Sounding Objects
نویسندگان
چکیده
virtual environments, and information display applications need dynamic sound models rather than faithful audio reproductions. This implies three levels of research: auditory perception, physicsbased sound modeling, and expressive parametric control. Parallel progress along these three lines leads to effective auditory displays that can complement or substitute visual displays. W hen designing a visual widget we attempt to understand the users’ needs. Based on initial requirements, we can sketch the idea on paper and start to test it. We can ask potential users for advice and they might tell us that, for example, “it should be like a rectangular button, with a red border, in the upper left hand corner, with a frame around it.” As testing and new sketches evolve, we can then code the widget and do further tests. Designing auditory-enhanced interfaces immediately poses a number of problems that aren’t present in the visual case. First, the vocabulary for sound is vague—for example, “when I do this, it goes whoosh,” or “it should sound like opening a door.” What does whoosh or an opening door really sound like? Is one person’s whoosh the same as another person’s whoosh? What can I do, as a designer, if I want to continuously control the sound of a door opening? A sample from a sound effect collection is useless in this case. This article aims to shed some light on how psychologists, computer scientists, acousticians, and engineers can work together and address these and other questions arising in sound design for interactive multimedia systems.
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ورودعنوان ژورنال:
- IEEE MultiMedia
دوره 10 شماره
صفحات -
تاریخ انتشار 2003