione e ricostruzione della scena 3D video e audio e sistemi di teleconferenza , per citarne solo alcuni. La presenza concomitante di più modalità sensoriali e la loro integrazione rendono gli ambienti virtuali multimodali potenzialmente flessibili e adattabili, permettendo agli utenti di passare dall’una all’altra modalità in base alle necessità dettata dalle mutevoli condizioni di utilizzo di tali sistemi. Modalità sensoriali aumentata attraverso altri sensi e tecniche di sostituzione sensoriale sono elementi essenziali per la veicolazione dell’informazioni non visivamente, quando, ad esempio, il canale visivo è sovraccaricato, quando i dati sono visivamente ostruiti, o quando il canale visivo non è disponibile per l'utente (ad esempio, per le persone non vedenti). I sistemi multimodali per la rappresentazione delle informazioni spaziali beneficano sicuramente della realizzazione di motori audio che possiedano una conoscenza approfondita degli aspetti legati alla percezione spaziale e all’acustica virtuale. I modelli per il rendering di audio spazializzato sono in grado di fornire accurate informazioni dinamiche sulla relazione tra la sorgente sonora e l'ambiente circostante , compresa l'interazione del corpo dell’ascoltatore che agisce da ulteriore filtraggio acustico. Queste informazioni non possono essere sostituite da altre modalità (ad esempio quella visiva o tattile). Tuttavia , la rappresentazione spaziale del suono nei feedback acustici tende ad essere, al giorno d’oggi, semplicistica e con scarse capacità di interazione, questo perchè i sistemi multimediali attualmente si focalizzano per lo più sull’elaborazione grafica, e si accontentano di semplici tecnologie stereofoniche o surround multicanale per il rendering del suono. Il rendering binaurale riprodotto in cuffia rappresenta un approccio avveniristico, tenendo conto che i possibili svantaggi (es. invasività , risposte in frequenza non piane) possono essere man mano gestiti e controbilanciati da una serie di desiderabili caratteristiche. Questi sistemi sono caratterizzati dalla possibilità di controllare e/o eliminare il riverbero e altri effetti acustici dello spazio di ascolto circostante, di ridurre il rumore di fondo e fornire dei display audio adattabili e portatili, tutti aspetti rilevanti soprattutto in contesti di innovazione. La maggior parte delle tecniche di rendering binaurale impiegate oggigiorno in ricerca si basano sull'uso di Head Related Transfer Functions (HRTFs), vale a dire di filtri particolari che catturano gli effetti acustici di testa, busto e orecchie dell’ascoltatore. Le HRTF permettono una simulazione fedele del segnale audio che si presenta all'ingresso del canale uditivo in funzione della posizione spaziale della sorgente sonora. I filtri basati su HRTF sono generalmente presentati sotto forma di segnali acustici misurati a partire da una testa di manichino costruito secondo misurazioni antropometriche medie. Tuttavia, le caratteristiche antropometriche individuali hanno un ruolo fondamentale nel determinare le HRTF: diversi studi hanno riscontrato come l’ascolto di audio binaurale non individuale produce errori di localizzazione evidenti . D'altra parte , le misurazioni individuali di HRTF su un numero significativo di soggetti richiedono un impiego di risorse e tempo non trascurabili. Sono state proposte negli ultimi due decenni diverse tecniche per il design di HRTF sintetiche e tra le più promettente vi è quella che utilizza i modelli strutturali di HRTF. In questo approccio rivoluzionario, gli effetti più importanti coinvolti nella percezione spaziale del suono (i ritardi acustici e le ombre acustiche ad opera della diffrazione attorno alla testa, le riflessioni sui contorni dell’orecchio esterno e sulle spalle, le risonanze all'interno delle cavità dell’orecchio) sono isolati e modellati separatamente nell’elemento filtrante corrispondente. La selezione di HRTF non individuali e queste procedure di modellazione possono essere entrambe analizzate con una interpretazione fisica: i parametri di ogni blocco di rendering o i criteri di selezione possono venir stimati dalla relazione tra dati reali e simulati e antropometria dell’ascoltatore. La realizzazione di efficaci display uditivi personali rappresenta un notevole passo in avanti per numerose applicazioni; l’approccio strutturale consente una intrinseca scalabilità a seconda delle risorse computazionali o della larghezza di banda disponibili. Scene altamente realistiche con più oggetti audiovisivi riescono ad essere gestite sfruttando il parallelismo della Graphics Processing Unit (GPU) sempre più onnipresenti. Ottenere un equalizzazione individuale delle cuffie con tecniche di filtraggio inverso che siano percettivamente robuste costituisce un passo fondamentale verso la creazione di display uditivi virtuali personali. A titolo d’esempio, vengono di seguito riportate alcune aree applicative che possono trarre beneficio da queste considerazioni: riproduzione multi canale in cuffia, rendering spaziale del suono in dispositivi mobile, motori di rendering per computer-game e standard audio binaurali individuali per film e produzione musicale. Questa tesi presenta una famiglia di approcci in grado di superare gli attuali limiti dei sistemi di audio 3D in cuffia, con l’obiettivo di realizzare display uditivi personali attraverso modelli strutturali per l’audio binaurale volti ad una riproduzione immersiva del suono. I modelli che ne derivano permettono adattamento e personalizzazione di contenuti, grazie alla gestione dei parametri relativi all’antropometria dell'utente oltre a quelli relativi alle sorgenti sonore nell'ambiente . Le direzioni di ricerca intraprese convergono verso una metodologia per la progettazione e personalizzazione di HRTF sintetiche che unisce il paradigma di modellazione strutturale con altre tecniche di selezione per HRTF (ispirate a procedure di selezione non-individuali di HRTF) e rappresenta il principale contributo di questa tesi: l’ approccio a modellazione strutturale mista( MSM ) che considera la HRTF globale come una combinazione di elementi strutturali, che possono essere scelti tra componenti sia sintetiche che registrate. In entrambi i casi, la personalizzazione si basa su dati antropometrici individuali, utilizzati per adattare sia i parametri del modello sia per selezionare un componente simulato o misurato, tra un insieme di risposte all’impulso disponibili. La definizione e la validazione sperimentale dell'approccio a MSM affronta alcune questioni cruciali riguarda l'acquisizione e il rendering di scene acustiche binaurali, definendo alcune linee guida di progettazione per ambienti virtuali personali che utilizzano l’audio 3D e che possiedono nuove forme di comunicazione su misura e di interazione con contenuti sonori e musicali. In questa tesi viene anche presentato un sistema interattivo multimodale utilizzato per condurre test soggettivi sull’integrazione multisensoriale in ambienti virtuali. Vengono proposti quattro scenari sperimentali al fine di testare le funzionalità di un feedback sonoro integrato a modalità tattili o visive. (i) Un feedback con audio 3D legato ai movimenti dell'utente durante una semplice attività di inseguimento di un bersaglio viene presentato come un esempio applicativo di sistema riabilitativo audiovisivo. (ii) La percezione della direzione sonora dei passi interattivamente generati in cuffia durante la camminata evidenzia come l'informazione spaziale sia in grado di mettere in luce la congruenza semantica tra movimento e feedback multimodale. (iii) Un sistema audio tattile interattivo e real-time sintetizza l'informazione spaziale di mappe virtuali per l’educazione all’orientamento e alla mobilità (O&M) rivolta a persone non vedenti. (iv) Un ultimo esperimento analizza la stima tattile delle dimensioni di un oggetto virtuale 3D (un gradino), mentre l'esplorazione è accompagnata da un feedback sonoro generato in tempo reale i cui parametri variano in funzione dell’altezza del punto di interazione aptico. I dati raccolti da questi esperimenti suggeriscono che feedback multimodali che sfruttano correttamente modelli di audio 3D, possono essere utilizzati per migliorare la navigazione nella realtà virtuale, l’orientamento e l’apprendimento di azioni motorie complesse, grazie all'alto livello di attenzione, impegno e immersività fornito all'utente. La metodologia di ricerca, basata sull'approccio a MSM, rappresenta un importante strumento di valutazione per determinare progressivamente i principali attributi spaziali del suono in relazione a ciascun dominio applicativo. In questa prospettiva, tali studi rappresentano una novità nella letteratura scientifica corrente che ha come principale argomento di indagine la realtà virtuale e aumentata, soprattutto per quanto riguarda l'uso di tecniche di sonicazione legate alla cognizione spaziale e alla rappresentazione multisensoriale interna del corpo . Questa tesi è organizzata come segue. Un’introduzione e una panoramica sulla percezione spaziale del suono e sulle tecnologie binaurali in cuffia sono fornite nel Capitolo 1. Il Capitolo 2 è dedicato al formalismo sulla modellazione strutturale mista e sua corrispondente filosofia di ricerca. Nel Capitolo 3 vengono presentati i modelli strutturali relativi ad ogni parte del corpo, risultanti da precedenti ricerche. Due nuove proposte di modello di testa e orecchio approfondiscono rispettivamente la dipendenza dalla distanza nel near-field e le informazioni spettrali fornite dall’orecchio esterno per la localizzazione verticale del suono. Il Capitolo 4 si occupa di un caso di studio completo riguardante l'approccio a modellazione strutturale mista, fornendo degli approfondimenti riguardanti i principali aspetti innovativi di tale modus operandi. Il Capitolo 5 fornisce una panoramica di strumenti sviluppati per l'analisi e la sintesi di HRTF. Inoltre linee guida per il design di ambienti di realtà virtuale vengono discussi in termini di problematiche riguardanti vincoli di tempo reali, requisiti per la mobilità e personalizzazione del segnale audio. Nel Capitolo 6, attraverso due casi di studio viene approfondita l'importanza dell'attributo spaziale del suono nel comportamento dell’ascoltatore e come la continua interazione in ambienti virtuali possa utilizzare con successo algoritmi per l’audio spaziale. Il Capitolo 7 descrive una serie di esperimenti volti a valutare il contributo dell’audio binaurale in cuffia in processi di apprendimento di mappe cognitive spaziali e nell'esplorazione di oggetti virtuali. Infine, il Capitolo 8 apre a nuovi orizzonti per futuri lavori di ricerca.
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Greated, Marianne. "Painting in a sonic environment." Thesis, University of Edinburgh, 2014. http://hdl.handle.net/1842/9480.

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The thesis explores how painting is affected by its sonic environment. The research stems from an artistic response to noise in the environment and how this can be explored through artistic practice. The boundaries of art have and continue to be challenged as visual art has embraced an increasing range of approaches. This research explores the visual experience of viewing a painting alongside the all-encompassing time based nature of a sonic experience and readdresses the way painting operates within its own sound environment. It asks how these different elements can affect the reading of one another and in particular focuses on installations in extreme acoustic spaces, such as anechoic and reverberation chambers. It investigates how introducing sound to the painting arena can affect the reading and also transform the parameters of the painting. The research is practice-based and takes the form of a series of exhibitions, latterly in the form of site-specific installations, which have been evaluated, interpreted and responded to. This has led to a fundamental investigation, both practical and theoretical, into the way that sound and vision work together and how they relate within the context of art. Through the research the format of the painting developed in tandem with the temporal and audio considerations, resulting in all-encompassing installations bringing together panoramic paintings and 3D soundscapes.
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Anderson, Tim M. "E-SCAPE : an extendible sonic composition and performance environment." Thesis, University of York, 1993. http://etheses.whiterose.ac.uk/21040/.

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Patrício, Eduardo Luis Brito. "Spatial referentiality and openness : a portfolio of environmental sound compositions." Thesis, Queen's University Belfast, 2016. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.709694.

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Through a creative portfolio and an analytical and critical commentary, this research investigates the use of spatial references in the composition of semi-open environmental sound works. The portfolio explores a number of strategies to make use of spatial references as formal compositional components to enable more intuitive performance/reading experiences. The pieces present a number of electronically mediated scenarios in varied formats; concert, installation and mobile application. Counting on the intuitive way one tries to constantly identify surrounding spaces, each piece uses physical (performance/presentation spaces) and representational devices (illustrations, maps, video projections, spatialised sound etc.) to articulate and delimitate semi-open artistic experiences. Such ambiguous scenarios are enabled by both the unpredictability of elements of each work and the dependence on the subjective interpretations of the agents involved in the process. The creative processes presented here in a descriptive, analytical and critical manner attempt to make an artistic contribution and provide documental material for future reflection about related practices.
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Barclay, Leah. "Sonic Ecologies: Environmental Electroacoustic Music Composition in Cultural Immersion." Thesis, Griffith University, 2014. http://hdl.handle.net/10072/366418.

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This thesis comprises of a body of creative work and an exegesis that articulates the intentions and findings from each project. The creative portfolio is specifically focused on the development and dissemination of original electroacoustic music compositions that draw on environmental field recordings from various parts of the world. The central research question of this thesis investigates the possibilities of electroacoustic music composition in contributing towards environmental awareness and engagement. This research adopts a practice-led methodology, resulting in 24 original creative works presented as the major component of this study. The research question was addressed from a personal perspective, through a detailed autoethnographic commentary on the development of each project. The research has been conducted in cultural immersion, ranging from the centre of the Amazon rainforest to exploring significant rivers in India, Korea, China, and Australia. The findings and observations from each project led to preliminary results that highlighted the value of creating electroacoustic music in community engagement and using multi-platform dissemination of the resulting experiences. These results gradually led to the development of the Sonic Ecologies framework, a production model that the author introduces in this dissertation that underpins the creative portfolio and articulates the practice-led outcomes<br>Thesis (PhD Doctorate)<br>Doctor of Philosophy (PhD)<br>Queensland Conservatorium of Music<br>Arts, Education and Law<br>Full Text
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Mendes, Barbosa Álvaro Manuel. "Computer-suported cooperative work for music applications." Doctoral thesis, Universitat Pompeu Fabra, 2006. http://hdl.handle.net/10803/7536.

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Aquesta tesi recull la recerca al voltant de les pràctiques musicals mitjançant xarxes d'ordinadors realitzada al Grup de Tecnologia Musical de la Universitat Pompeu Fabra a Barcelona entre l'any 2001 i el 2005. Parteix del treball dut a terme durant la última dècada dins del camp del Treball Cooperatiu amb Ordinadors (Computer-Supported Cooperative Work, CSCW) el qual aporta els mecanismes de col·laboració els quals, des de un punt de vista musical, poden ser estudiats en diversos escenaris: composició, interpretació, improvisació i educació.<br/>La primera contribució d'aquest treball és un anàlisi exhaustiu i una classificació sistemàtica del Treball Cooperatiu amb Ordinadors per Aplicacions Musicals. Aquest anàlisi es va centrar en la identificació de propostes innovadores, models i aplicacions, amb un especial èmfasi en la natura compartida de la comunicació mitjançant internet. El concepte d'Entorns Sonors Compartits va ser presentat i implementat en una aplicació prototip anomenada Public Sound Objects (PSOs).<br/>La segona gran contribució d'aquesta tesi consisteix en l'estudi del possibles mètodes per reduir les interrupcions degudes als retards inherents en la comunicació musical entre xarxes molt allunyades. A partir de l'experimentació i avaluació al laboratori les tècniques Network Latency Adaptive Tempo i Individual Delayed Feed-Back van ser definides i implementades dins del prototip PSOs.<br/>Al llarg del desenvolupament del PSOs es van haver de resoldre altres problemes, com per exemple, el disseny d'interfícies en funció del comportament per a aplicacions amb interfícies desacoblades, la superació dels diversos sistemes de seguretat de les xarxes informàtiques i les possibilitats d'escalabilitat de diverses aplicacions d'àudio per a web.<br/>Durant l'elaboració d'aquesta tesi es van discutir diferents perspectives per resoldre problemes relacionats amb la pràctica musical mitjançant ordinadors, aplicant diferents punts de vista provinents de l'estudi psicosocial dels processos de col·laboració musical al món de la informàtica i de la tecnologia musical.<br>This dissertation derives from research on musical practices mediated by computer networks conducted from 2001 to 2005 in the Music Technology Group of the Pompeu Fabra University in Barcelona, Spain. It departs from work carried out over the last decades in the field of Computer-Supported Cooperative Work (CSCW), which provides us with collaborative communication mechanisms that can be regarded from a music perspective in diverse scenarios: Composition, Performance, Improvisation or Education.<br/>The first contribution originated from this research work is an extensive survey and systematic classification of Computer-Supported Cooperative Work for Music Applications. This survey led to the identification of innovative approaches, models and applications, with special emphasis on the shared nature of geographically displaced communication over the Internet. The notion of a Shared Sonic Environments was introduced and implemented in a proof-of-concept application entitled Public Sound Objects (PSOs).<br/>A second major contribution of this dissertation concerns methods that reduce the disrupting effect of network latency in musical communication over long distance networks. From laboratorial experimentation and evaluation, the techniques of Network Latency Adaptive Tempo and Individual Delayed Feed-Back were proposed and implemented in the PSOs prototype.<br/>Over the course of the PSOs development other relevant and inspirational issues were addressed, such as, behavioral-driven interface design applied to interface decoupled applications, the overcome of network technology security features and system scalability for various applications in audio web services.<br/>Throughout this dissertation conceptual perspectives of related issues to computer-mediated musical practices dissertation were widely discussed, conveying different standpoints ranging from a Psycho-Social study of collaborative music processes to the Computer Science and Music Technology point of view.
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Watkins, Alexandra. "Sonic Apartheid: ecoracism, apartheid geographics and noise pollution in Cape Town's Blikkiesdorp." Master's thesis, University of Cape Town, 2020. http://hdl.handle.net/11427/32488.

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In Sonic Apartheid: Ecoracism, Apartheid Geographies, and Noise Pollution in Cape Town's Blikkiesdorp, Alexandra Downing Watkins begins a project of mapping geographies of dispossession and abandonment in Blikkiesdorp (Afrikaans for "Tin Can Town"), a Temporary Relocation Area on the margins of Cape Town created in 2007 following a wake of mass evictions for the 2010 World Cup. After being created as a "temporary" solution, Blikkiesdorp remained a site of abandonment where evicted peoples, refugees, and other "undesirables" were sent to live. Seven years later, the City of Cape Town and the Airports Company of South Africa signed a Memorandum of Understanding agreeing to realign one of the airport's runways, which would serve to relocate the community. Following the story of strategic organising by the Blikkiesdorp community to be included in the Environmental Impact Assessment that was being instrumentalized to further displace them, this work examines the community's struggle against conditions of abandonment through complicating the division of humans and the environment. This project engages with the mechanics of bio-, necro-, and geontopower, in contemporary South African environmental governance as an afterlife of apartheid spatial planning. The project features environmental research that was completed in cooperation with community members who shared their experiential environmental knowledge through interviews and diary entries as well as compiling decibel readings of excessive noise pollution. This data along with noise pollution diaries, photographs, and interviews has been compiled and placed in a digital archive in the form of an open-source ArchGIS Story Map. Combining theory and research contributed by the Blikkiesdorp community with the contemporary theoretical language of new materialism and critical race theory, this work engages with the porosity of bodies, the co-imbrication of bodies and landscape, how the creation of an "alternative social project" can serve to disturb and resist evidence-based technoscience and processes of ecoracist governance.
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Udy, Sandra. "Assessing Amendment Treatments for Sodic Soil Reclamation in Arid Land Environments." DigitalCommons@USU, 2019. https://digitalcommons.usu.edu/etd/7670.

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Plugged and abandoned well pads throughout the Uintah Basin face reclamation challenges due to factors including a harsh climate, invasive species, and high salt loads. Finding ways to alleviate soil sodicity could improve soil reclamation success. Gypsum, sulfur, activated carbon, and Biochar are being applied to improve soil parameters negatively impacted by sodicity, but the direct impact of these amendments on Uintah Basin soils is still largely unknown. The aim of this study was two-fold. (1) Evaluate the effectiveness of gypsum, sulfuric acid, Biochar, activated carbon, and combinations of these amendments in reducing the impact of soil sodicity of the Desilt and Conglomerate soils by measuring amendment impact on percent dispersion, saturated hydraulic conductivity, crust bulk density, infiltration, and crust formation. (2) Compare a crust bulk density method using ImageJ to the clod wax density method and a modified linear extensibility percent equation to the linear extensibility percent equation to assess whether the novel methods can be used to accurately measure and calculate soil crust bulk density and shrink swell potential while reducing human error and analysis time.
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Sessoms, Holly Nicol. "Water use potential and salt tolerance of riparian species in saline-sodic environments." Thesis, Montana State University, 2004. http://etd.lib.montana.edu/etd/2004/sessoms/SessomsH0805.pdf.

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Books on the topic "Sonic environments"

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Geronazzo, Michele, and Stefania Serafin, eds. Sonic Interactions in Virtual Environments. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-04021-4.

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Nitsche, Martin, Ivan Gutierrez, Jiří Zelenka, and Vít Pokorný. Phenomenological Investigations of Sonic Environments. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-65921-8.

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Galloway, Kate, and Elizabeth Hambleton. Music and Sonic Environments in Video Games. Routledge, 2024. http://dx.doi.org/10.4324/9781003275305.

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Center, Langley Research, ed. Reactions of residents to long-term sonic boom noise environments. National Aeronautics and Space Administration, Langley Research Center, 1997.

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Center, Langley Research, ed. Reactions of residents to long-term sonic boom noise environments. National Aeronautics and Space Administration, Langley Research Center, 1997.

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1948-, Smith Stuart, and DeLio Thomas 1951-, eds. Words and spaces: An anthology of twentieth century musical experiments in language and sonic environments. University Press of America, 1989.

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1933-, Sumner M. E., and Naida R, eds. Sodic soils: Distribution, properties, management, and environmental consequences. Oxford University Press, 1998.

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1963-, Waterman Ellen, ed. Sonic geography imagined and remembered. Penumbra Press, 2002.

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White, William G. A cultural resource and geological study pertaining to four selected petroglyph/pictograph sites on Nellis Air Force Range and adjacent overflight lands, Lincoln and Nye Counties, Nevada. U.S. Air Force, Headquarters Air Combat Command, 1999.

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Gladwin, Douglas N. Effects of aircraft noise and sonic booms on domestic animals and wildlife: Bibliographic abstracts. U.S. Fish and Wildlife Service, National Ecology Research Center, 1988.

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Book chapters on the topic "Sonic environments"

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Nitsche, Martin, Ivan Gutierrez, Jiří Zelenka, and Vít Pokorný. "Composed Sonic Environments." In Phenomenological Investigations of Sonic Environments. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-65921-8_7.

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Nitsche, Martin, Ivan Gutierrez, Jiří Zelenka, and Vít Pokorný. "Sonic Phenomenology: Conclusion." In Phenomenological Investigations of Sonic Environments. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-65921-8_8.

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Serafin, Stefania. "Sonic Interactions in Virtual Environments." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_243-1.

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Serafin, Stefania. "Sonic Interactions in Virtual Environments." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_243.

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Revill, George. "Landscape, music and sonic environments." In The Routledge Companion to Landscape Studies. Routledge, 2018. http://dx.doi.org/10.4324/9781315195063-21.

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Nitsche, Martin, Ivan Gutierrez, Jiří Zelenka, and Vít Pokorný. "Constitutive Elements of Sonic Environments." In Phenomenological Investigations of Sonic Environments. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-65921-8_5.

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Nitsche, Martin, Ivan Gutierrez, Jiří Zelenka, and Vít Pokorný. "Phenomenological Methodology in Sonic Research." In Phenomenological Investigations of Sonic Environments. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-65921-8_2.

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Avanzini, Federico. "Procedural Modeling of Interactive Sound Sources in Virtual Reality." In Sonic Interactions in Virtual Environments. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-04021-4_2.

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AbstractThis chapter addresses the first building block of sonic interactions in virtual environments, i.e., the modeling and synthesis of sound sources. Our main focus is on procedural approaches, which strive to gain recognition in commercial applications and in the overall sound design workflow, firmly grounded in the use of samples and event-based logics. Special emphasis is placed on physics-based sound synthesis methods and their potential for improved interactivity. The chapter starts with a discussion of the categories, functions, and affordances of sounds that we listen to and interact with in real and virtual environments. We then address perceptual and cognitive aspects, with the aim of emphasizing the relevance of sound source modeling with respect to the senses of presence and embodiment of a user in a virtual environment. Next, procedural approaches are presented and compared to sample-based approaches, in terms of models, methods, and computational costs. Finally, we analyze the state of the art in current uses of these approaches for Virtual Reality applications.
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Nitsche, Martin, Ivan Gutierrez, Jiří Zelenka, and Vít Pokorný. "Phenomenological Topology of Localization Within Sonic Environments." In Phenomenological Investigations of Sonic Environments. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-65921-8_3.

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Serafin, Stefania. "Audio in Multisensory Interactions: From Experiments to Experiences." In Sonic Interactions in Virtual Environments. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-04021-4_10.

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AbstractIn the real and virtual world, we usually experience sounds in combination with at least an additional modality, such as vision, touch or proprioception. Understanding how sound enhances, substitutes or modifies the way we perceive and interact with the world is an important element when designing interactive multimodal experiences. In this chapter, we present an overview of sound in a multimodal context, ranging from basic experiments in multimodal perception to more advanced interactive experiences in virtual reality.
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Conference papers on the topic "Sonic environments"

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Serafin, Stefania, Ali Adjorlu, Rolf Nordahl, et al. "IEEE 8th VR Workshop on Sonic Interactions for Virtual Environments." In 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2025. https://doi.org/10.1109/vrw66409.2025.00127.

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Bem, Milena Jonas, Samuel Chabot, and Jonas Braasch. "Exploring Spatialization: A Method for Subjective Assessment of Soundscape Preference Using Immersive Environments." In ICAD 2024: The 29th International Conference on Auditory Display. International Community for Auditory Display, 2024. http://dx.doi.org/10.21785/icad2024.026.

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This research explores the application of immersive environments, like the Panorama Screen System, for perception and psychoacoustic experiments. A system is developed to present architectural scenarios visually and sonically by using panoramic images combined with spatialized sound. These audiovisual results are displayed on a human-scale panoramic display, which is integrated with eight loudspeakers for spatial audio rendering. While immersed in this system, participants use a wireless interface as a controller to interact with the experiment and give subjective ratings for their preferences and perceptions of these scenarios. The findings show consistent patterns in preferences across different spatialized soundscapes, indicating the effectiveness of this method and the potential of immersive environments for gathering subjective assessments. This research demonstrates the practical use of spatialization techniques and how they can enhance immersion and facilitate the communication of sonic environments.
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Merrick, R. D., and M. L. Bullen. "Prevention of Cracking in Wet H2S Environments." In CORROSION 1989. NACE International, 1989. https://doi.org/10.5006/c1989-89269.

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Abstract Cracking of refinery pressure vessels in wet H2S service by stress oriented hydrogen induced cracking (SOHIC) has been established. This study determined that it could be expected in existing pressure vessels made of older steels, as well as newly constructed vessels. Stress relief after fabrication will reduce the probability of SOHIC but will not ensure resistance. SOHIC can be prevented by using the steels produced as HIC resistant provided they are qualified to NACE TM-02-84 as defined in this paper. Cladding the vessels with Type 304 stainless steel will also provide resistance. The relative severity of refinery environments to produce SOHIC have been developed.
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Al-Anezi, M. A., G. S. Frankel, and A. K. Agrawal. "Investigation of the Susceptibility of Conventional ASTM A516-70 Pressure Vessel Steel to HIC and SOHIC in H2S-Containing DGA Solutions." In CORROSION 1999. NACE International, 1999. https://doi.org/10.5006/c1999-99430.

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Abstract Hydrogen Induced Cracking (HIC) and Stress Oriented Hydrogen Induced Cracking (SOHIC) tests were conducted on a conventional ASTM A516-70 pressure vessel steel exposed to H2S-containing diglycolamine (DGA) gas-sweetening environments. Baseline HIC and SOHIC tests were conducted in NACE TM-0284-A-96 solution. For the SOHIC tests, four-point double beam specimens were stressed to 60%, 80% or 100 % of the yield strength of the steel in order to study the effect of applied stress. Test conditions included solutions containing 70 wt. % DGA and 500 ppm H2S to 0.45 or higher mole-H2S/mole-DGA and temperatures of 25, 45 and 80 °C. Corrosion rates of the steel were calculated from weight loss cf the HIC specimens in order to compare the severity of the test environment with the actual service environment. Cracks were characterized in terms of crack length ratio (CLR), crack thickness ratio (CTR) and crack sensitivity ratio (CSR). Results indicate that conventional ASTM A516-70 pressure vessel steel is not susceptible to HIC or SOHIC in various H2S- containing DGA solutions at the temperatures studied.
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Serafin, Stefania, Rolf Nordahl, Cumhur Erkut, Michele Geronazzo, Federico Avanzini, and Amalia De Gotzen. "Sonic interaction in virtual environments." In 2015 IEEE 2nd VR Workshop on Sonic Interactions for Virtual Environments (SIVE). IEEE, 2015. http://dx.doi.org/10.1109/sive.2015.7361283.

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Smith-Velazquez, Laura M., and Erik Theunissen. "Real-time sonic boom prediction with flight guidance." In Situation Awareness in Degraded Environments 2018, edited by John (Jack) N. Sanders-Reed and Jarvis (Trey) J. Arthur. SPIE, 2018. http://dx.doi.org/10.1117/12.2304853.

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Summers, Chanel, Vangelis Lympouridis, and Cumhur Erkut. "Sonic interaction design for virtual and augmented reality environments." In 2015 IEEE 2nd VR Workshop on Sonic Interactions for Virtual Environments (SIVE). IEEE, 2015. http://dx.doi.org/10.1109/sive.2015.7361290.

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Simon, Laurent S. R., Florian Nouviale, Ronan Gaugne, and Valerie Gouranton. "Sonic interaction with a virtual orchestra of factory machinery." In 2014 IEEE VR Workshop: Sonic Interaction in Virtual Environments (SIVE). IEEE, 2014. http://dx.doi.org/10.1109/sive.2014.7006283.

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Mcmullen, Kyla. "The potentials for spatial audio to convey information in virtual environments." In 2014 IEEE VR Workshop: Sonic Interaction in Virtual Environments (SIVE). IEEE, 2014. http://dx.doi.org/10.1109/sive.2014.7006287.

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Paulsen, G., M. Szczesiak, M. Maksymuk, C. Santoro, and K. Zacny. "SONIC Drilling for Space Exploration." In Thirteenth ASCE Aerospace Division Conference on Engineering, Science, Construction, and Operations in Challenging Environments, and the 5th NASA/ASCE Workshop On Granular Materials in Space Exploration. American Society of Civil Engineers, 2012. http://dx.doi.org/10.1061/9780784412190.059.

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Reports on the topic "Sonic environments"

1

House, Christopher B. Sonic Actuation of Small-Scale Robots in a Fluidic Environment. Defense Technical Information Center, 2014. http://dx.doi.org/10.21236/ada604780.

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Kamerman, C., L. Sutherland, and K. Plotkin. Exploratory Study of the Potential Effects of Exposure to Sonic Boom on Human Health. Volume 1. Sonic Boom Environment. Defense Technical Information Center, 1986. http://dx.doi.org/10.21236/ada170986.

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Sparrow, Victor W. Determination of Aircraft Sonic Boom Noise Penetration into Seas, Bays, and Lakes for Environmental Assessment. Defense Technical Information Center, 1998. http://dx.doi.org/10.21236/ada379672.

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Unknown, Author. L51630 In-Line Detection and Sizing of Stress Corrosion Cracks Using EMAT Ultrasonics. Pipeline Research Council International, Inc. (PRCI), 1990. http://dx.doi.org/10.55274/r0010616.

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The development of stress corrosion cracks (SCC) in buried gas pipelineshas posed a serious threat to pipeline integrity for many years. It can be reliably detected by magnetic particle techniques in the field or by laboratory studies using low frequency eddy currents. It is also possible to find and measure the depths of the cracks from the ID by careful scanning with an ultra-sonic angle beam probe but the transducer must be manipulated by a skilled operator. All of these approaches are not very satisfactory for in-line inspections because they are not suitable for covering the total area of a pipeline and they are too labor intensive to be automated. In order to address this problem with new technology, the PRCI requested proposals for any technique that seemed to be practical and the Electromagnetic Acoustic Transducer (EMAT) was suggested as very promising because it has already demonstrated operation in the environment of the inside of a gas pipeline. Magnasonics, Inc., of Albuquerque, New Mexico, was chosen from many respondents to conduct an in-vestigation of the use of EMATs for overcoming the problems expected to arise from in-line operation and to incorporate the latest developments in ultrasonic inspection with EMATs. The objective of the program described in this report was twofold. First, to apply the most recent developments in EMAT technology to the problem of detecting and sizing stress corrosion cracks (SCC) in operating gas pipelines and second to exploit the ability of EMATs to generate and detect a wide variety of ultrasonic waves in the walls of a pipeline under operating conditions.
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Mayas, Magda. Creating with timbre. Norges Musikkhøgskole, 2018. http://dx.doi.org/10.22501/nmh-ar.686088.

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Abstract:
Unfolding processes of timbre and memory in improvisational piano performance This exposition is an introduction to my research and practice as a pianist, in which I unfold processes of timbre and memory in improvised music from a performer’s perspective. Timbre is often understood as a purely sonic perceptual phenomenon. However, this is not in accordance with a site-specific improvisational practice with changing spatial circumstances impacting the listening experience, nor does it take into account the agency of the instrument and objects used or the performer’s movements and gestures. In my practice, I have found a concept as part of the creating process in improvised music which has compelling potential: Timbre orchestration. My research takes the many and complex aspects of a performance environment into account and offers an extended understanding of timbre, which embraces spatial, material and bodily aspects of sound in improvised music performance. The investigative projects described in this exposition offer a methodology to explore timbral improvisational processes integrated into my practice, which is further extended through collaborations with sound engineers, an instrument builder and a choreographer: -experiments in amplification and recording, resulting in Memory piece, a series of works for amplified piano and multichannel playback - Piano mapping, a performance approach, with a custom-built device for live spatialization as means to expand and deepen spatio-timbral relationships; - Accretion, a project with choreographer Toby Kassell for three grand pianos and a pianist, where gestural approaches are used to activate and compose timbre in space. Together, the projects explore memory as a structural, reflective and performative tool and the creation of performing and listening modes as integrated parts of timbre orchestration. Orchestration and choreography of timbre turn into an open and hybrid compositional approach, which can be applied to various contexts, engaging with dynamic relationships and re-configuring them.
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