scholarly journals Navigation in an Audio-only First Person Adventure Game

Author(s):  
Adrian Jäger ◽  
Aristotelis Hadjakos

Navigation in audio-only first person adventure games is challenging since the user has to rely exclusively on his or her sense of hearing to localize game objects and navigate in the virtual world. In this paper we report on observations that we made during the iterative design process for such a game and the results of the final evaluation. In particular we argue to provide a sufficient number of unique sound sources since players do not use a mental map of the virtual place for navigating but instead move from sound source to sound source in a more linear fashion.

1999 ◽  
Vol 58 (3) ◽  
pp. 170-179 ◽  
Author(s):  
Barbara S. Muller ◽  
Pierre Bovet

Twelve blindfolded subjects localized two different pure tones, randomly played by eight sound sources in the horizontal plane. Either subjects could get information supplied by their pinnae (external ear) and their head movements or not. We found that pinnae, as well as head movements, had a marked influence on auditory localization performance with this type of sound. Effects of pinnae and head movements seemed to be additive; the absence of one or the other factor provoked the same loss of localization accuracy and even much the same error pattern. Head movement analysis showed that subjects turn their face towards the emitting sound source, except for sources exactly in the front or exactly in the rear, which are identified by turning the head to both sides. The head movement amplitude increased smoothly as the sound source moved from the anterior to the posterior quadrant.


Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 532
Author(s):  
Henglin Pu ◽  
Chao Cai ◽  
Menglan Hu ◽  
Tianping Deng ◽  
Rong Zheng ◽  
...  

Multiple blind sound source localization is the key technology for a myriad of applications such as robotic navigation and indoor localization. However, existing solutions can only locate a few sound sources simultaneously due to the limitation imposed by the number of microphones in an array. To this end, this paper proposes a novel multiple blind sound source localization algorithms using Source seParation and BeamForming (SPBF). Our algorithm overcomes the limitations of existing solutions and can locate more blind sources than the number of microphones in an array. Specifically, we propose a novel microphone layout, enabling salient multiple source separation while still preserving their arrival time information. After then, we perform source localization via beamforming using each demixed source. Such a design allows minimizing mutual interference from different sound sources, thereby enabling finer AoA estimation. To further enhance localization performance, we design a new spectral weighting function that can enhance the signal-to-noise-ratio, allowing a relatively narrow beam and thus finer angle of arrival estimation. Simulation experiments under typical indoor situations demonstrate a maximum of only 4∘ even under up to 14 sources.


2021 ◽  
Vol 12 (01) ◽  
pp. 164-169
Author(s):  
Laurie Lovett Novak ◽  
Jonathan Wanderer ◽  
David A. Owens ◽  
Daniel Fabbri ◽  
Julian Z. Genkins ◽  
...  

Abstract Background The data visualization literature asserts that the details of the optimal data display must be tailored to the specific task, the background of the user, and the characteristics of the data. The general organizing principle of a concept-oriented display is known to be useful for many tasks and data types. Objectives In this project, we used general principles of data visualization and a co-design process to produce a clinical display tailored to a specific cognitive task, chosen from the anesthesia domain, but with clear generalizability to other clinical tasks. To support the work of the anesthesia-in-charge (AIC) our task was, for a given day, to depict the acuity level and complexity of each patient in the collection of those that will be operated on the following day. The AIC uses this information to optimally allocate anesthesia staff and providers across operating rooms. Methods We used a co-design process to collaborate with participants who work in the AIC role. We conducted two in-depth interviews with AICs and engaged them in subsequent input on iterative design solutions. Results Through a co-design process, we found (1) the need to carefully match the level of detail in the display to the level required by the clinical task, (2) the impedance caused by irrelevant information on the screen such as icons relevant only to other tasks, and (3) the desire for a specific but optional trajectory of increasingly detailed textual summaries. Conclusion This study reports a real-world clinical informatics development project that engaged users as co-designers. Our process led to the user-preferred design of a single binary flag to identify the subset of patients needing further investigation, and then a trajectory of increasingly detailed, text-based abstractions for each patient that can be displayed when more information is needed.


Author(s):  
Andrew P. Sabelhaus ◽  
Hao Ji ◽  
Patrick Hylton ◽  
Yakshu Madaan ◽  
ChanWoo Yang ◽  
...  

The Underactuated Lightweight Tensegrity Robotic Assistive Spine (ULTRA Spine) project is an ongoing effort to create a compliant, cable-driven, 3-degree-of-freedom, underactuated tensegrity core for quadruped robots. This work presents simulations and preliminary mechanism designs of that robot. Design goals and the iterative design process for an ULTRA Spine prototype are discussed. Inverse kinematics simulations are used to develop engineering characteristics for the robot, and forward kinematics simulations are used to verify these parameters. Then, multiple novel mechanism designs are presented that address challenges for this structure, in the context of design for prototyping and assembly. These include the spine robot’s multiple-gear-ratio actuators, spine link structure, spine link assembly locks, and the multiple-spring cable compliance system.


Animation ◽  
2021 ◽  
Vol 16 (1-2) ◽  
pp. 83-95
Author(s):  
Raz Greenberg

Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.


Author(s):  
Simone Spagnol ◽  
Michele Geronazzo ◽  
Davide Rocchesso ◽  
Federico Avanzini

Purpose – The purpose of this paper is to present a system for customized binaural audio delivery based on the extraction of relevant features from a 2-D representation of the listener’s pinna. Design/methodology/approach – The most significant pinna contours are extracted by means of multi-flash imaging, and they provide values for the parameters of a structural head-related transfer function (HRTF) model. The HRTF model spatializes a given sound file according to the listener’s head orientation, tracked by sensor-equipped headphones, with respect to the virtual sound source. Findings – A preliminary localization test shows that the model is able to statically render the elevation of a virtual sound source better than non-individual HRTFs. Research limitations/implications – Results encourage a deeper analysis of the psychoacoustic impact that the individualized HRTF model has on perceived elevation of virtual sound sources. Practical implications – The model has low complexity and is suitable for implementation on mobile devices. The resulting hardware/software package will hopefully allow an easy and low-tech fruition of custom spatial audio to any user. Originality/value – The authors show that custom binaural audio can be successfully deployed without the need of cumbersome subjective measurements.


Author(s):  
Margaret Wong ◽  
Akudasuo Ezenyilimba ◽  
Alexandra Wolff ◽  
Tyrell Anderson ◽  
Erin Chiou ◽  
...  

Urban Search and Rescue (USAR) missions often involve a need to complete tasks in hazardous environments. In such situations, human-robot teams (HRT) may be essential tools for future USAR missions. Transparency and explanation are two information exchange processes where transparency is real-time information exchange and explanation is not. For effective HRTs, certain levels of transparency and explanation must be met, but how can these modes of team communication be operationalized? During the COVID-19 pandemic, our approach to answering this question involved an iterative design process that factored in our research objectives as inputs and pilot studies with remote participants. Our final research testbed design resulted in converting an in-person task environment to a completely remote study and task environment. Changes to the study environment included: utilizing user-friendly video conferencing tools such as Zoom and a custom-built application for research administration tasks and improved modes of HRT communication that helped us avoid confounding our performance measures.


2021 ◽  
Vol 263 (6) ◽  
pp. 894-906
Author(s):  
Yannik Weber ◽  
Matthias Behrendt ◽  
Tobias Gohlke ◽  
Albert Albers

Preliminary work by the IPEK - Institute of Product Engineering at KIT has shown that the simulated pass-by measurement for exterior noise homologation of vehicles has relevant optimization potential: the measurement can be carried out in smaller halls and with a smaller measurement setup than required by the norm and thus with less construction cost and effort. A prerequisite for this however is the scaling of the entire setup. For the scaling in turn, the sound sources of the vehicle must be combined to a single point sound source - the acoustic centre. Previous approaches for conventional drives assume a static centre in the front part of the vehicle. For complex drive topologies, e.g. hybrid drives, and unsteady driving conditions, however, this assumption is not valid anymore. Therefore, with the help of an acoustic camera, a method for localizing the dominant sound sources of the vehicle and a software-based application for summarizing them to an acoustic centre were developed. The method is able to take into account stationary, unsteady and sudden events in the calculation of the acoustic centre, which is moved as a result. Using substitute sound sources and two vehicles, the method and the used measurement technology were examined and verified for their applicability.


2021 ◽  
Author(s):  
Jeonghwan Hwang ◽  
Taeheon Lee ◽  
Honggu Lee ◽  
Seonjeong Byun

BACKGROUND Despite the unprecedented performances of deep learning algorithms in clinical domains, full reviews of algorithmic predictions by human experts remain mandatory. Under these circumstances, artificial intelligence (AI) models are primarily designed as clinical decision support systems (CDSSs). However, from the perspective of clinical practitioners, the lack of clinical interpretability and user-centered interfaces block the adoption of these AI systems in practice. OBJECTIVE The aim of this study was to develop an AI-based CDSS for assisting polysomnographic technicians in reviewing AI-predicted sleep staging results. This study proposed and evaluated a CDSS that provides clinically sound explanations for AI predictions in a user-centered fashion. METHODS User needs for the system were identified during interviews with polysomnographic technicians. User observation sessions were conducted to understand the workflow of the practitioners during sleep scoring. Iterative design process was performed to ensure easy integration of the tool into clinical workflows. Then, we evaluated the system with polysomnographic technicians. We measured the improvements in sleep staging accuracies after adopting our tool and assessed qualitatively how the participants perceived and used the tool. RESULTS The user study revealed that technicians desire explanations relevant to key electroencephalogram (EEG) patterns for sleep staging when assessing the correctness of the AI predictions. Here, technicians could evaluate whether AI models properly locate and use those patterns during prediction. Based on this, information in AI models that is closely related to sleep EEG patterns was formulated and visualized during the iterative design process. Furthermore, we developed a different visualization strategy for each pattern based on the way the technicians interpreted the EEG recordings with these patterns during their workflows. Generally, the tool evaluation results from the nine polysomnographic technicians were positive. Quantitatively, technicians achieved better classification performances after reviewing the AI-generated predictions with the proposed system; classification accuracies measured with Macro-F1 scores improved from 60.20 to 62.71. Qualitatively, participants reported that the provided information from the tool effectively supported them, and they were able to develop notable adoption strategies for the tool. CONCLUSIONS Our findings indicate that formulating clinical explanations for automated predictions using the information in the AI with a user-centered design process is an effective strategy for developing a CDSS for sleep staging.


2021 ◽  
Vol 3 (2) ◽  
pp. 100-109
Author(s):  
Angga Sopian Munawar ◽  
Wildan Wiguna ◽  
Tika Adilah M

Perkembangan teknologi saat ini semakin pesat, teknologi bereperan baik sebagai media interaksi sosial, sarana edukasi, maupun sarana hiburan. Dengan menerapkan teknologi dalam kehidupan sehari-hari, diharapkan dapat membantu dan mempermudah pekerjaan. Salah satu bentuk kegiatan adalah pendakian dan petulangan, yaitu sebuah kegiatan dengan mengkombinasikan olahraga dan rekreasi yang sangat digemari oleh kalangan muda. Komunitas Pendaki Gunung Bandung (KPGB) merupakan Komunitas dengan kegiatan pendakian atau petualangan yang berperan sebagai media komunikasi dan informasi antar pegiat alam. Komunitas ini diharapkan menjadi jalur komunikasi terjalinya silaturahmi untuk membentuk kokoh rasa kekeluargaan antar sesama pendaki khususnya di Kota Bandung. Kesibukan dan padatnya jam kerja menyebabkan para anggota kesulitan dalam mengatur jadwal untuk melakukan aktivitas pendakian. Banyaknya rintangan dan tingkat kesulitan di medan pendakian, membuat banyak orang merasa takut untuk mendaki. Para pendaki yang mengalami kecelakaan dan hilang, bahkan meninggal dunia, menambah rasa takut bagi orang-orang yang ingin melakukan pendakian. Dari permasalahan yang ada perlu adanya gambaran tentang bagaimana menyelesaikan masalah ketika banyaknya aktivitas dari semua anggota yang tidak dapat melakukan pendakian. Maka aplikasi game yang bertemakan petualangan pendakian ini, dibentuk untuk memenuhi kepuasan para anggota Komunitas Pendaki Gunung Bandung, dengan pemrograman Cocos 2d-x berbasis game engine Android menggunakan smartphone yang menghasilkan game petulangan pendakian yang berkarakter 2D (dua dimensi). Aplikasi ini dirancang dengan fitur yang sederhana, oleh karena itu pengguna dapat memainkan game petualangan ini dengan nyaman. Terdapat pula fitur yang akan menghubungkan langsung pengguna dengan website KPGB, yang didalamnya terdapat informasi mengenai perlengkapan mendaki. Aplikasi ini diharapkan dapat memberikan kesenangan bagi anggota Komunitas Pendaki Gunung Bandung yang tidak bisa melakukan aktivitas berpetualang atau mendaki secara langsung.   The development of technology is currently increasingly rapid, technology plays a role both as a medium of social interaction, a means of education, and a means of entertainment. By applying technology in everyday life, it is hoped that it can help and make work easier. One form of activity is climbing and adventure, which is an activity that combines sports and recreation which is very popular with young people. The Bandung Mountaineering Community (KPGB) is a community with climbing or adventure activities that act as a medium of communication and information between nature activists. This community is expected to be a communication line for establishing friendships to form a strong sense of kinship between fellow climbers, especially in the city of Bandung. Busy and busy working hours cause the members to find it difficult to arrange a schedule for climbing activities. The number of obstacles and levels of difficulty in the climbing field, makes many people feel afraid to climb. The climbers who had accidents and disappeared, and even died, added to the fear of those who wanted to climb. From the existing problems, it is necessary to have an idea of how to solve the problem when there are many activities from all members who cannot climb. So this game application with the theme of climbing adventure, was formed to meet the satisfaction of members of the Bandung Mountaineering Community, with Cocos 2d-x programming based on the Android game engine using a smartphone that produces climbing adventure games with 2D (two-dimensional) characters. This application is designed with simple features, therefore users can play this adventure game comfortably. There is also a feature that will connect users directly to the KPGB website, in which there is information about climbing equipment. This application is expected to provide pleasure for members of the Bandung Mountaineering Community who cannot carry out adventure or climbing activities directly.  


Sign in / Sign up

Export Citation Format

Share Document