<?xml version="1.0" encoding="UTF-8"?>
<XML><RECORDS>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Brewster, S.</AUTHOR>
		<AUTHOR>Wright, P. C.</AUTHOR>
		<AUTHOR>Edwards, A. D. N.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>A detailed investigation into the effectiveness of earcns</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/Brewster1992.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Kramer, G.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>An introduction to auditory display</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/Kramer1992a.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Madhyastha, T. M.</AUTHOR>
		<AUTHOR>Reed, D. A.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>A framework for sonification design</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/Madhyastha1992.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>McCabe, K.</AUTHOR>
		<AUTHOR>Rangwalla, A.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>Auditory display of computational fluid dynamics data</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/McCabeRangwalla1992.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Mynatt, E.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>Auditory presentation of graphical user interfaces</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/Mynatt1992.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Ballas, J.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>Delivery of information through sound</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/Ballas1992.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Smith, S.</AUTHOR>
		<AUTHOR>Pickett, R. M.</AUTHOR>
		<AUTHOR>Williams, M. G.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>Environments for exploring auditory representations of multidimensional data</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/SmithPickett1992.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Hayward, C.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>Listening to the earth sing</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/Hayward1992.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Bly, S.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>Multivariate data mappings</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/Bly1992.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Cohen, J.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>Monitoring background activities</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/Cohen1992.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Mayer-Kress, G.</AUTHOR>
		<AUTHOR>Bargar, R.</AUTHOR>
		<AUTHOR>Choi, I.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>Musical structures in data from chaotic attractors</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/MayerKressBargar1992.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Bargar, R.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>Pattern and reference in auditory display</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/Bargar1992.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Williams, S. M.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>Perceptual principles in sound grouping</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/Williams1992.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Blattner, M. M.</AUTHOR>
		<AUTHOR>Papp, A. L.</AUTHOR>
		<AUTHOR>Glinert, E. P.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>Sonic enhancement of two-dimensional graphics displays</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/BlattnerPapp1992.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Fitch, W. T.</AUTHOR>
		<AUTHOR>Kramer, G.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>Sonifying the body electric: Superiority of an auditory over a visual display in a complex multivariate system</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/FitchKramer1992.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Jackson, J. A.</AUTHOR>
		<AUTHOR>Francioni, J. M.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>Synchronization of visual and aural parallel program performance data</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/MadhyasthaReed1992.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Jameson, D. H.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>Sonnet: Audio-enhanced monitoring and debugging</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/Jameson1992.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Kramer, G.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>Some organizing principles for representing data with sound</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/Kramer1992b.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Scaletti, C.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>Sound synthesis algorithms for auditory data representations</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/Scaletti1992.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Wenzel, E. M.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>Spatial sound and sonification</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/Wenzel1992.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>7</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Gaver, W. W.</AUTHOR>
	</AUTHORS>
	<YEAR>1992</YEAR>
	<TITLE>Using and creating auditory icons</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Kramer, G.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>SFI studies in the sciences of complexity</SECONDARY_TITLE>
	<PUBLISHER>Addison Wesley Longman</PUBLISHER>
	<URL>Proceedings/1992/Gaver1992.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Stephen Barrass</AUTHOR>
		<AUTHOR>Chris Frauenberger</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>A communal map of design in auditory display</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>The workshop on Recycling Auditory Displays at ICAD 2008 aimed to capture knowledge about the design of auditory displays from the participants in a manner that would be easy to understand and reuse. The participants introduced themselves by providing examples of a good and a bad sound design. These examples raised issues of culture, identity, aesthetics and context that are more usually associated with product sound design than auditory display. Based on these discussions the themes Users, Applications, Techniques, and Environments were chosen to focus the further development of ideas. A mindmapping session was used to collect over 150 entries under these themes, and more than 30 references. An additional Others theme was needed for ideas that did not fit neatly into the existing categories. The information that has been collected shows that most research in auditory display falls under the themes of Applications and Techniques. The information under the themes of Users and Others shows the overlap with related disciplines such as auditory neuroscience, product design, sound arts, semiotics, and interface design. The Environment theme raised the need for future research to include contextual issues. The outcome of the workshop has been to produce a collaborative understanding of the current state of design knowledge in the Auditory Display community, and to identify future directions for research into the design of AudiDisplays. more detail. We conclude by discussing the major outcomes and their relevance for future work in this field.</ABSTRACT>
	<URL>Proceedings/2009/BarrassFrauenberger2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Charles Verron</AUTHOR>
		<AUTHOR>Mitsuko Aramaki</AUTHOR>
		<AUTHOR>Richard Kronland-Martinet</AUTHOR>
		<AUTHOR>GrÃ©gory Pallone</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Analysis/synthesis and spatialization of noisy environmental sounds</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>The use of stochastic modeling is discussed for analysis/synthesis and transformation of environmental sounds. The method leads to perceptually relevant synthetic sounds based on the analysis of nat- ural sounds. Applications are presented, such as sound effects us- ing parametric signal transformations, or data compression. More- over, we propose a method which efficiently combines the stochas- tic modeling with 3D audio techniques. This architecture offers an efficient control of the source width rendering that is often an im- portant attribute of noisy environmental sounds. This control is of great interest for virtual reality applications to create immersive 3D scenes.</ABSTRACT>
	<URL>Proceedings/2009/VerronAramaki2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Johan FagerlÃ¶nn</AUTHOR>
		<AUTHOR>Mats Liljedahl</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Awesome sound design tool: a web based utility that invites end users into the audio design process</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>Previous auditory display research has shown how fundamental aspects of an auditory signal may influence perception and impact the emotional state of the listener. However, a challenge for designers is how to find signals that correspond to user situations and make sense within a user context. In this article we present a web based application called AWESOME Sound Design Tool; a tool that invites users to take part in the design process of auditory signals. The basic idea is to give users control over some aspects of the auditory stimuli and encourage them to manipulate the sound with a specific user scenario in mind. The software may help developers working with applied design to find more appropriate sounds for user situations. It might also help researchers to better understand correlations between the properties of a sound and characteristics of a user situation. A pilot study has been conducted in which car drivers designed warning signals for critical traffic situations. The pilot study illustrated how the tool could be useful for applied audio design.</ABSTRACT>
	<URL>Proceedings/2009/FagerlonnLiljedahl2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Nina Schaffert</AUTHOR>
		<AUTHOR>Klaus Mattes</AUTHOR>
		<AUTHOR>Alfred O. Effenberg</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>A sound design for the purposes of movement optimisation in elite sport (using the example of rowing)</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>Monitoring sportive movements is essential for training processes to detect variations as well as progression, stagnations or even regressions. Visualization plays the dominant role in the technique analysis, even though the eyes&acirc;€™ ability to perceive information of time-related events are limited and less efficient in comparison to the ears. Sound represents the information more differentiated and can support motion sequences. Acoustic displays offer a promising alternative to visual displays. Therefore an appropriate sound is needed that represents the specific movement patterns of a cyclic motion. In this paper we present our current considerations towards basic requirements for a sound design that fulfils the specific purposes of movement optimisation and its acceptance in elite sport.</ABSTRACT>
	<URL>Proceedings/2009/SchaffertMattes2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Pablo F. Hoffmann</AUTHOR>
		<AUTHOR>Florian Gosselin</AUTHOR>
		<AUTHOR>Farid Taha</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Analysis of the drilling sound component from expert performance in a maxillo-facial surgery</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>Auditory displays can have a great potential in surgical simulators that aim at training skills associated to the correct interpretation of auditory information. Here, we present preliminary results in the analysis of the sound produced by the drilling procedure in a maxillo-facial surgery when performed by expert surgeons. The motivation of this work is to find relevant acoustic parameters that allow for an efficient synthesis method of auditory displays so that they can effectively convey information on expert surgical drilling.</ABSTRACT>
	<URL>Proceedings/2009/HoffmannGosselin2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>J.H. Rindel</AUTHOR>
		<AUTHOR>C.L. Christensen</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>An audio mixer based on 3D acoustical simulation of architectural models</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>The acoustic illusion of music being performed in any room, being virtual or real, is possible with today&acirc;€™s advanced room acoustic software, Odeon. Recently, a music CD has been released with the simulated acoustics of the famous Hagia Sophia in Istanbul, although the recordings were originally made in an anechoic room. The quality and realism of the 3D sound is believed to be unparalleled. The acoustic simulation technique has also been applied for the simulation of a complete symphony orchestra using multi-source-auralisation and an integrated mixing of the sound from all the instruments. The room acoustic software Odeon was originally developed at the Technical University of Denmark with the purpose of making acoustic simulations as a tool for the design of concert halls and other acoustic venues. The simulation technique is based on theoretical models and approximations of the physical behaviour of sound in rooms such as reflection, absorption, scattering, and diffraction. The directional characteristic of the sound sources is also taken into account. The presentation will include music examples combined with the acoustics of a reconstructed Roman theatre, a Byzantine church, and a new concert hall.</ABSTRACT>
	<URL>Proceedings/2009/RindelChristensen2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Julian Rubisch</AUTHOR>
		<AUTHOR>Matthias Husinsky</AUTHOR>
		<AUTHOR>Hannes Raffaseder</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Allthatsounds: associative semantic categorization of audio data</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>Finding appropriate and high-quality audio files for the creation of a sound track nowadays presents a serious hurdle to many media producers. As most digital sound archives restrict the categoriza- tion of audio data to verbal taxonomies, this process of retrieving suitable sounds often becomes a tedious and time-consuming part of their work. The research project AllThatSounds tries to en- hance the search procedure by supplying additional, associative and semantic classifications of the audio files. This is achieved by annotating these files with suitable metadata according to a cus- tomized systematic categorization scheme. Moreover, additional data is collected by the evaluation of user profiles and by analyzing the sounds with signal processing methods. Using artificial intel- ligence techniques, similarity distances are calculated between all the audio files in the database, so as to devise a different, highly efficient search algorithm by browsing across similar sounds. The project&acirc;€™s result is a tool for structuring sound databases with an ef- ficient search component, which means to guide users to suitable sounds for their sound track of media productions.</ABSTRACT>
	<URL>Proceedings/2009/RubischHusinsky2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Andrea Valle</AUTHOR>
		<AUTHOR>Vincenzo Lombardo</AUTHOR>
		<AUTHOR>Mattia Schirosa</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>A graph-based system for the dynamic generation of soundscapes</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>This paper presents a graph-based system for the dynamic gen- eration of soundscapes and its implementation in an application that allows for an interactive, real-time exploration of the result- ing soundscapes. The application can be used alone, as a pure sonic exploration device, but it can also be integrated into a virtual reality engine. In this way, the soundcape can be acoustically in- tegrate in the exploration of an architectonic/urbanistic landscape. The paper is organized as follows: after taking into account the lit- erature relative to soundscape, a formal definition of the concept is given; then, a model is introduced; finally, a software application is described together with a case-study.</ABSTRACT>
	<URL>Proceedings/2009/ValleLombardo2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Kirsty Beilharz</AUTHOR>
		<AUTHOR>Sam Ferguson</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>An interface and framework design for interactive aesthetic sonification</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>This paper describes the interface design of our AeSon (Aesthetic Sonification) Toolkit motivated by user-centred customisation of the aesthetic representation and scope of the data. The interface design is developed from 3 premises that distinguish our approach from more ubiquitous sonification methodologies. Firstly, we prioritise interaction both from the perspective of changing scale, scope and presentation of the data and the user's ability to reconfigure spatial panning, modality, pitch distribution, critical thresholds and granularity of data examined. The user, for the majority of parameters, determines their own listening experience for real-time data sonification, even to the extent that the interface can be used for live data-driven performance, as well as traditional information analysis and examination. Secondly, we have explored the theories of Tufte, Fry and other visualization and information design experts to find ways in which principles that are successful in the field of information visualization may be translated to the domain of sonification. Thirdly, we prioritise aesthetic variables and controls in the interface, derived from musical practice, aesthetics in information design and responses to experimental user evaluations to inform the design of the sounds and display. In addition to using notions of meter, beat, key or modality and emphasis drawn from music, we draw on our experiments that evaluated the effects of spatial separation in multivariate data presentations.</ABSTRACT>
	<URL>Proceedings/2009/BeilharzFerguson2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>GyÃ¶rgy WersÃ©nyi</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Evaluation of auditory representations for selected applications of a graphical user interface</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>A survey with 50 blind and 100 sighted users included a questionnaire about their user habits during everyday use of personal computers. Based on their answers, the most important functions and applications were selected and results were compared. Special user habits and needs of blind users are highlighted. The second part of the investigation included collecting of auditory representations (auditory icons, spearcons etc.), mapping with visual information and evaluation with the target groups. Furthermore, a new design method for auditory events and class was introduced, the so called auditory emoticons. These use non-verbal human voice samples to represent additional emotional content. Blind and sighted users evaluated different auditory representations for the selected events, including Hungarian and German spearcons. Finally, an application can be created and sound samples can be implemented under JAWS or the Windows OS.</ABSTRACT>
	<URL>Proceedings/2009/Wersenyi2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Pontus Larsson</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Earconsampler: a tool for designing emotional auditory driver-vehicle interfaces</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>EarconSampler is a simple tool for designing and modifying auditory driver-vehicle interfaces. It allows for creating melodic patterns of wav-snippets and easy adjustment of parameters such as tempo and pitch. It also contains an analysis section where sound quality parameters, urgency and emotional response to the sound is calculated / predicted, so that the user directly can see how a certain parameter affects perception and emotional response.</ABSTRACT>
	<URL>Proceedings/2009/Larsson2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Eoin Brazil</AUTHOR>
		<AUTHOR>Mikael FernstrÃ¶m</AUTHOR>
		<AUTHOR>John Bowers</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Exploring concurrent auditory icon recognition</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>This poster explores and deepens existing studies into the identi- fication of concurrently presented auditory icons. The motivation for this work was to gain a better understanding of auditory icons where several are played together simultaneously. A set of de- scriptors for everyday sounds were collected from participants and classified into action and object categories. The exploration con- sidered the hypothesis that when auditory icons did not have the same object or action descriptors that the identifications of the au- ditory icons would improve. This was studied in conditions where three, six, and nine sounds were simultaneously presented. These conditions had two distinct sub-categories, the first category used a prior classification of sounds to ensure no sound pair in the con- dition had the same action or object properties. The second sub- category used random selection of the sounds meaning that similar sound could exist within the particular condition. A onset-to-onset gap of 300 ms between sounds being presented was used. The re- sults supports earlier findings and showed that distinguishing be- tween object and action properties of auditory icons did improve their identification accuracy. It was found that prior classification allows listeners to achieve close to a 10% identification improve- ment in accuracy.</ABSTRACT>
	<URL>Proceedings/2009/BrazilFernstromBowers2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Derek Brock</AUTHOR>
		<AUTHOR>Brian McClimens</AUTHOR>
		<AUTHOR>Christina Wasylyshyn</AUTHOR>
		<AUTHOR>J. Gregory Trafton</AUTHOR>
		<AUTHOR>Malcolm McCurry</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Evaluating the utility of auditory perspective-taking in robot speech presentations</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>In speech interactions, people routinely reason about each other&acirc;€™s auditory perspective and adjust their manner of speaking accordingly by raising their voice to overcome noise or distance, and sometimes by pausing and resuming when conditions are more favorable for their listener. In this paper we report the findings of a listening study motivated by both this observation and a prototype auditory interface for a mobile robot that monitors the aural parameters of its environment to infer its user&acirc;€™s listening requirements. The results provide significant empirical evidence of the utility of simulated auditory perspective taking and the inferred use of loudness and/or pauses to overcome the potential of ambient noise to mask synthetic speech.</ABSTRACT>
	<URL>Proceedings/2009/BrockMcClimens2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Chandrasekhar Ramakrishnan</AUTHOR>
		<AUTHOR>Steven Greenwood</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Entropy sonification</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>We present entropy sonification, a technique to bring interesting data to the foreground of a sonification and push uninteresting data into the background. To achieve this, the data is modeled as an in- formation source, and the underlying sonification is converted into sound grains. Information-theoretic attributes of the data are used to determine the amplitude envelope and duration of the grains. The information source model adds an additional avenue for con- trol. By altering the information source model, one can focus on different aspects of the data via entropy zooming.</ABSTRACT>
	<URL>Proceedings/2009/RamakrishnanGreenwood2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Mika Kuuskankare</AUTHOR>
		<AUTHOR>Mikael Laurson</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Extending vivo as a mir system</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>In this paper we extend the VIVO system with MIR function- ality that allows us to extract the VIVO rule database from a sym- bolic score. As a reference material we use a collection of se- lected Chorale harmonizations by J.S.Bach. Our extended system takes symbolic scores as input and generates a harmonic progres- sion database as output. The VIVO and the new extended sys- tem are realized inside the PWGL environment. Complete work- ing patches are given as examples. As a proof of concept the database-extracted from the repertoire-is then used in the VIVO to re-harmonize a short melody.</ABSTRACT>
	<URL>Proceedings/2009/KuuskankareLaurson2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Julien Allali</AUTHOR>
		<AUTHOR>Pierre Hanna</AUTHOR>
		<AUTHOR>Matthias Robine</AUTHOR>
		<AUTHOR>Pascal Ferraro</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Extending alignment algorithm for polyphonic comparison</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>Existing symbolic music comparison systems generally consider monophonic music or monophonic reduction of polyphonic music. Adaptation of alignment algorithms to the music leads to accurate systems, but extensions to polyphonic music arise new problems. Indeed, a chord may match several notes, or the difference be- tween two similar motifs may be a few swapped notes. Moreover, it is difficult to set up the substitution scores between chords. In this paper, we propose a general framework for polyphonic mu- sic which permits to directly apply the substitution score scheme set for monophonic music, and which allows new operations by extending the operations proposed by Mongeau and Sankoff [1]. From a practical point of view, the limitations of the size of chords and the number of notes that can be merged lead to a complexity that remains quadratic.</ABSTRACT>
	<URL>Proceedings/2009/AllaliHanna2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Javier Alejandro Garavaglia</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Full automation in live-electronics: advantages and disadvantages</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>The paper&acirc;€™s aim is to show a personal approach to the programming of live-electronics, which relies on the full automation of the real- time processing. After defining the term &acirc;€˜live-electronics&acirc;€™, the article gives a summary of the main periods of development of what is generally understood today by this term; it further describes in a general way the tools and methods/processes employed in each period. Finally, the last few sections explain the way automation is implemented in some works of my own since 2002 (all utilizing full automation of the electronic part), showing the most important features and techniques involved, added to the advantages and disadvantages involved in the automation of most (or all) of the real- time processes in those works. Automation is not a new technique in the live-electronics scene, but full automation as described here needs some special attention, due to its impact on the performance and its perception. This paper aims to fully explain these main issues in the last sections in the light of my own experience as a performer and composer/programmer in the past 15 years.</ABSTRACT>
	<URL>Proceedings/2009/Garavaglia2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Brian Gygi</AUTHOR>
		<AUTHOR>Valeriy Shafiro</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>From signal to substance and back: Insights from environmental sound research to auditory display design</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>A persistent concern in the field of auditory display design has been how to effectively use environmental sounds, which are naturally occurring familiar non-speech, non-musical sounds. Environmental sounds represent physical events in the everyday world, and thus they have a semantic content that enables learning and recognition. However, unless used appropriately, their functions in auditory displays may cause problems. One of the main considerations in using environmental sounds as auditory icons is how to ensure the identifiability of the sound sources. The identifiability of an auditory icon depends on both the intrinsic acoustic properties of the sound it represents, and on the semantic fit of the sound to its context, i.e., whether the context is one in which the sound naturally occurs or would be unlikely to occur. Relatively recent research has yielded some insights into both of these factors. A second major consideration is how to use the source properties to represent events in the auditory display. This entails parameterizing the environmental sounds so the acoustics will both relate to source properties familiar to the user and convey meaningful new information to the user. Finally, particular considerations come into play when designing auditory displays for special populations, such as hearing impaired listeners who may not have access to all the acoustic information available to a normal hearing listener, or to elderly or other individuals whose cognitive resources may be diminished. Some guidelines for designing displays for these populations will be outlined.</ABSTRACT>
	<URL>Proceedings/2009/GygiShafiro2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Yousuke Kobayashi</AUTHOR>
		<AUTHOR>Kazuhiro Kondo</AUTHOR>
		<AUTHOR>Kiyoshi Nakagawa</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Intelligibility of low bit rate mpeg-coded japanese speech in virtual 3d audio space</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>In this paper, we investigated the influence of stereo coding on Japanese speech localized in 3-D virtual space. We encoded localized speech using Joint Stereo and Parametric Stereo modes within the HE-AAC (High-Efficiency Advanced Audio Coding) encoder at identical data rates. First, the sound quality of the localized speech signal was checked using MUSHRA subjective tests. The result showed that the speech quality for Joint Stereo is higher than Parametric Stereo when localized at 45 (where 0 refers to localization directly in front of the listener) by 20 to 30 MUSHRA score points. The scores for Joint Stereo were relatively proportional to bit rate. However, Parametric Stereo scores were not proportional to bit rate, and remained fairly constant with bit rate. Next, the Japanese word intelligibility tests were conducted using the Japanese Diagnostic Rhyme Tests (JDRT). Test speech was localized in front, while competing noise were localized at various angles. The result showed that speech could not be separated from the noise for Joint Stereo when the noise was in located in the frontal region, from 45 to 45, and intelligibility degrades significantly. However at other azimuth, the intelligibility improves dramatically. On the other hand, intelligibility with Parametric Stereo remained constant, at about 70 to 80%.</ABSTRACT>
	<URL>Proceedings/2009/KobayashiKondo2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Benjamin K. Davison</AUTHOR>
		<AUTHOR>Bruce N. Walker</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Measuring the use of sound in everyday software</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>Members of the ICAD community might contend that auditory interfaces and even just well-designed sound in computer interfaces could be used more often than is currently the case. However, it is not entirely clear where, when, and how sound is actually being employed in everyday software. We discuss the development of a long-term research project aimed at identifying and categorizing sound use in software. Our mixed- methods approach explores software artifacts from three perspectives: detailed program behavior, source code word count of audio terms, and audio infrastructure. These complementary approaches could provide a deeper understanding of sound use today and, we hope, lead to predicting, guiding, and improving the future trajectory of its use.</ABSTRACT>
	<URL>Proceedings/2009/DavisonWalker2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>RenÃ© TÃ¼nnermann</AUTHOR>
		<AUTHOR>Thomas Hermann</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Multi-touch interactions for model-based sonification</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>This paper presents novel interaction modes for Model-Based Soni- fication (MBS) via a multi-touch interface. We first lay out details about the constructed multi-touch surface. This is followed by a description of the Data Sonogram Sonification Model and how it is implemented using the system. Modifications from the original sonification model such as the limited space scans are described and discussed with sonification examples. Videos showing exam- ples of interaction are provided for various data sets. Beyond Data Sonograms, the presented system provides a basis for the imple- mentation of known and novel sonification models. We discuss the available interaction modes with multi-touch surfaces and how these interactions can be profitably used to control spatial and non- spatial sonification models.</ABSTRACT>
	<URL>Proceedings/2009/TunnermannHermann2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Sylvain Le Groux</AUTHOR>
		<AUTHOR>Paul Verschure</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Neuromuse: training your brain through musical interaction</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>Human aural system is arguably one of the most refined sensor we posess. It is sensitive to such highly complex stimuli as conversa- tions or musical pieces. Be it a speaking voice or a band playing live, we are able to easily perceive relaxed or agitated states in an auditory stream. In turn, our own state of agitation can now be detected via electroencephalography technologies. In this pa- per we propose to explore both ideas in the form of a framework for conscious learning of relaxation through sonic feedback. Af- ter presenting the general paradigm of neurofeedback, we describe a set of tools to analyze electroencephalogram (EEG) data in real- time and we introduce a carefully designed, perceptually-grounded interactive music feedback system that helps the listener keeping track of and modulate her agitation state as measured by EEG.</ABSTRACT>
	<URL>Proceedings/2009/LeGrouxVerschure2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Nicholas Mariette</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Navigation performance effects of render method and latency in mobile audio augmented reality</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>This paper describes a pilot study and main experiment that as- sess user performance at navigating to spatialised sound sources using a mobile audio augmented reality system. Experiments use a novel outdoor paradigm with an application-relevant navigation task to compare perception of two binaural rendering methods un- der several head-turn latencies. Binaural rendering methods ex- amined were virtual, 6-speaker, first-order Ambisonic and virtual 12-speaker VBAP techniques. This study extends existing indoors research on the effects of head-turn latency for seated listeners. The pilot study examined the effect of capture radius (of 1, 2, 3, 4 and 5 metres) on mean distance efficiency for a single user&acirc;€™s navigation path to sound sources. A significant performance degradation was found to occur for radii of 2 m. The main exper- iment examined the effect of render method and total system la- tency to head-turns (176 ms minimum plus 0, 100, 200, 400 and 800 ms) on mean distance efficiency and subjective stability rating (on a scale of 1-5), for 8 participants. Render method significantly affected distance efficiency and 800 ms of added head-turn latency significantly affected subjective stability. Also, the study revealed a significant interaction effect of render method and head-turn la- tency: Ambisonic rendering didn&acirc;€™t significantly affect subjective stability due to added head-turn latency, while VBAP rendering did. Thus, it appears rendering method can mitigate or potentiate stability effects of head-turn latency. The study also exemplifies that the novel experimental paradigm is capable of revealing statis- tically significant performance differences between mobile audio AR implementations.</ABSTRACT>
	<URL>Proceedings/2009/Mariette2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Christina Dicke</AUTHOR>
		<AUTHOR>Viljakaisa Aaltonen</AUTHOR>
		<AUTHOR>Mark Billinghurst</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Occurrence of simulator sickness in spatial sound spaces and 3d auditory displays</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>This paper describes an investigation into the effect of movement patterns in a spatial sound space on the perceived amount of simulator sickness, the pleasantness of the experience, and the perceived workload. Our user study indicates that predictable left to right movements lead to a perceived unpleasantness that is significantly higher than the unpleasantness experienced for unpredictable or no movements at all. Approx. 48 percent of all participants showed mild to moderate symptoms of simulator sickness, with a trend towards stronger symptoms for the left to right movements. Our data suggest that neither of the movement patterns has an effect on the perceived cognitive load for simple tasks.</ABSTRACT>
	<URL>Proceedings/2009/DickeAaltonen2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Julien Allali</AUTHOR>
		<AUTHOR>Pavlos Antoniou</AUTHOR>
		<AUTHOR>Pascal Ferraro</AUTHOR>
		<AUTHOR>Costas S. Iliopoulos</AUTHOR>
		<AUTHOR>Spiros Michalakopoulos</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Overlay problems for music and combinatorics</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>Motivated by the identification of the musical structure of pop songs, we introduce combinatorial problems involving overlays (non-overlapping substrings) and the covering of a text t by them. We present 4 problems and suggest solu- tions based on string pattern matching techniques. We show that decision problems of this type can be solved using an Aho-Corasick keyword automaton. We conjecture that one general optimization problem of the type, is NP-complete and introduce a simpler, more pragmatic optimization prob- lem. We solve the latter using suffix trees and finally, we suggest other open problems for further investigation.</ABSTRACT>
	<URL>Proceedings/2009/AllaliAntoniou2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Ilja Frissen</AUTHOR>
		<AUTHOR>Brian F.G. Katz</AUTHOR>
		<AUTHOR>Catherine Guastavino</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Perception of reverberation in large single and coupled volumes</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>The aim of the presented research is to quantify how sensitive the human ear is to subtle changes in reverberation. We quantified the discrimination thresholds for reverberations that are representative for large rooms such as concert halls (reverberation times around 1.8 s). For exponential decays, simulating an ideal simple room, thresholds are around 6% (Experiment 1). We found no difference in thresholds between a short noise burst and a male voice spoken word, suggesting that discrimination is not dependent on the type, or spectral content, of the sound source (Experiment 2). In a final experiment we matched coupled room, non-exponential decay stimuli to exponential ones, and vice versa, in an attempt to quantify the complex former in terms of the simpler latter.</ABSTRACT>
	<URL>Proceedings/2009/FrissenKatz2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Katharina Vogt</AUTHOR>
		<AUTHOR>David PirrÃ³</AUTHOR>
		<AUTHOR>Ingo Kobenz</AUTHOR>
		<AUTHOR>Robert HÃ¶ldrich</AUTHOR>
		<AUTHOR>Gerhard Eckel</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Physiosonic - movement sonification as auditory feedback</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>We detect human body movement interactively via a tracking sys- tem. This data is used to synthesize sound and transform sound files (music or text). A subject triggers and controls sound param- eters with his or her movement within a pre-set range of motion. The resulting acoustic feedback enhances new modalities of per- ception and the awareness of the body movements. It is ideal for application in physiotherapy and other training contexts. The sounds we use depend on the context and aesthetic pref- erences of the subject. On the one hand, metaphorical sounds are used to indicate the leaving of the range of motion or to make un- intended movements aware. On the other hand, sound material like music or speech is played as intuitive means and motivating feedback to address humans. The sound material is transformed in order to indicate deviations from the target movement. With this sonification approach, subjects perceive the sounds they have cho- sen themselves in undistorted playback as long as they perform the training task appropriately. Our main premises are a simple map- ping of movement to sound and common sense metaphors, that both enhance the understanding for the subject.</ABSTRACT>
	<URL>Proceedings/2009/VogtPirro2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Stefano Baldan</AUTHOR>
		<AUTHOR>Luca A. Ludovico</AUTHOR>
		<AUTHOR>Davide A. Mauro</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Puremx: automatic transcription of midi live music performances into xml format</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>This paper addresses the problem of the real-time automatic tran- scription of a live music performance into a symbolic format based on XML. The source data are given by any music instrument or other device able to communicate with Pure Data by MIDI. Pure Data is a free, multi-platform, real-time programming environment for graphical, audio, and video processing. During a performance, music events are parsed and their parameters are evaluated thanks to rhythm and pitch detection algorithms. The final step is the creation of a well-formed XML document, validated against the new international standard known as IEEE 1599. This work will shortly describe both the software environment and the XML format, but the main analysis will involve the real- time recognition of music events. Finally, a case study will be presented: PureMX, an applica- tion able to perform such an automatic transcription.</ABSTRACT>
	<URL>Proceedings/2009/BaldanLudovico2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Anna Saranti</AUTHOR>
		<AUTHOR>Gerhard Eckel</AUTHOR>
		<AUTHOR>David PirrÃ³</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Quantum harmonic oscillator sonification</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>This work deals with the sonification of a quantum mechanical system and the processes that occur as a result of its quantum me- chanical nature and interactions with other systems. The quantum harmonic oscillator is not only regarded as a system with sonifi- able characteristics but also as a storage medium for quantum in- formation. By representing sound information quantum mechan- ically and storing it in the system, every process that unfolds on this level is inherited and re&iuml;&not;‚ected by the sound. The main profit of this approach is that the sonification can be used as a first in- sight for two models: a quantum mechanical system model and a quantum computation model.</ABSTRACT>
	<URL>Proceedings/2009/SarantiEckel2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Zeynep Bulut</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Revisiting the phenomenon of sound as "empty container": the acoustic imagination in Kurt Schwitters's ``ursonata''</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<URL>Proceedings/2009/Bulut2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Eoin Brazil</AUTHOR>
		<AUTHOR>Mikael FernstrÃ¶m</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Subjective experience methods for early conceptual design of auditory display</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>We review a cross-section of subjective experience methods fo- cused on the early conceptual design of auditory displays. The motivation of this review is to support expert and novice design- ers in creating auditory displays in human-computer interaction by introducing them to these methods. A range of available guid- ance and current practice is firstly analysed. Subsequently, the key methods and their concepts are discussed with examples from ex- isting studies. A complementary framework is presented to high- light how these methods can be used together by auditory display designer at the early conceptual design stage. The results from these studies help to demonstrate the need for a greater awareness and use of this type of method in early conceptual design to un- cover pragmatic mental models and associated salient cognitive attributes. The attributes can be related to subjective judgements such as quality, preference, or context among many. This type of approach differs from many quantitative approaches which are strictly focused on the usage aspects of auditory displays. The manner of quantitative approaches is to use hypothesis and valida- tion criteria, however these cannot deal in a structured way with ephemeral judgements such as emotion, mood, or with subject de- pendant information such as tacit knowledge. The increasing use of interactive auditory displays is one area where this type of early conceptual design method can help in ensuring the designed in- teraction and the concrete mapping it uses reflects the considered behaviour of potential users including aspects of the inner needs, desires, and tacit knowledge. This approach will help in consider- ing the emotional, intellectual, and sensual aspects of interactions when designing auditory displays. We close by reflecting on the results and discussing future lines of research using these methods.</ABSTRACT>
	<URL>Proceedings/2009/BrazilFernstrom2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Milena Droumeva</AUTHOR>
		<AUTHOR>Alissa Antle</AUTHOR>
		<AUTHOR>Greg Corness</AUTHOR>
		<AUTHOR>Allen Bevans</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Springboard: exploring embodied metaphor in the design of sound feedback for physical responsive environments</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>In this paper we propose a role for suing embodied metaphor in the design of sound feedback for interactive physical environments. We describe the application of a balance metaphor in the design of the interaction model for a prototype interactive environment called Springboard. We focus specifically on the auditory feedback, and conclude with a discussion of design choices and future research directions based on our prototype.</ABSTRACT>
	<URL>Proceedings/2009/DroumevaAntle2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Andi Schoon</AUTHOR>
		<AUTHOR>Florian Dombois</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Sonification in music</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>Seen from the vantage point of cultural history, contemporary sonification is essentially characterised by two aspects that to date have seldom been considered in combination: the first aspect is sonification as the transformation of the inaudible into the sphere of the audible, and the second its use as an instrument for gaining knowledge via the concrete listening experience. One of the aims of the research project &acirc;€œDenkger&Atilde;&curren;usche&acirc;€ (&quot;Sounds of Thought&quot;), conducted at Bern University of the Arts, was to make a contribution to a (yet unwritten) cultural history of sonification. With this target in mind, a database was compiled of historical and contemporary musical compositions in which procedures associated with sonification were employed.</ABSTRACT>
	<URL>Proceedings/2009/SchoonDombois2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Mikael Laurson</AUTHOR>
		<AUTHOR>Mika Kuuskankare</AUTHOR>
		<AUTHOR>Kimmo Kuitunen</AUTHOR>
		<AUTHOR>Ã–rjan Sandred</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Statistical rules in constraint-based programming</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>In this paper we introduce a system that first generates statistical analysis data from a musical score. The results are then translated automatically to constraint rules that in turn can be used in com- bination with ordinary rules to generate scores that have similar statistical distributions than the original. Statistical analysis rules are formalized using our special rule syntax where our focus will be in the pattern-matching part of the rules. The pattern-matching part has two important tasks in our paper: first, it is used to extract various musical entities from the score, such as melodic, harmonic and voice-leading formations; second, it is used also to generate statistical rules which will be used in the re-synthesis part of our system. We first introduce the rule syntax. After this we discuss a practical case study where we analyze a melodic line. Finally we generate out of this material statistical rules which are used to produce new scores.</ABSTRACT>
	<URL>Proceedings/2009/LaursonKuuskankare2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Mikael FernstrÃ¶m</AUTHOR>
		<AUTHOR>Eoin Brazil</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>The Shannon Portal: Designing an Auditory Display for Casual Users in a Public Environment</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>We developed an installation for a public environment and casual users where auditory display was a significant element to facilitate user interaction. We used an iterative design process, starting from simple onomatopoeic representations, to complex sound object models in Pure Data. The system was evaluated at each stage, from the lab to the final public setting. The problems addressed covered the representations of left-right, up-down, and the amount of movement by the user or groups of users. In addition to this, it was important that the auditory display would attract attention when users were within control range of the system, i.e. an affordance that invited and allowed users to discover functionality.</ABSTRACT>
	<URL>Proceedings/2009/FernstromBrazil2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Jean-FranÃ§ois Sciabica</AUTHOR>
		<AUTHOR>Marie-CÃ©line Bezat</AUTHOR>
		<AUTHOR>Vincent Roussarie</AUTHOR>
		<AUTHOR>Richard Kronland-Martinet</AUTHOR>
		<AUTHOR>SÃ¸lvi Ystad</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Towards the timbre modeling of interior car sound</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>Quality investigations and design of interior car sounds constitute an important challenge for the car industry. Such sounds are complex and time-varying, inducing considerable timbre variations depending on the driving conditions. An interior car sound is indeed a mixture between several sound sources, with two main contributions, i.e. the engine noise, the aerodynamic and tire-road noise. That&acirc;€™s why masking phenomena between these two components should be considered when studying perceptive attributes of interior car sounds. Additive synthesis is used to simulate the harmonic engine noise. Nevertheless, this synthesis is controlled by a large number of parameters and no relation between these parameters and their perceptive relevance has been clearly identified. By combining sensory analysis and signal analysis associated with an auditory model, we can find a relation between a reduced number of signal parameters and perceptive attributes. This study develops a method to simplify the timbre description of interior card sounds and presents the first results of auditory model application on such sounds.</ABSTRACT>
	<URL>Proceedings/2009/SciabicaBezat2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Mitsuko Aramaki</AUTHOR>
		<AUTHOR>Charles Gondre</AUTHOR>
		<AUTHOR>Richard Kronland-Martinet</AUTHOR>
		<AUTHOR>Thierry Voinier</AUTHOR>
		<AUTHOR>SÃ¸lvi Ystad</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Thinking the sounds: an intuitive control of an impact sound synthesizer</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>In this paper we describe a synthesizer to be used both for vir- tual reality and musical purposes, based on an additive synthesis model, and that offers an intuitive control of impact sounds. A three layer control strategy is proposed for this purpose, where the top layer gives access to a control through verbal descriptions, the middle layer to a control of perceptually relevant signal descrip- tors, while the bottom layer is directly linked to the parameters of the synthesis model. The mapping strategies between the parame- ters of the different layers are described. The synthesizer has been implemented using Max/MSP, offering the possibility to manip- ulate the sounds in real-time through the control of the different parameters.</ABSTRACT>
	<URL>Proceedings/2009/AramakiGondre2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>David Worrall</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>The use of sonic articulation in identifying correlation in capital market trading data</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>Despite intensive study, a comprehensive understanding of the structure of capital market trading data remains elusive. The one known application of audification to market price data reported in the 1990 that it was difficult to interpret the results probably because the market does not resonate according to acoustic laws. This paper reports on a technique transforming the data so it does resonate, so audification can be used as a means of identifying autocorrelation in capital market trading data. The results obtained indicate that the technique may have a wider application to other similarly structured time-series data.</ABSTRACT>
	<URL>Proceedings/2009/Worrall2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Niels Sunde</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>The sound of the brain</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>Deep brain stimulation (DBS) is an exiting new technique where electrodes are placed in the brain in order to correct dysfunction in neuronal circuits in certain diseases (Parkinsons disease, Dystonia and other movement disorders). Microelectrodes are used to characterize precisely the target area prior to insertion of a DBS electrode, through e.g. sonification of the micro-recording data. The physiologic characteristics of the target, including the firing rate and pattern of its neurons allow its positive identification. Firing rate and pattern of neurons in different brain areas will be presented as well as examples of clinical results using deep brain stimulation.</ABSTRACT>
	<URL>Proceedings/2009/Sunde2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Mariana Julieta Lopez</AUTHOR>
		<AUTHOR>Sandra Pauletto</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>The design of an audio film for the visually impaired</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>Nowadays, Audio Description is used to enable visually impaired people to access films. However, it presents an important limitation, which consists in the need of the visually impaired audiences to rely on a describer, not being able to access the work directly. The aim of this project was to design a format of sonic art called audio film that eliminates the need of visual elements and of a describer, by providing information solely through sound, sound processing and spatialization, and which might be considered as an alternative to Audio Description. In order to explore the viability of this format an example has been designed based on Roald Dahl&acirc;€™s Lamb to the Slaughter (1954) using a 6.1 surround sound configuration. Through the design of this example it could be noticed that this format can successfully convey a story without the need of either visual elements or of a narrator.</ABSTRACT>
	<URL>Proceedings/2009/LopezPauletto2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Daniel Hug</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Using a systematic design process to investigate narrative sound design strategies for interactive commodities</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>Computing technologies turn everyday artifacts into narrative, pro- cedural objects. This observation suggests that the narrative sound design strategies used in films and video games could also be ap- plied for the design of interactive commodities. However, it is unknown whether these strategies from immersive media can be applied in physical artifacts of everyday use. In this paper we de- scribe methodological considerations and outline a structure of a revisable, design oriented, participatory research process, which allows to explore narrative sound designs and their possible appli- cation in interactive commodities in a systematic yet explorative way. The process, which focused on interpretational aspects, has been applied in two workshops and their results are reported and discussed.</ABSTRACT>
	<URL>Proceedings/2009/Hug2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Antti Pirhonen</AUTHOR>
		<AUTHOR>Kai Tuuri</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Using multiple, role-related perspectives in the design of alarm sounds for safety critical context</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>The requirements for alarm sounds for safety critical contexts are many, some of which may be con&iuml;&not;‚icting. This study concerns the design of alarm sounds for a hospital environment, in particular operating room conditions. We describe the process of capturing sound design ideas in a form that could be utilised in practical sound design. The process is an application of the Rich Use- Scenario method, and provides an example of how this method should be tailored in terms of the context of use. The central finding in this study derives from the contribu- tion of people in three different roles in the design process. These roles were those of contextual practitioner, non-expert (man in the street), and sound designer. The design case illustrates the impor- tance of including all these perspectives in the design process.</ABSTRACT>
	<URL>Proceedings/2009/PirhonenTuuri2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>FranÃ§ois-Xavier FÃ©ron</AUTHOR>
		<AUTHOR>Ilja Frissen</AUTHOR>
		<AUTHOR>Catherine Guastavino</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Upper limits of auditory motion perception: the case of rotating sounds</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>We report two experiments investigating rotating sounds presented on a circular array of 12 speakers. Velocity thresholds were mea- sured for three different types of stimuli (broadband noises, white noise, harmonic sounds). In the first experiment, we gradually in- creased or decreased the velocity and asked participants to indicate the point at which they stopped or started (respectively) perceiving a rotating sound. The thresholds ranged between 1.95-2.80 rot/s for noises and 1.65-2.75 rot/s for harmonic sounds. We observed significant effects of the direction of velocity change (accelera- tion or deceleration), stimulus type and fundamental frequencies for harmonic sounds, but no effect of centre frequency was ob- served for broadband noises. In the second experiment, stimuli were presented at constant velocities in a single-interval forced- choice paradigm: listeners were asked to indicate if the sound was rotating or not. The thresholds obtained were within the range of those of the first experiment. The effect of frequency for harmonic sounds was confirmed.</ABSTRACT>
	<URL>Proceedings/2009/FeronFrissen2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Tarik Barri</AUTHOR>
	</AUTHORS>
	<YEAR>2009</YEAR>
	<TITLE>Versum: audiovisual composing in 3d</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Mitsuko Aramaki and Richard Kronland-Martinet and Sølvi Ystad and Kristoffer Jensen</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 15th International Conference on Auditory Display (ICAD2009)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Copenhagen, Denmark</PLACE_PUBLISHED>
	<PUBLISHER>Re:New &acirc;€“ Digital Arts Forum</PUBLISHER>
	<DATE>18-â€“21 May</DATE>
	<ISBN>978-87-7606-033-6</ISBN>
	<ABSTRACT>This paper introduces the new audiovisual sequencing system &acirc;€œVersum&acirc;€ that allows users to compose in three dimensions. First, the conceptual soil from which this system has sprung is discussed. Secondly, the basic concepts with which Versum operates are explained, providing a general idea of what is meant by sequencing in three dimensions and explaining what compositions made in Versum can look and sound like. Thirdly, the practical ways in which a composer can use Versum to make his own audiovisual compositions are presented by means of a more detailed description of the different graphical user interface elements. Fourthly the consequences of Versum&acirc;€™s properties with regard to the composing process are discussed. Then a short description is given of the modular structure of the software underlying Versum. Finally, several foresights regarding the directions in which Versum will continue to develop in the near future are presented.</ABSTRACT>
	<URL>Proceedings/2009/Barri2009.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Ana, Tajadura-Jimenez</AUTHOR>
		<AUTHOR>Aleksander, Valjamae</AUTHOR>
		<AUTHOR>Kitagawa, Norimichi</AUTHOR>
		<AUTHOR>VÃ¤, stfj a ll Daniel</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Affective Multimodal Displays: Acoustic Spectra Modulates Perception of Auditory-Tactile Signals</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>emotions,</KEYWORD>
		<KEYWORD>attention,</KEYWORD>
		<KEYWORD>warning,</KEYWORD>
		<KEYWORD>auditory,</KEYWORD>
		<KEYWORD>somatosensory,</KEYWORD>
		<KEYWORD>multisensor</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Emotional events may interrupt ongoing cognitive processes and automatically grab attention, modulating the subsequent perceptual processes. Hence, emotional eliciting stimuli might effectively be used in warning applications, where a fast and accurate response from users is required. In addition, conveying information through an optimum multisensory combination can lead to a further enhancement of user responses. In the present study we investigated the emotional response to sounds differing in their acoustic spectra, and their influence on speeded detection of auditory-somatosensory stimuli. Higher sound frequencies resulted in an increase in emotional arousal. We suggest that emotional processes might be responsible for the different auditory-somatosensory integration patterns observed for low and high frequency sounds. The presented results might have important implications for the design of auditory and multisensory warning interfaces.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/TajadurJimenezValjmae2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Baier, G.</AUTHOR>
		<AUTHOR>Hermann, T.</AUTHOR>
		<AUTHOR>Stephan, U.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Auditory On-line Display of Working EEG</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>We propose to set up an EEG device for continuous measurement of electric brain potentials. The device will be connected to a sound synthesis. The sound synthesis of data from multiple channels will be realized on-line. We will show experimentally, how simple tasks influence individual rhythms andrhythms between different areas of the brain.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/BaierHermann2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Bovermann, T.</AUTHOR>
		<AUTHOR>Hermann, T.</AUTHOR>
		<AUTHOR>Ritter, H.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>AudioDB. Get in Touch With Sound</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>In this paper we present AudioDB, a system to collaboratively navigate sound databases via a spatial audio-haptic setup. It provides an environment to sonically sort, group and select sounds which are represented as physical artifacts on a tabletop surface. We give an introduction and insights on implementing interactive overviews for sound databases followed by first impressions of a qualitative analysis of the system.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/BovermannHermann2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Davison, Benjamin K.</AUTHOR>
		<AUTHOR>Walker, Bruce N.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>AudioPlusWidgets: Bringing Sound to Software Widgets and Interface Components</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>API,</KEYWORD>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>programmer,</KEYWORD>
		<KEYWORD>widget</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Using sound as part of the user interface in a typical software application is still extremely rare, despite the technical capabilities of computers to support such usage. The ICAD community has developed several interface concepts, patterns, and toolkits, and yet the overall software scene has remained dominated by the visual-only user interface. AudioPlusWidgets is a software library offering scientifically grounded audio enhancements to the standard Java Swing API. Through metaphors and transparency, AudioPlusWidgets can be inserted into existing code with minimal changes, easily adding auditory capabilities to the interface components in the system. This library uses an event-based model and an audio manager to render speech, MIDI, and prerecorded sounds.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/DavisonWalker2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Jung, Ralf</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Ambience for Auditory Displays: Embedded Musical Instruments As Peripheral Audio Cues</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>non-speech</KEYWORD>
		<KEYWORD>audio</KEYWORD>
		<KEYWORD>cues,</KEYWORD>
		<KEYWORD>peripheral</KEYWORD>
		<KEYWORD>notification,</KEYWORD>
		<KEYWORD>ambient</KEYWORD>
		<KEYWORD>intelligence</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>From alarm signals and data sonification to multimodal interfaces, auditory displays are omnipresent in our everyday life and they become more and more popular. But there are some challenges we have to meet because of the differentness of the auditory sense compared to the visual sense. Usually, audio notification signals are limited to simple warning cues and system feedback that are in most cases intrusive be- cause they differ from the environmental noise. That has the effect that people present in the room could be distracted from their current tasks because they cannot ``close their ears.'' To prevent the disturbing effect of traditional notification signals we developed the novel concept of non-speech audio notification embedded in ambient soundscapes to provide multi-user notification in a more discreet and non-disturbing way. Instead of using well-known non-speech cues like auditory icons and earcons, we decided to compose and record peripheral soundscapes and notification instruments by ourselves towards a more aesthetic approach. In this paper, we give an overview of our location-aware system with two applications (PAAN, AeMN) and sketch a real life scenario in a wine department of a supermarket. We will also present findings from a user study and provide a small collection of notification instruments and soundscapes as audio samples.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/Jung2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Mustonen, Manne-Sakari</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>A review-based conceptual analysis of auditory signs and their design</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>earcon,</KEYWORD>
		<KEYWORD>sound</KEYWORD>
		<KEYWORD>cognition,</KEYWORD>
		<KEYWORD>perception,</KEYWORD>
		<KEYWORD>meaning</KEYWORD>
		<KEYWORD>creation,</KEYWORD>
		<KEYWORD>interaction</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>The research frames of auditory display have traditionally mainly focused on the evaluation of different applications and devices, whereas the theoretical development has had a minor role. In order to reach the goal of functional and intuitive auditory signs, the theoretical basis must be on a robust basis. User interface sound types have been traditionally divided into two exclusionary sound types: earcons and auditory icons. However, when approaching the issues from the viewpoints of for example human communication or semiotics, one can see that the current definitions and practices in auditory display as a scientific discipline are not pragmatic. It is recommended to define auditory signs to include different levels of meaning, as was originally proposed. Following current theoretical concepts leaves the full potential of auditory signs unexposed. In this paper, I introduce important viewpoints and approaches for more practical theoretical approaches for the design of auditory signs in order to develop a theoretical basis for usable syntax.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/Mustonen2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Neff, Flaithri</AUTHOR>
		<AUTHOR>Pitt, Ian</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>A Study Toward the Development of a Spatial, O Speech Auditory Interface for Trigonometric Problem Solvig</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>visually</KEYWORD>
		<KEYWORD>disabled,</KEYWORD>
		<KEYWORD>spatialization,</KEYWORD>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>trigonometry,</KEYWORD>
		<KEYWORD>game</KEYWORD>
		<KEYWORD>technology</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>There are numerous difficulties for visually disabled students when tackling mathematical problems. This relates more to methods of presentation rather than to any deficiency in the students' abilities. Although presentational advances have been made in some instances, such as for algebraic equations, problems remain when attempting to convey inherently spatial mathematics such as trigonometry or matrices. The linearity of speech and Braille output is not easily mapped to spatial attributes and therefore other methods may prove more useful in this regard. We suggest the use of non-speech spatial sound to convey an overview of trigonometric shapes. Our aim is to provide a rapid overview without relaying specific information such as angle degrees or side lengths. Later we plan to use speech and virtual navigation to enable the user to extract precise information if required while retaining the ability to revert to an overview at any stage. Our current concern is how to relay a relatively accurate picture of a trigonometric shape to the blind student using non- speech spatial audio. We therefore examine various non-speech methods of notifying the user to the presence of an angle. We compare various methods for time efficiency and accuracy. We use Microsoft XNA/XACT technology to render the non- speech, spatial sound streams and employ a User Interface Model to consider the psychoacoustic elements involved.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/NeffPitt2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Stallmann, K.</AUTHOR>
		<AUTHOR>Peres, S. C.</AUTHOR>
		<AUTHOR>Kortum, P.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Auditory Stimulus Design: Musically Informed</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>auditory</KEYWORD>
		<KEYWORD>stimulus</KEYWORD>
		<KEYWORD>design</KEYWORD>
		<KEYWORD>music</KEYWORD>
		<KEYWORD>construction</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper discusses an approach to auditory stimulus design that appropriates concepts and techniques commonly used in music composition. These ideas are used to create referential sound cues that orient a listener along a timeline. The functions these cues serve may include: emphasizing arrival at targeted goals; providing orientation information relative to beginning and end times; or creating a sense of imminent closure indicating a predictive end to an ongoing process. The stimulus used in the pilot study represents this team's first attempt at integrating musical ideas with stimulus design. In an effort to make this stimulus comparable with previously used experimental stimuli, extreme restrictions were placed on the design. Although the resulting stimulus is not to be confused with `music' in the proper sense of that term, it is interesting to note how an extremely restricted set of elements can be manipulated to create an aesthetically satisfactory experience that rivals responses to `real' music in untrained listeners. The application of musical techniques towards the construction of effective auditory stimuli that are, at the same time, rated aesthetically satisfactory by users, is a long-term object of study by this team.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/StallmannPeres2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Langlois, Sabine</AUTHOR>
		<AUTHOR>Suied, Clara</AUTHOR>
		<AUTHOR>Lageat, Thierry</AUTHOR>
		<AUTHOR>Charbonneau, Aude</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Cross Cultural Study of Auditory Warnings</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>auditory</KEYWORD>
		<KEYWORD>warning,</KEYWORD>
		<KEYWORD>abstract</KEYWORD>
		<KEYWORD>sound,</KEYWORD>
		<KEYWORD>urgency</KEYWORD>
		<KEYWORD>perception,</KEYWORD>
		<KEYWORD>cross</KEYWORD>
		<KEYWORD>cultural</KEYWORD>
		<KEYWORD>evaluation</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Auditory human machine interfaces (HMI) are used in cars to provide the driver with information. For security reasons, sound design should respect information urgency scaling. In view of a continuous increase of Renault's sales worldwide, getting a better understanding of urgency perception of sounds is fundamental. Scientific knowledge is not very widespread about possible cross-cultural differences for auditory alarms, but seems to indicate that people from different countries would agree more on urgency perception of abstract sounds than environmental sounds. The aim of this study is to specify which acoustical parameters influence urgency perception of sounds, worldwide., A experiment was conducted in six countries, representative of Renault's customers: France, Germany, Great Britain, Turkey, Korea and the USA. Sixteen sounds were designed according to different acoustical parameters (frequency, timbre and onset of the pulses), and split into two sets depending on their tempo: one set at a fast tempo, one at a slower tempo. The results are very similar in the six countries. The auditory HMI are perceived as urgent when the frequency is high, at both tempi. At a fast tempo, a short attack time increases urgency perception. Abstract auditory HMI following frequency and onset guidelines should be perceived worldwide similarly along an urgency scale. These recommendations have been applied to design auditory HMI to be sounded by the instrument panel of vehicles recently released.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/LangloisSuied2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Tuuri, Kai</AUTHOR>
		<AUTHOR>Eerola, Tuomas</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Could Function-Specific Prosodic Cues Be Used As a Basis for Non-Speech User Interface Sound Design?</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>prosody,</KEYWORD>
		<KEYWORD>communicative</KEYWORD>
		<KEYWORD>functions,</KEYWORD>
		<KEYWORD>non-speech</KEYWORD>
		<KEYWORD>sounds</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>It is widely accepted that the nonverbal parts of vocal expression perform very important functions in vocal communication. Certain acoustic qualities in a vocal utterance can effectively communicate one's emotions and intentions to another person. This study examines the possibilities of using such prosodic qualities of vocal expressions (in human interaction) in order to design effective non-speech user interface sounds. In an empirical setting, utterances with four context-situated communicative functions were gathered from 20 participants. Time series of fundamental frequency (F0 ) and intensity were extracted from the utterances and analysed sta- tistically. Results show that individual communicative functions have distinct prosodic characteristics in respect of pitch contour and intensity. This implies that function-specific prosodic cues can be imitated in the design of communicative interface sounds for the corresponding functions in human-computer interaction.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/TuunEerola2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Bovermann, T.</AUTHOR>
		<AUTHOR>Rohrhuber, J.</AUTHOR>
		<AUTHOR>Ritter, H.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Durcheinander. Understanding Clustering Via Interactive Sonification</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>With Durcheinander we present a system to help understand Agglomerative Clustering processes as they appear in various datamining tasks. Durcheinander consists of a toy dataset represented by several small objects on a tabletop surface. A computer vision systems tracks their position and computes a cluster dendrogram which is sonified every time a substantial change in this dendrogram takes place. Durcheinander may be used to answer questions concerning the behavior of clustering algorithms under various conditions. We propose its usage as a didactical and explorative platform for single- and multi-user operation.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/BovermannRohrhuber2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Brungart, Douglas S.</AUTHOR>
		<AUTHOR>Simpson, Brian D.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Design, Validation, and In-Flight Evaluation of an Auditory Attitude Indicator Based on Pilot-Selected Music</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>Auditory</KEYWORD>
		<KEYWORD>Attitude</KEYWORD>
		<KEYWORD>Indicator</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Although all cockpits are currently equipped with visual displays that provide accurate information about the attitude of the aircraft, spatial disorientation continues to be one of the leading causes of aviation accidents. In this paper, we describe the design of an audio display that modifies the acoustic properties of an arbtrary audio input signal (i.e., pilot-selected music) to provide the pilot with supplementary information about the current attitude of the aircraft. Details are provided about how and why the cues were selected, and how they were implemented in a real-time audio system in the aircraft. Results are also provided from laboratory and flight tests that were used to evaluate the performance of the system.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/BrungartSimpson2008a.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Morland, C.</AUTHOR>
		<AUTHOR>Mountain, D.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Design of a Sonar System for Visually Impaired Humans</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>Constraints and features useful for an effective and easy to learn human sonar device are described. These include matching spatial cues generated by the device to those in the world. Techniques used by natural echolocators, including specifications of signal type, emitter, and receiver are briefly reviewed, as is techniques of converting ultrasonic signals to the audible range and techniques for externalizing sounds. Finally, a prototype sonar system designed while considering these ideas is described.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/MorlandMountain2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Papetti, S.</AUTHOR>
		<AUTHOR>Devallez, D.</AUTHOR>
		<AUTHOR>Fontana, F.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Depthrow: A Physics-based Audio Game</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>We present an interactive audio game designed around the auditory perception of distance and the use of physics-based models for simulations of the dynamics, the sound source, and the acoustical environment. The game consists in throwing a virtual sound- ing object inside a virtual open-ended tube which is inclined. The task is to keep the object inside the tube, in other words the user should adjust the initial velocity applied to the object such that the latter does not fall out at the far end of the tube. The position of the object inside the tube is provided by continuous audio feedback. User performance is closely related to its ability to perceive the dynamic distance of the object in the virtual tube. Therefore, this game represents a potential tool for exploring the usability of auditory distance information in interaction design.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/PapettiDevallez2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Schneider, Max</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Database Concept for Medical Auditory Alarms</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>auditory</KEYWORD>
		<KEYWORD>alarms,</KEYWORD>
		<KEYWORD>functional</KEYWORD>
		<KEYWORD>sound,</KEYWORD>
		<KEYWORD>design</KEYWORD>
		<KEYWORD>pattern,</KEYWORD>
		<KEYWORD>medical</KEYWORD>
		<KEYWORD>healthcare</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>With this paper we want to explore the benefits of an online available database for medical functional sounds and auditory alarms. The concept is inspired by an extensive context research in the medical field and aims to evoke discussion and trigger possible corporations in the future. The database so far exists as a concept design and aims to be realized as a research project in university using funds form the EXIST program and other interested research institutions as well as hospitals. The database is conceived to be a WIKI based platform, content will be supplied by manufacturers, hospitals and designers, nevertheless aims are to supply an initial baseline of medical device sound sets to show functionality and benefits for the users in the hospital and company context can draw from it. The paper will introduce basic elements of the database, a brief summary of the current situation and outlook on the possibilities when incorporating the database into a design process.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/Schneider2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Brock, Derek</AUTHOR>
		<AUTHOR>McClimens, Brian</AUTHOR>
		<AUTHOR>Trafton, J. Gregory</AUTHOR>
		<AUTHOR>McCurry, Malcolm</AUTHOR>
		<AUTHOR>Perzanowski, Dennis</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Evaluating Listeners' Attention to and Comprehension of Spatialized Concurrent and Serial Talkers at Normal and a Synthetically Faster Rate of Speech</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>multitalker</KEYWORD>
		<KEYWORD>voice</KEYWORD>
		<KEYWORD>communications</KEYWORD>
		<KEYWORD>monitoring,</KEYWORD>
		<KEYWORD>temporal</KEYWORD>
		<KEYWORD>scaling,</KEYWORD>
		<KEYWORD>immersive</KEYWORD>
		<KEYWORD>auditory</KEYWORD>
		<KEYWORD>display,</KEYWORD>
		<KEYWORD>speech</KEYWORD>
		<KEYWORD>display</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Concurrent voice communications workload has been identified as a pivotal issue for desired reductions in the size of Navy watchstanding teams on future platforms. Without effective augmenting technologies, real increases in current per-person communications monitoring requirements will lead to unacceptable reductions in operator performance. A proposal to buffer voice communications and monitor them serially at synthetically increased rates of speech has recently been put forward as an alternative to concurrent monitoring. However, any decrements in listening performance associated with temporal scaling must be weighed against the costs of current practices. A comparative study reported here examines measures of auditory attention and comprehension in different multitalker contexts using long blocks of continuous speech. In four conditions, listeners respectively heard two and four concurrent talkers and four serial talkers (i.e., one at a time) speaking normally and 75% faster. With only a few exceptions, all pairwise differences between measures were significant. Performance in the faster serial condition was lower than in the normal serial condition, but was found to be greater than in either of the concurrent conditions by a substantial margin.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/BrockMcClimens2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Brungart, Douglas S.</AUTHOR>
		<AUTHOR>Simpson, Brian D.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Effects of Temporal Fine Structure on the Localization of Broadband Sounds: Potential Implications for the Design of Spatial Audio Displays</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>Spatial</KEYWORD>
		<KEYWORD>Audio,</KEYWORD>
		<KEYWORD>Audio</KEYWORD>
		<KEYWORD>Symbology</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>In the design of symbology for spatial audio displays, a great deal of emphasis has been placed on the importance of bandwidth for achieving robust localization accuracy. However, there are some cases where the temporal characteristics of a audio signal can have a large impact on its localizability. In this study, we examined localization accuracy for three different wideband stimuli: a broadband noise, a 100-Hz click train, and a 100-Hz click train with randomized phase. When the stimulus presentation level was low (40 dB SPL), localization performance was reasonably good for all three stimuli. However, as the presentation level increased to 70 dB or higher, localization performance degraded dramatically for the click train stimulus but remained roughly constant for the other two stimuli. The results suggest that display designers must consider some factors other than bandwidth when they design the symbology for real-world spatial audio displays.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/BrungartSimpson2008b.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Ferguson, Sam</AUTHOR>
		<AUTHOR>Cabrera, Densil</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Exploratory Sound Analysis: Sonifying Data About Sound</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>Sonification,</KEYWORD>
		<KEYWORD>Audio</KEYWORD>
		<KEYWORD>Analysis</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Sound is commonly analysed subjectively by listening to it. However, when we want to analyse a sound objectively, we often switch domains, and change to visual or numerical displays. While it is likely that, generally speaking, the visual sense dominates other senses, when the data being explored are sound the question naturally arises as to whether these data may be statistically represented in that same domain. This paper describes and demonstrates a general scheme for building statistical representations of sound that exist entirely within the auditory domain, and use the original audio data to present descriptive data.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/FergusonCabrera2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Nees, Michael A.</AUTHOR>
		<AUTHOR>Walker, Bruce N.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Encoding and Representation of Information in Auditory Graphs: Descriptive Reports of Listener Strategies for Understanding Data</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>auditory</KEYWORD>
		<KEYWORD>graphs,</KEYWORD>
		<KEYWORD>cognitive</KEYWORD>
		<KEYWORD>representation,</KEYWORD>
		<KEYWORD>encoding</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>While a growing wealth of data have offered insights into the best practices for auditory display design and application, little is known about how listeners internally represent and use the information presented in auditory displays. At the conclusion of three separate studies, participants responded to an open-ended question about the strategies they used to perform auditory graphing tasks. We report a descriptive analysis of these qualitative responses. Participants' comments were coded by two raters along a number of dimensions that were chosen to represent a comprehensive set of encoding and task strategy possibilities. These descriptive analyses suggest that auditory graph listeners use a variety of strategies to cognitively represent the data in the display. Furthermore, these qualitative data offer a number of insights and questions for future research on information representation for auditory displays.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/NeesWalker2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Palladino, Dianne K.</AUTHOR>
		<AUTHOR>Walker, Bruce N.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Efficiency of Spearcon-Enhanced Navigation of One Dimensional Electronic Menus</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>Auditory</KEYWORD>
		<KEYWORD>Menus,</KEYWORD>
		<KEYWORD>spearcons,</KEYWORD>
		<KEYWORD>cell</KEYWORD>
		<KEYWORD>phones,</KEYWORD>
		<KEYWORD>electronic</KEYWORD>
		<KEYWORD>devices,</KEYWORD>
		<KEYWORD>accessibility,</KEYWORD>
		<KEYWORD>navigational</KEYWORD>
		<KEYWORD>efficiency</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This study investigated navigation through a cell phone menu in the presence of auditory cues (text-to-speech and spearcons), visual cues, or both. A total of 127 undergraduates navigated through a 50-item alphabetically listed menu to find a target name. Participants using visual cues (either alone or combined with auditory cues) responded faster than those using only auditory cues. Performance was not found to be significantly different among the two auditory only conditions. Although not significant, when combined with visual cues, spearcons improved navigational efficiency more than both text-to- speech cues and menus using no sound, and provided evidence for the ability of sound to enhance visual menus. Research results provide evidence applicable to efficient auditory menu creation.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/PalladinoWalker2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Vogt, Katharina</AUTHOR>
		<AUTHOR>Bovermann, Till</AUTHOR>
		<AUTHOR>Huber, Philipp</AUTHOR>
		<AUTHOR>de Campo, Alberto</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Exploration of 4D-Data Spaces. Sonification in Lattice QCD</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>Sonification,</KEYWORD>
		<KEYWORD>lattice</KEYWORD>
		<KEYWORD>QCD,</KEYWORD>
		<KEYWORD>4</KEYWORD>
		<KEYWORD>dimensional</KEYWORD>
		<KEYWORD>data,</KEYWORD>
		<KEYWORD>interaction</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>We describe a pilot study on the sonification of data from lattice Quantum Chromodynamics, a branch of computational physics. This data is basically 4-dimensional and discretized on a lattice. The implementation allows interactive navigation through the data via different interfaces. Two different sonification schemes have been applied, giving information on small regions of the lattice. In real data sets we searched for structures that are hidden by quantum fluctuations. First results have been achieved with simplified data sets.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/VogtBovermann2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Wersenyi, G.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Evaluation of User Habits for Creating Auditory Representations of Different Software Applications for Blind Persons</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>Blind and visually disabled persons use special software environments &acirc;€“ such as Windows-Eyes, JAWS, screen-readers, text-to-speech programs &acirc;€“ to access personal computers. These software solutions may offer sound samples for a better orientation. Besides speech, there are auditory icons, earcons or spearcons as possible extension of visual information. Finding the optimal mapping between (visual) events on the screen and their auditory representation is a difficult task. In the frame of the GUIB (Graphical User Interface for Blind Persons) project we started a survey for blind persons as well as for users with normal vision to investigate their user habits and needs, in order to find the most important software applications and sub-functions. Questionnaires were filled in and evaluated to determine the most important and popular applications to be extended with sound representations in the future.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/Wersenyi2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Baumann, Alex</AUTHOR>
		<AUTHOR>Grinstein, Georges</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Haptic Sound: Expressive Control of Song Playback Using Haptics</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>Haptics,</KEYWORD>
		<KEYWORD>Music,</KEYWORD>
		<KEYWORD>Teaching,</KEYWORD>
		<KEYWORD>Musical</KEYWORD>
		<KEYWORD>Interpretation</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Haptics devices are an excellent tool to add user feel and expression to applications. For music software they can provide realistic simulations of real world instruments, or heighten the experience of interacting with musical objects. This paper focuses on an application that uses haptics as a means of interacting with pre-recorded pieces of music allowing the user to navigate and add personal expression. Simplicity and ease of use were keys to the design so that people without any prior musical knowledge were able to create and interact with music right away.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/BaumannGrinstein2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Borss, C.</AUTHOR>
		<AUTHOR>Silzle, A.</AUTHOR>
		<AUTHOR>Martin, R.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Internet-Based Interactive Auditory Virtual Environment Generators</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>In this paper we investigate general design considerations and practical implementation aspects for Internet-based interactive auditory virtual environments (I-AVE) for the post-PC era. An implementation of such an AVE generator as a web service allows for platform independent ``AVE services'' for mobile devices almost ``anywhere on any device'' using a standard web browser. We propose a client-server architecture which computes the acoustic signals on a high-performance server and provides low-latency audio streaming from the server to the client.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/BorssSilzle2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Marentakis, Georgios</AUTHOR>
		<AUTHOR>Malloch, Joe</AUTHOR>
		<AUTHOR>Peters, Nils</AUTHOR>
		<AUTHOR>Marshall, Mark</AUTHOR>
		<AUTHOR>Wanderlay, Marcelo</AUTHOR>
		<AUTHOR>McAdams, Stephen</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Influence of performance gestures on the identification of spatial sound trajectories in a concert hall</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>Spatial</KEYWORD>
		<KEYWORD>audio,</KEYWORD>
		<KEYWORD>performer's</KEYWORD>
		<KEYWORD>gestures,</KEYWORD>
		<KEYWORD>direct</KEYWORD>
		<KEYWORD>manipulation</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>An experimental study was performed on the effects of the visibility of a performer's gestures on the identification of virtual sound trajectories in the concert hall. We found that when working in synchrony, the performer's gestures integrate with the audio cues to significantly increase identification performance, normalize for the effects of off-centre listening in the hall and overcome problems related to the complexity of the soundscape. In the absence of visual cues, identification performance depends on the listening seat, the sound trajectory and the complexity of the soundscape.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/MarentakisMalloch2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Yairi, Satoshi</AUTHOR>
		<AUTHOR>Iwaya, Yukio</AUTHOR>
		<AUTHOR>Suzuki, Yoiti</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Individualization Feature of Head-Related Transfer Functions Based on Subjective Evaluation</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>individualization,</KEYWORD>
		<KEYWORD>Head-Related</KEYWORD>
		<KEYWORD>Transfer</KEYWORD>
		<KEYWORD>Functions,</KEYWORD>
		<KEYWORD>listening</KEYWORD>
		<KEYWORD>test,</KEYWORD>
		<KEYWORD>subjective</KEYWORD>
		<KEYWORD>evaluation,</KEYWORD>
		<KEYWORD>tournament</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>To realize a three-dimensional virtual sound image with a Virtual Auditory Display (VAD), it is important to individualize Head Related Transfer Functions (HRTFs) for listeners. The purpose of the present study was to establish a fitting method for HRTFs based on a listening test. To this end, a number of sets of virtual images were synthesized using HRTFs of different individuals. The listeners were then asked to choose appropriate virtual sound images located in the intended orbits. To achieve our fitting method of HRTFs by such a subjective evaluation, it is desirable that the same HRTFs can be chosen with stability. In this study, the process used to select a set of HRTFs subjectively was examined in detail, and the features of the individualization of HRTFs by subjective evaluation were investigated. First of all, the process to choose the best of 32 sets of HRTFs by a Swiss-style tournament was repeated ten times, and the regularity of wins in the tournament was examined. As a result, it was understood that the same set of HRTFs is not always chosen and that the individualization method has probability features. The strength of the sets of HRTFs which won the tour- nament several times was then evaluated. A round-robin comparison with the 130 sets of HRTFs in our HRTF-corpus was repeated twenty times. It was shown that a subjective evaluation itself was also a probability feature. Moreover, the percentage of winning for the set of HRTFs which won the tournament was estimated to be about 15% from the results of the round-robin comparison.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/YainIwaya2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Hermann, Thomas</AUTHOR>
		<AUTHOR>Baier, Gerold</AUTHOR>
		<AUTHOR>Stephani, Ulrich</AUTHOR>
		<AUTHOR>Ritter, Helge</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Kernel Regression Mapping for Vocal Eeg Sonification</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>parameter-mapping</KEYWORD>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>kernel</KEYWORD>
		<KEYWORD>regression,</KEYWORD>
		<KEYWORD>EEG</KEYWORD>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>process</KEYWORD>
		<KEYWORD>monitoring</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper introduces kernel regression mapping sonifica- tion (KRMS) for optimized mappings between data features and the parameter space of Parameter Mapping Sonification. Kernel regression allows to map data spaces to high dimensional parameter spaces such that specific locations in data space with pre-determined extent are represented by selected acoustic parameter vectors. Thereby, specifically chosen correlated settings of parameters may be selected to create perceptual fingerprints, such as a particular timbre or vowel. With KRMS, the perceptual fingerprints become clearly audible and separable. Furthermore, kernel regression defines meaningful interpolations for any point in between. We present and discuss the basic approach exemplified by our previously introduced vocal EEG sonification, report new sonifications and generalize the approach towards automatic parameter mapping generators using unsupervised learning approaches.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/HermannBaier2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Dingler, Tilman</AUTHOR>
		<AUTHOR>Lindsay, Jeffrey</AUTHOR>
		<AUTHOR>Walker, Bruce N.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Learnabiltiy of Sound Cues for Environmental Features: Auditory Icons, Earcons, Spearcons, and Speech</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>auditory</KEYWORD>
		<KEYWORD>icons,</KEYWORD>
		<KEYWORD>earcons,</KEYWORD>
		<KEYWORD>spearcons,</KEYWORD>
		<KEYWORD>speech</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Awareness of features in our environment is essential for many daily activities. While often awareness of such features comes from vision, this modality is sometimes unavailable or undesirable. In these instances, auditory cues can be an excellent method of representing environmental features. The study reported here investigated the learnability of well known (auditory icons, earcons, and speech) and more novel (spearcons, earcon-icon hybrids, and sized hybrids) sonification techniques for representing common environmental features. Spearcons, which are speech stimuli that have been greatly sped up, were found to be as learnable as speech, while earcons unsurprisingly were much more difficult to learn. Practical implications are discussed.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/DinglerLindsay2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Nishimura, R.</AUTHOR>
		<AUTHOR>Kato, H.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Localization of Virtual Sound Created Using Individualized and Non-Individualized HRTF for Direct and Reflected Sound</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>Good sound localization is an essential factor required for virtual auditory display (VAD) systems. These systems especially those based on the Head-Related Transfer Function (HRTF) often encounter the problem where the locations of virtual sound images are perceived at different locations to those that have been assumed. Considering the fact that reflected sound enhances the reality of virtual space, the accuracy of sound localization in a VAD system might be improved by presenting not only direct but also reflected sound. Therefore, we investigated what effect the presence of a single reflected sound had on the accuracy of the azimuthal localization of a virtual sound image. The results of subjective tests revealed that reflection created using a listener's own HRTF (individualized) is more effective for localizing sound than that created using someone else's HRTF (non-individualized). However, the performance was comparable with cases where only direct sound was presented.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/NishimuraKato2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Shelley, S.</AUTHOR>
		<AUTHOR>Alonso, M.</AUTHOR>
		<AUTHOR>Hermes, D.</AUTHOR>
		<AUTHOR>Kohlrausch, A.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>On the Use of Sound for Representing Geometrical Information of Virtual Objects</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>This study is concerned with the use of sound in a multimodal interface that is currently being developed as an aid for product design. By using this interface, the designer is able to physically interact with a virtual object. The requirements of the interface include the interactive sonification of geometrical data, relating to the virtual object, which are otherwise practically undetectable. We propose a classification scheme of the sound synthesis methods relevant to this application. These methods are presented in terms of the level of abstraction between the virtual object and the sound produced as a result of the user's interaction. Finally, we present an example that demonstrates the advantages of sonification for this application.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/ShelleyAlonso2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Bologna, Guido</AUTHOR>
		<AUTHOR>Deville, Benoit</AUTHOR>
		<AUTHOR>Pun, Thierry</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Pairing Colored Socks and Following a Red Serpentine With Sounds of Musical Instruments</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>color</KEYWORD>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>sound</KEYWORD>
		<KEYWORD>spatialization,</KEYWORD>
		<KEYWORD>real-time</KEYWORD>
		<KEYWORD>feed-back,</KEYWORD>
		<KEYWORD>blind</KEYWORD>
		<KEYWORD>navigation</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>The See ColOr interface transforms a small portion of a colored video image into sound sources represented by spatialized musical instruments. This interface aims at providing visually impaired people with a capability of perception of the environment. As a first step of this on-going project, the purpose is to verify the hypothesis that it is possible to use sounds from musical instruments to replace color. Compared to state of the art devices, a quality of the See ColOr interface is that it allows the user to receive a feed-back auditory signal from the environment and its colors, promptly. Two experiments based on a head mounted camera have been performed. The first experiment pertaining to object manipulation is based on the pairing of colored socks, while the second experiment is related to outdoor navigation with the goal of following a colored serpentine. The ``socks&amp;#39;&amp;#39; experiment demonstrated that seven blindfolded individuals were able to accurately match pairs of colored socks. The same participants successfully followed a red serpentine for more than 80 meters.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/BolognaDeville2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Martens, William L.</AUTHOR>
		<AUTHOR>Sakamoto, Shuichi</AUTHOR>
		<AUTHOR>Suzuki, Yoiti</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Perceived Self Motion in Virtual Acoustic Space Facilitated by Passive Whole-Body Movement</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>Multimodal</KEYWORD>
		<KEYWORD>interaction,</KEYWORD>
		<KEYWORD>self</KEYWORD>
		<KEYWORD>motion,</KEYWORD>
		<KEYWORD>virtual</KEYWORD>
		<KEYWORD>acoustics,</KEYWORD>
		<KEYWORD>passive</KEYWORD>
		<KEYWORD>whole-body</KEYWORD>
		<KEYWORD>movement</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>When moving sound sources are displayed for a listener in a manner that is consistent with the motion of a listener through an environment populated by stationary sound sources, listeners may perceive that the sources are moving relative to a fixed listening position, rather than experiencing their own self motion (i.e., a change in their listening position). Here, the likelihood of auditory cues producing such self motion (aka auditory-induced vection) can be greatly facilitated by coordinated passive movement of a listener&amp;#39;s whole body, which can be achieved when listeners are positioned upon a multi-axis motion platform that is controlled in synchrony with a spatial auditory display. In this study, the temporal synchrony between passive whole-body motion and auditory spatial information was investigated via a multimodal time-order judgment task. For the spatial trajectories taken by sound sources presented here, the observed interaction between passive whole-body motion and sound source motion clearly depended upon the peak velocity reached by the moving sound sources. The results suggest that sensory integration of auditory motion cues with whole-body movement cues can occur over an increasing range of intermodal delays as virtual sound sources are moved increasingly slowly through the space near a listener&amp;#39;s position. Furthermore, for the coordinated motion presented in the current study, asynchrony was relatively easy for listeners to tolerate when the peak in whole-body motion occurred earlier in time than the peak in virtual sound source velocity, but quickly grew to be intolerable when the peak in whole-body motion occurred after sound sources reached their peak velocities.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/MartensSakamoto2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Kessous, L.</AUTHOR>
		<AUTHOR>Jacquemin, C.</AUTHOR>
		<AUTHOR>Filatriao, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Real-Time Sonification of Physiological Data in an Artistic Performance Context</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>This paper presents an approach for real-time sonification of physiological measurements and its extension to artistic creation. Three sensors where used to measure heart pulse, breathing, and thoracic volume expansion. A different sound process based on sound synthesis and digital audio effects was used for each sensor. We designed the system in order to produce three different streams clearly separables and to allow listeners to perceive as clearly as possible the physiological phenomena. The data were measured in the context of an artistic performance. Because the first purpose of this sonification is to participate to an artistic project we tried to produce an interesting sound results from an aesthetic point of view, but at the same time we tried to keep an auditory display highly correlated to the data flows.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/KessousJaquemin2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Polotti, P.</AUTHOR>
		<AUTHOR>Benzi, C.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Rhetorical Schemes for Audio Communication</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>The application of rhetorical techniques to the use of non-verbal sound in the interaction between humans and technologies is the core idea of this paper. We present our ideas at a general level and illustrate an exploratory case based on the application of rhetorical schemes to the sonification of computer operating system events. Both cases of musical sounds and everyday sounds are investigated. This work is intended as a preliminary study aiming at motivating a larger scale and more rigorous research about the potentiality of the use of rhetoric in the domain of Auditory Display (AD) and Sonic Interaction Design (SID).</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/PolottiBenzi2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Barrass, Stephen</AUTHOR>
		<AUTHOR>Best, Virginia</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Stream-Based Sonification Diagrams</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>streaming,</KEYWORD>
		<KEYWORD>design,</KEYWORD>
		<KEYWORD>perception,</KEYWORD>
		<KEYWORD>ASA,</KEYWORD>
		<KEYWORD>sonification</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>The van Noorden Diagram describes the auditory streaming of two tones with changes in pitch difference and intertone onset interval (IOI). There are regions where the listener hears one stream or two streams, and an ambiguous region between where listening attention affects what is heard. The ambiguous region dominates at IOI &gt; 200ms which is where many sonifications are designed. We propose a Stream-Based Sonification region at IOI &lt; 200ms to control streaming and reduce the ambiguous effects of attention. In this paper we generalise this region in a series of four Stream-Based Sonification Diagrams. The first is a repetition of the original van Noorden Diagram at higher temporal resolution in the SBS region. The other three show the same general pattern of regions for new mappings of the brightness, amplitude and pan of a noise. The results show that streaming by brightness and pitch are closely related. They also show a new coherence boundary for streaming by amplitude, and that streaming by spatial panning is relatively unaffected by IOI. The palette of Stream-Based Sonification Diagrams developed here provides a foundation for the design of sonifications that control streaming and take listening attention into account.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/BarrassBest2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Bogaards, N.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Sound Editing on the Sonogram</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>Sound editing applications commonly use a waveform display to graphically represent a sound signal. This representation not only conveys little information relevant to sound design, it also severely limits the ways in which the user can interact with the sound. By placing the sonogram at the center, AudioSculpt provides a more intuitive and insightful visualization, while at the same time allowing new ways of interacting with the sound's content, such as copy/paste of parts of the spectrum.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/Bogaards2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Cahen, Roland</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Sound Design for Navigation in Topophonies</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>sound</KEYWORD>
		<KEYWORD>navigation,</KEYWORD>
		<KEYWORD>sound</KEYWORD>
		<KEYWORD>browsing,</KEYWORD>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>virtual</KEYWORD>
		<KEYWORD>reality,</KEYWORD>
		<KEYWORD>interaction</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper attempts to develop concepts of multimodal objects made out of the interaction between space and sound though motion. The present paper is mostly descriptive and tries to gather experiences in order to delimit a new field of applications, concepts and method. My purpose is to describe some specificities of sound navigation design, starting from everyday life experience and cultural backgrounds towards virtual reality. My point of view will be that of a sound designer. I will examine different methods of implementation related to several sound navigation concepts and metaphors related to this particular approach. For this purpose, I will take different examples mainly in my works to show how some kind of scenarios propose different ways to link motion to sound, what kind of sound behaviours they produce, how they can be created and controlled, what kind of human and artistic experience they offer.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/Cahen2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Childs, E.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Sonification of a Complex Computational Process: Computational Fluid Dynamics</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>A live demonstration of the real-time sonification of a complex numerical calculation of a computational fluid dynamics (CFD) simulation is to be performed. The CFD process is implemented in a Java programming environment using JSyn as the sound synthesis tool. A FM Formant Instrument (3 oscillators) is used as the main unit generator (a total of 26 instruments are used to represent computational cells in the domain). All parameters of the instruments, together with the envelopes of each sound event, are mapped directly from the computational process in real time. The computational process is iterative in nature, hence the listener experiences the unfolding of lengthy ``phrases'' which pan from left to right and represent the ``marching'' of the solver through the computational domain.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/Childs2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Dombois, Florian</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>SONIFYER A Concept, a Software, a Platform</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>In this article we would like to focus on two structural questions, that could be useful for improving the general acceptance of sonification research: On the one hand we are argueing for a new generation of sonification software that should be easy and intuitively to use for all kind of researchers. On the other hand our pledoyer goes for a sound forum of our sonification community to faster exchange and discuss the listenable results. For both aspects we describe our ideas and prototypes as a possible starting ground for discussion.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/Dombois2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Franinovic, Karmen</AUTHOR>
		<AUTHOR>Visell, Yon</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Strategies for Sonic Interaction Design: from Context to Basic Design</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>Sound</KEYWORD>
		<KEYWORD>design,</KEYWORD>
		<KEYWORD>interaction</KEYWORD>
		<KEYWORD>design,</KEYWORD>
		<KEYWORD>design</KEYWORD>
		<KEYWORD>methods,</KEYWORD>
		<KEYWORD>sonification</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>We advocate a new approach to the design of interactive and sonically augmented artifacts. It is aimed at enriching the context within which design takes place, while integrating the level of structured exploration that has been instrumental to formalizing design processes for nearly a century. The proposed process combines the systematic approach of basic design with exploratory studies within an existing everyday setting. The approach is particularly salient for auditory display in products, due to the relative lack of design examples and methods that exist for those working in this area to draw upon. We describe a study undertaken in domestic kitchen, a setting that has long been recognized as ripe with expressive, sonic interactions. The results of this contextual research have been used for the design of sonically-augmented lamps. We analyze the relevant results, and describe plans for integrating assessment methods.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/FraninovicVisell2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Gossmann, Joachim</AUTHOR>
		<AUTHOR>West, Ruth</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Scalable Auditory Data Signatures for Discovery Oriented Browsing in an Expressive Context</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>data</KEYWORD>
		<KEYWORD>display,</KEYWORD>
		<KEYWORD>scalability,</KEYWORD>
		<KEYWORD>vast</KEYWORD>
		<KEYWORD>databases,</KEYWORD>
		<KEYWORD>discovery</KEYWORD>
		<KEYWORD>based</KEYWORD>
		<KEYWORD>science,</KEYWORD>
		<KEYWORD>emerging</KEYWORD>
		<KEYWORD>patterns,</KEYWORD>
		<KEYWORD>qualitative</KEYWORD>
		<KEYWORD>and</KEYWORD>
		<KEYWORD>quantitative</KEYWORD>
		<KEYWORD>listening</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>To be useful for browsing in vast multidimensional databases, auditory representations need to be able to scale in depth and detail. The concepts of quantitative and qualitative listening are presented and Scalable Auditory Data Signatures introduced conceptually. The implementation of these concepts within the interdisciplinary project ``ATLAS in silico'' is described.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/GossmannWest2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Grond, Florian</AUTHOR>
		<AUTHOR>Dall'Antonia, Fabio</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Sumo. A Sonification Utility for Molecules</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>sonification</KEYWORD>
		<KEYWORD>framework,</KEYWORD>
		<KEYWORD>macromolecules,</KEYWORD>
		<KEYWORD>PyMOL</KEYWORD>
		<KEYWORD>plug-in,</KEYWORD>
		<KEYWORD>Open</KEYWORD>
		<KEYWORD>Sound</KEYWORD>
		<KEYWORD>Control,</KEYWORD>
		<KEYWORD>SuperCollider</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>In this paper we present SUMO, an open source software environment, which is designed to facilitate the open development of molecular sonifications for everyday research in chemistry and structural biology. Sonifications of chemical data are developed since more than 25 years but surprisingly auditory display is not yet a scientifically established mode to interact and explore molecular data. Before presenting SUMO we introduce the implications of presenting molecular data to the sonification community. For chemists and structural biologists, we briefly review different sonification approaches made so far and discus their potential. Within this broader scope we situate SUMO, the lab proof sonification framework. We describe the software environment in detail and present two implementations of methods for sonifying conformations of amino acids and B factors.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/GrondDallAntonia2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Larkin, O.</AUTHOR>
		<AUTHOR>Koerselman, T.</AUTHOR>
		<AUTHOR>Ong, B.</AUTHOR>
		<AUTHOR>Ng, K.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Sonification of Bowing Features for String Instrument Training</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>This paper presents work on an auditory display for use in string instrument training, based on 3D motion analysis. We describe several sonifications that are intended to provide both real-time and non real-time feedback about bowing technique. Tests were conducted with string players to assess the effectiveness of the sonifications. We discuss our findings as well as ideas for further work in this area.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/LarkinKoerselman2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Meier, M.</AUTHOR>
		<AUTHOR>Saranti, A.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Sonic Explorations With Earthquake Data</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>The composition ``underground sounds'' - an interdisciplinary project including a concert piece as its artistic element - deals with the phenomenon of the constantly moving, therefore resonating earth and is based on data taken from an earthquake which reached 7.8 on the Richter scale and triggered a tsunami on April 1st, 2007 close to the Solomon Islands in the Southwestern Pacific. The data from several related seismic events was provided via a real-time data server belonging to the GEOFON network of seismic stations and converted to audio data using programs specifically developed for that purpose ``underground sounds'' is not an audification; the seismometers records were used as raw material for several applications of signal processing effects. The four parts of the composition concentrate on different characteristics of seismic events including sounds of the same seismic event recorded by different stations, the filtered harmonic sounds of the measuring instruments and the output of the separation of the earthquake's impulse-like components from the earth's constant movements, each used as separate instruments in the composition.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/MeierSaranti2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>O'Donovan, Adam M.</AUTHOR>
		<AUTHOR>Zotkin, Dmitry N.</AUTHOR>
		<AUTHOR>Duraiswami, Ramani</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Spherical Microphone Array Based Immersive Audio Scene Rendering</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>Spherical</KEYWORD>
		<KEYWORD>microphone</KEYWORD>
		<KEYWORD>array,</KEYWORD>
		<KEYWORD>HRTF,</KEYWORD>
		<KEYWORD>spatial</KEYWORD>
		<KEYWORD>audio,</KEYWORD>
		<KEYWORD>virtual</KEYWORD>
		<KEYWORD>auditory</KEYWORD>
		<KEYWORD>displays</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>In many applications such as entertainment, education, military training, remote telepresence, surveillance, etc. it is necessary to capture an acoustic field and present it to listeners with a goal of creating the same acoustic perception for them as if they were actually present at the scene. Currently, there is much interest in the use of spherical microphone arrays for acoustic scene capture and reproduction. We describe a 32-microphone spherical array based system implemented for spatial audio capture and reproduction. Our array embeds hardware that is traditionally external, such as preamplifiers, filters, digital-to-analog converters, and USB adaptor, resulting in a portable lightweight solution and requiring no hardware on the PC side whatsoever other than a high-speed USB port. We provide capability analysis of the array and describe software suite developed for the application.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/ODonovanZotkin2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Pirhonen, Antti</AUTHOR>
		<AUTHOR>Henni, Palomaki</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Sonification of directional and emotional content: Description of design challenges</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>semantics</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>In the construction of sound objects into an application, the designer's skills to communicate through sounds is the cornerstone of the activity. In such an expertise, the knowledge about the human way of interpreting different properties of sounds is essential. This paper is a description of two experiments, in which the semantics of tempo change, pitch change and intensity change of sound has been studied by asking the participants of the experiments to combine sounds to visual images. The images in the first experiment were photos which had been validated in terms of their emotional content. In the second experiment, the images were arrows pointing in various directions. The results show that studying context independent semantics of non-speech sounds with the help of photos is problematic, but some tendencies can be revealed. On the other hand, simple information units like physical directions, can be illustrated with changes in intensity and tempo, but especially with change in pitch.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/PirhonenPalomaki2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Demey, M.</AUTHOR>
		<AUTHOR>Leman, M.</AUTHOR>
		<AUTHOR>Cornelis, O.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>The IPEM_EME: a Wireless Music Controller for Real-time Music Interaction</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>The IPEM_EME is a sound and music controller based on wireless motion sensors and concepts of embodied music cognition. This paper and demonstration aims at further testing the public acceptability of the IPEM_EME.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/DemeyLeman2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Enomoto, Seigo</AUTHOR>
		<AUTHOR>Ikeda, Yusuke</AUTHOR>
		<AUTHOR>Ise, Shiro</AUTHOR>
		<AUTHOR>Nakamura, Satoshi</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Three-Dimensional Sound Field Reproduction and Recording Systems Based on Boundary Surface Control Principle</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>Three-dimensional</KEYWORD>
		<KEYWORD>sound</KEYWORD>
		<KEYWORD>field</KEYWORD>
		<KEYWORD>reproduction,</KEYWORD>
		<KEYWORD>Immersive</KEYWORD>
		<KEYWORD>auditory</KEYWORD>
		<KEYWORD>display,</KEYWORD>
		<KEYWORD>Multi-channel</KEYWORD>
		<KEYWORD>loudspeaker</KEYWORD>
		<KEYWORD>system,</KEYWORD>
		<KEYWORD>Boundary</KEYWORD>
		<KEYWORD>surface</KEYWORD>
		<KEYWORD>control</KEYWORD>
		<KEYWORD>principle</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Based on the boundary surface control (BSC) principle, a new recording/reproduction system is developed to realize high fidelity three-dimensional sound field reproduction. Theoretically, using this new system, perfect sound field reproduction can be achieved in any acoustic environment. Sound recording / reproduction systems based on the BSC principle require many loudspeakers and microphones. In the new system, the microphone array system that is used to record the 3D sound field consists of 70 microphones, and the loudspeaker system to reproduce the recorded 3D sound field consists of 62 full-range units and eight sub-woofer units. This paper describes the composition of the new recording / reproduction system and evaluates its ability by means of sound localization tests with nine subjects. Results of experiments show that a clear sound image in the horizontal plane is reconstructed using the proposed system.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/EnomotoIkeda2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Fassbender, Eric</AUTHOR>
		<AUTHOR>Richards, Debbie</AUTHOR>
		<AUTHOR>Thompson, Bill</AUTHOR>
		<AUTHOR>Bilgin, Ayse</AUTHOR>
		<AUTHOR>Taylor, Alan</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>The effect of Music on Learning in Virtual Environments - Initial Results</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>Virtual-Immersive</KEYWORD>
		<KEYWORD>Environments,</KEYWORD>
		<KEYWORD>Music,</KEYWORD>
		<KEYWORD>Learning</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>In this paper we discuss the effect of music on learning in virtual-immersive environments. Auditory stimuli were presented within a specialized display system in which seventy- two undergraduate students watched a 3-D computer animated video. This video included narrated historical information and background music. Background music was experimentally manipulated to create six versions of the video: No Music; original tempo/pitch; fast-tempo music; slow-tempo music; low-pitched music; and high-pitched music. After watching the video, participants were tested on the historical material presented, and answered a number of other questions about the video and background music. Data analyses revealed that people under the influence of one particular computer game soundtrack remembered information better than their peers at statistically significant level. Also, those participants who were more immersed into the virtual environment performed significantly better. Further encouraging results are reported in this paper, however, follow-up experiments are needed.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/FassbenderRichards2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Hermann, Thomas</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Taxonomy and Definitions for Sonification and Auditory Display</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>auditory</KEYWORD>
		<KEYWORD>display,</KEYWORD>
		<KEYWORD>taxonomy,</KEYWORD>
		<KEYWORD>definition,</KEYWORD>
		<KEYWORD>closed-loop</KEYWORD>
		<KEYWORD>interaction</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Sonification is still a relatively young research field and many terms such as sonification, auditory display, auralization, audification have been used without a precise definition. Recent developments such as the introduction of Model-Based Sonification, the establishment of interactive sonification and the increased interest in sonification from arts have raised the need to revisit the definitions in order to move towards a clearer terminology. This paper introduces a new definition for sonification and auditory display that emphasizes the necessary and sufficient conditions for organized sound to be called sonification. It furthermore suggests a taxonomy, and discusses the relation between visualization and sonification. A hierarchy of closed-loop interactions is furthermore introduced. This paper aims to initiate vivid discussion towards the establishment of a deeper theory of sonification and auditory display.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/Hermann2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Katz, Brian F. G.</AUTHOR>
		<AUTHOR>Rio, Emmanuel</AUTHOR>
		<AUTHOR>Picinali, Lorenzo</AUTHOR>
		<AUTHOR>Warusfel, Olivier</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>The Effect of Spatialization in a Data Sonification Exploration Task</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>interactive</KEYWORD>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>spatialization</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This study presents an exploration task using interactive sonification to compare different sonification mapping concepts. Based on the real application of protein-protein docking within the CoRSAIRe project (&Acirc;&acute; Combinaisons de Rendus Sensori-moteurs pour l'Analyse Immersive de R&Atilde;&copy;sultats &Acirc;&ordf;, or Combination of sensori-motor rendering for the immersive analysis of results), an abstraction of the task was developed which simulates the basic concepts involved. Two conditions were evaluated, the inclusion or absence of spatialized coherent rendering of the sonification output. The position of the sonification was determined by the user's orientation sensor used for the exploration task. Results showed no significant benefit in the spatialized condition, and for some examples the non-spatialized condition resulted in better performance. This test is the first in a series of studies using this test platform.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/KatzRio2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Lagrange, Mathieu</AUTHOR>
		<AUTHOR>Scavone, Gary</AUTHOR>
		<AUTHOR>Depalle, Philippe</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Time-Domain Analysis / Synthesis of the Excitation Signal in a Source / Filter Model of Contact Sounds</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>Contact</KEYWORD>
		<KEYWORD>Sounds,</KEYWORD>
		<KEYWORD>Synthesis,</KEYWORD>
		<KEYWORD>Excitation</KEYWORD>
		<KEYWORD>Signal</KEYWORD>
		<KEYWORD>Estimation,</KEYWORD>
		<KEYWORD>Rolling</KEYWORD>
		<KEYWORD>Sounds</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Contact sounds represent an important subset of environmental sounds that are useful for enhancing the interaction of a user with a computer-simulated virtual reality or augmented environment. The real-time synthesis of these sounds has received much attention in the auditory display community and some convincing results have been achieved[1, 2]. This paper focuses on the modeling, analysis, and synthesis of more complex contact interactions, such as sliding, rolling and bouncing. We assume the widely adopted source-filter approach and use a modal representation of the filter component. In this paper, an explicit time-domain model of the excitation is proposed that produces promising results. The main advantages of the proposed model is that it allows a compact and versatile representation of the system, as well as an efficient synthesis scheme.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/LagrangeScavone2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Mokhtari, P.</AUTHOR>
		<AUTHOR>Nishimura, R.</AUTHOR>
		<AUTHOR>Takemoto, H.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Toward HRTF personalization: an auditory-perceptual evaluation of simulated and measured HRTFs</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>Sound localization tests were carried out with two subjects using a Virtual Auditory Display (VAD) to determine the intersubject effects on localization accuracy, of employing either acoustically measured or Finite Difference Time Domain (FDTD)-simulated Head Related Transfer Functions (HRTFs). Results indicate that the simulated HRTFs were able to yield comparable localization performance and carried sufficient acoustic cues for personalization.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/MokhtariNishimura2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Rinott, Michal</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>The Laughing Swing: Interacting with Non-Verbal Human Voice</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>Sonic</KEYWORD>
		<KEYWORD>Interaction</KEYWORD>
		<KEYWORD>Design,</KEYWORD>
		<KEYWORD>Auditory</KEYWORD>
		<KEYWORD>Display,</KEYWORD>
		<KEYWORD>Voice</KEYWORD>
		<KEYWORD>Interaction,</KEYWORD>
		<KEYWORD>Laughter</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper looks at non-speech uses of the human voice in interactive objects. A collection of projects using non-verbal voice, as input and as output, is briefly reviewed. The Laughing Swing - an interactive object using non-verbal voice as output, created by the author and associates - is described in terms of motivations, sound design, sonic behavior implementation and user responses. The significance and potential of interactions with non verbal voice is discussed.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/Rinott2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Absar, Rafa</AUTHOR>
		<AUTHOR>Guastavino, Catherine</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Usability of Non-Speech Sounds in User Interfaces</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>Auditory</KEYWORD>
		<KEYWORD>icons,</KEYWORD>
		<KEYWORD>earcons,</KEYWORD>
		<KEYWORD>audio-visual</KEYWORD>
		<KEYWORD>interfaces,</KEYWORD>
		<KEYWORD>audio-visual</KEYWORD>
		<KEYWORD>integration,</KEYWORD>
		<KEYWORD>usability,</KEYWORD>
		<KEYWORD>evaluations,</KEYWORD>
		<KEYWORD>task</KEYWORD>
		<KEYWORD>performance,</KEYWORD>
		<KEYWORD>non-speech</KEYWORD>
		<KEYWORD>auditory</KEYWORD>
		<KEYWORD>feedback,</KEYWORD>
		<KEYWORD>functional</KEYWORD>
		<KEYWORD>mapping</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>We review the literature on the integration of non-speech sounds to visual interfaces and applications from a usability perspective and subsequently recommend which auditory feedback types serve to enhance human interaction with computers by conveying useful and comprehensible information. We present an overview over varied tasks, functions and environments with a view to establishing the best practices for introducing non-speech sounds in order to improve the overall experience of users.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/AbsarGuastavino2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Ballas, J.</AUTHOR>
		<AUTHOR>Nevitt, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Using Web Services to Foster Global Collaboration in Sound Design</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>The migration of client-server systems to web services using Service Oriented Architecture (SOA) design principles is widespread and likely to dominate the future evolution of computing. Use of web services is especially challenging for streaming content such as that which would be used for sound design. This paper describes the principles of a Service Oriented Architecture (SOA) and ways that it could support sound design and foster global collaboration across the web.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/BallasNevitt2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Droumeva, M.</AUTHOR>
		<AUTHOR>Wakkary, R.</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Understanding Aural Fluency in Auditory Display Design for Ambient Intelligent Environments</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<ABSTRACT>This paper presents the design and some evaluation results from the auditory display model of an ambient intelligent game named socio-ec(h)o. socio-ec(h)o is played physically by a team of four, and displays information via a responsive environment of light and sound. Based on a study of 56 participants involving both qualitative and preliminary quantitative analysis, we present our findings to date as they relate to the auditory display model, future directions and implications. Based on our design and evaluation experience we begin building a theoretical understanding for the unique requirements of informative sonic displays in ambient intelligent and ubiquitous computing systems. We develop and discuss the emerging research concept of aural fluency in ambient intelligent settings.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/DroumevaWakkary2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>McGregor, Iain</AUTHOR>
		<AUTHOR>Crerar, Alison</AUTHOR>
		<AUTHOR>Benyon, David</AUTHOR>
		<AUTHOR>Leplatre Gregory</AUTHOR>
	</AUTHORS>
	<YEAR>2008</YEAR>
	<TITLE>Visualising the Soundfield and Soundscape: Extending Macaulay and Crerar's 1998 Method</TITLE>
	<SECONDARY_TITLE>Proceedings of the 14th International Conference on Auditory Display</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Paris, France</PLACE_PUBLISHED>
	<KEYWORDS>
		<KEYWORD>Soundfield,</KEYWORD>
		<KEYWORD>Soundscape,</KEYWORD>
		<KEYWORD>Design,</KEYWORD>
		<KEYWORD>Evaluation,</KEYWORD>
		<KEYWORD>Classification,</KEYWORD>
		<KEYWORD>Visualization,</KEYWORD>
		<KEYWORD>Measurement</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>The introduction of effective auditory warnings into a shared environment requires a prior understanding of the existing soundfield and soundscape. Reifying the physical and perceptual auditory environment enables a form of pre auditioning, as well as the evaluation of any auditory augmentation. This paper describes the development of a visualisation technique for soundscape mapping. Building on earlier published work in sound classification, we report data captured using eighteen participants in a shared office environment. The resulting sound classification is used as the basis of a pictorial soundscape and soundfield visualisation. We show how this representation can be used to model the experiences of individuals, as well as subsets of users of the space.</ABSTRACT>
	<NOTES>inproceedings</NOTES>
	<URL>Proceedings/2008/McGregorCrerar2008.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Cabrera, D.</AUTHOR>
		<AUTHOR>Ferguson, S.</AUTHOR>
		<AUTHOR>Schubert, E.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>'Psysound3': Software for Acoustical and Psychoacoustical Analysis of Sound Recordings</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>356-363</PAGES>
	<KEYWORDS>
		<KEYWORD>Sound</KEYWORD>
		<KEYWORD>analysis,</KEYWORD>
		<KEYWORD>Psychacoustics,</KEYWORD>
		<KEYWORD>Software</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper describes a software project called PsySound3. This software provides an accessible platform for the analysis of sound recordings using procedures applied in acoustics and psychoacoustics. Acoustical analysis methods include a sound level meter module, as well as processes such as Fourier transform, cepstrum, Hilbert transform and auto-correlation. Psychoacoustical models include dynamic loudness, sharpness, roughness, loudness fluctuation, pitch height and pitch strength. Results are presented as numbers, auditory graphs and visual graphs. The software is modular, allowing additional analysis methods to be contributed. Several additional analysis modules are planned. The software is distributed freely via www.psysound.org. This paper illustrates some of the analysis possibilities by using auditory alarms as examples.</ABSTRACT>
	<URL>Proceedings/2007/CabreraFerguson2007a.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Baldwin, C. L.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Acoustic and Semantic Warning Parameters Impact Vehicle Crash Rates</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>143-145</PAGES>
	<KEYWORDS>
		<KEYWORD>verbal</KEYWORD>
		<KEYWORD>warnings,</KEYWORD>
		<KEYWORD>driving,</KEYWORD>
		<KEYWORD>older</KEYWORD>
		<KEYWORD>drivers,</KEYWORD>
		<KEYWORD>crash</KEYWORD>
		<KEYWORD>reduction</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Auditory Collision Avoidance Systems (CASs) are increasingly common in the modern automobile. Verbal warnings are increasingly being used in aviation and medical environments; but, they have received considerably less attention in the driving research community. Here, I discuss a recent series of investigations aimed at examining the impact of acoustic and semantic warning parameters on crash rates and drivers' perceptions of perceived urgency, alerting effectiveness, and annoyance. Drivers were exposed to high crash risk scenarios in a high fidelity driving simulator. Just prior to the potential crash event, drivers received a verbal warning that varied in signal word (e.g., Notice, Danger) or presentation level (e.g., 70 dB and 85 dB). Experiment 1 demonstrated that drivers' crash rates were reduced significantly by CAS warnings of intermediate urgency relative to either low or high urgency warnings. Experiment 2 demonstrated that auditory CAS warnings of intermediate urgency were particularly effective in reducing the crash rates of drivers over the age of 65 years. The implications of these investigations for improving automotive warnings and highway safety will be discussed.</ABSTRACT>
	<URL>Proceedings/2007/Baldwin2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Begault, D. R.</AUTHOR>
		<AUTHOR>Godfroy, M.</AUTHOR>
		<AUTHOR>Sandor, A.</AUTHOR>
		<AUTHOR>Holden, K.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Auditory Alarm Design for NASA CEV Applications</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>131-138</PAGES>
	<ABSTRACT>This monograph reviews current knowledge in the design of auditory caution and warning signals, and sets criteria for development of 'best practices' for designing new signals for NASA's Crew Exploration Vehicle (CEV) and other future spacecraft, as well as for extra-vehicular operations. A design approach is presented that is based upon cross-disciplinary examination of psychoacoustic research, human factors experience, aerospace practices, and acoustical engineering requirements. Existing alarms currently in use with the NASA Space Shuttle flight deck are analyzed and then alternative designs are proposed that are compliant with ISO 7731, ``Danger signals for work places &acirc;€“ Auditory Danger Signals'', and that correspond to suggested methods in the literature to insure discrimination and audibility. Future development of auditory ``sonification'' techniques into the design of alarms will allow auditory signals to be extremely subtle, yet extremely useful for indicating trends or root causes of failures. A summary of `best practice' engineering guidelines is given, followed by results of an experiment involving subjective classification of alarms by ten subjects.</ABSTRACT>
	<URL>Proceedings/2007/BegaultGodfroy2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Brungart, D. S.</AUTHOR>
		<AUTHOR>Simpson, B. D.</AUTHOR>
		<AUTHOR>Dallman, R. C.</AUTHOR>
		<AUTHOR>Romigh, G.</AUTHOR>
		<AUTHOR>Yasky, R.</AUTHOR>
		<AUTHOR>Raquet, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>A Comparison of Head-Tracked and Vehicle-Tracked Virtual Audio Cues in an Aircraft Navigation Taask</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>32-37</PAGES>
	<ABSTRACT>Since the earliest conception of virtual audio displays in the 1980's, two basic principles that have guided their development have been 1) that virtual audio cues are ideal for providing information to pilots in aviation applications; and 2) that head-tracked virtual audio displays provide more accurate and more intuitive directional information than non-tracked displays. However, despite the obvious potential utility of spatial audio cues in the cockpit, very little quantitative data has been collected to evaluate the in-flight performance of pilots using virtual audio displays. In this study, sixteen pilots maneuvered a general aviation aircraft through a series of ten waypoints using only direction cues provided a virtual audio display system. Each pilot repeated the task twice: once with a virtual display slaved to the direction of the pilot's head, and once with a virtual audio display slaved to the direction of the aircraft. Both configurations provided audio cues that were sufficient for successful aircraft navigation, with pilots on average piloting their aircraft to within 0.25 miles of the desired waypoints. However performance was significantly better in the plane-slaved condition, primarily due to a leftward bias in the head-slaved flight paths. This result suggests how important frame of reference considerations can be in the design of virtual audio displays for vehicle navigation.</ABSTRACT>
	<URL>Proceedings/2007/BrungartSimpson2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Devallez, D.</AUTHOR>
		<AUTHOR>Rocchesso, D.</AUTHOR>
		<AUTHOR>Fontana, F.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>An Experimental Evaluation of the Influence of Auditory Cues on Perceived Visual Orders in Depth</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>312-318</PAGES>
	<KEYWORDS>
		<KEYWORD>Sensory</KEYWORD>
		<KEYWORD>integration,</KEYWORD>
		<KEYWORD>Auditory-visual</KEYWORD>
		<KEYWORD>interaction,</KEYWORD>
		<KEYWORD>Depth</KEYWORD>
		<KEYWORD>perception</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>We present an experiment investigating the influence of auditory cues on visual perceived orders in depth. Visual stimuli consisted in a layered 2D drawing of two squares respectively blue and red using semi-transparency. Auditory signals of the two words ``red'' and ``blue'' were presented simultaneously to the images. Subjects were required to determine which square appeared in front of the other in these cross-modal conditions. The coefficient of transparency as well as the audio level difference between the two speech signals ``red'' and ``blue'' were systematically varied. No significant influence of auditory cues on perceived order in depth was found, except when the visual information was totally ambiguous: in this case, the perceived order showed limited dependence on the acoustic information.</ABSTRACT>
	<URL>Proceedings/2007/DevallezRocchesso2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Frauenberger, C.</AUTHOR>
		<AUTHOR>de Campo, A.</AUTHOR>
		<AUTHOR>Eckel, G.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Analysing Time Series Data</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>504-508</PAGES>
	<KEYWORDS>
		<KEYWORD>Audification,</KEYWORD>
		<KEYWORD>Time</KEYWORD>
		<KEYWORD>series</KEYWORD>
		<KEYWORD>data,</KEYWORD>
		<KEYWORD>Higher-order</KEYWORD>
		<KEYWORD>statistics</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper investigates the use of auditory perceptualisation for analysing the statistical properties of time series data. We introduce the problem domain and provide basic background on higher order statistics like skewness and kurtosis. The chosen approach was direct audification because of the inherent time line and the high number of data points usually available for time series. We present the tools we developed to investigate this problem domain and elaborate on a listening test we conducted to find perceptual dimensions that would correlate with the statistical properties. The results indicate that there is evidence that kurtosis correlates with roughness or sharpness and that participants were able to distinguish signals with increasing difference of the kurtosis. For the setting in the experiment the just noticeable difference was found to be 5. The collected data did not show any similar evidence for skewness and it remains unclear whether this is perceivable in direct audification at all.</ABSTRACT>
	<URL>Proceedings/2007/FrauenbergerdeCampo2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Giordano, B. L.</AUTHOR>
		<AUTHOR>McAdams, S.</AUTHOR>
		<AUTHOR>McDonnell, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Acoustical and Conceptual Information for the Perception of Animate and Inanimate Sound Sources</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>173-180</PAGES>
	<KEYWORDS>
		<KEYWORD>Sound</KEYWORD>
		<KEYWORD>source</KEYWORD>
		<KEYWORD>perception,</KEYWORD>
		<KEYWORD>Environmental</KEYWORD>
		<KEYWORD>sounds,</KEYWORD>
		<KEYWORD>Hierarchical</KEYWORD>
		<KEYWORD>sorting</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Is the sound of a train whistling more similar to the sound of the wheels of a train or to the sound of your whistle? This question addresses the comparative relevance of acoustical and conceptual information to the perceived similarity of sound events. The answer to this question has theoretical and methodological consequences for the field of sound source perception, and for the behaviorally informed synthesis of environmental sounds. Hierarchical sorting was used to collect measures of the similarity of large sets of animate or inanimate sounds in naive listeners. Results were compared with those from two other conditions based on the same data&acirc;€“collection technique. Conceptual similarity was measured by presenting the sound source identification labels (written words) collected during a free&acirc;€“identification experiment. Acoustical similarity was measured on heard sounds, after participants received a training meant to minimize the effects of conceptual information on sorting. Acoustical similarity was only weakly correlated with conceptual similarity, proving the effectiveness of the training methodology in the acoustical condition. Also, naive listeners focused on conceptual and acoustical information when judging the similarity of animate and inanimate sound events, respectively. Theoretical and methodological consequences of these results are discussed.</ABSTRACT>
	<URL>Proceedings/2007/GiordanoMcAdams2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Horowitz, M.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>A Mouse With Ears Explores Maps</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>242-246</PAGES>
	<KEYWORDS>
		<KEYWORD>map</KEYWORD>
		<KEYWORD>exploration,</KEYWORD>
		<KEYWORD>blind,</KEYWORD>
		<KEYWORD>visually</KEYWORD>
		<KEYWORD>impaired,</KEYWORD>
		<KEYWORD>sonic</KEYWORD>
		<KEYWORD>feedback</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper describes a set of techniques designed to assist visually impaired and blind users build mental models of geographic maps without the use of special hardware beyond what is needed to support a web browser, mouse, and sound card. The methods described make use of auditory signals which serve as corrective feedback information for users as they attempt to learn geographic data from these maps. The mental model is built by tracing paths and locating objects on the maps. We claim that the user's activity of tracing and location discovery constructs a mental model through motion of the hand - the reverse of the process by which blind users draw objects which they have never seen. Experiments evaluating these methods will be reported in a subsequent paper.</ABSTRACT>
	<URL>Proceedings/2007/Horowitz2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>McGee-Lennon, M. R.</AUTHOR>
		<AUTHOR>Wolters, M.</AUTHOR>
		<AUTHOR>McBryan, T.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Audio Reminders in the Home Environment</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>437-444</PAGES>
	<KEYWORDS>
		<KEYWORD>audio</KEYWORD>
		<KEYWORD>reminders,</KEYWORD>
		<KEYWORD>earcons,</KEYWORD>
		<KEYWORD>speech</KEYWORD>
		<KEYWORD>synthesis,</KEYWORD>
		<KEYWORD>home</KEYWORD>
		<KEYWORD>care</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>In this paper we report an experimental comparison between three different types of audio reminders in the home setting: speech, earcons, and a simple pager sound. We examine how quickly and accurately participants were able to interpret the reminders, and to what extent presentation of the reminders interfered with a digit span background task. In addition, a questionnaire was used to gather user preferences and attitudes towards the different types of reminders. Although participants perform best with speech reminders, there are large inter-subject differences in performance, and over 50% prefer non-speech audio reminders. The implications for the design and application of auditory interfaces for home-based reminder systems are discussed.</ABSTRACT>
	<URL>Proceedings/2007/McGeeLennonWolters2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Metatla, O.</AUTHOR>
		<AUTHOR>Bryan-Kinns, N.</AUTHOR>
		<AUTHOR>Stockman, T.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Auditory External Representations: Exploring and Evaluating the Design and Learnability of an Auditory UML Diagram</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>411-418</PAGES>
	<KEYWORDS>
		<KEYWORD>External</KEYWORD>
		<KEYWORD>Representation,</KEYWORD>
		<KEYWORD>Verbal,</KEYWORD>
		<KEYWORD>Nonverbal</KEYWORD>
		<KEYWORD>audio,</KEYWORD>
		<KEYWORD>UML</KEYWORD>
		<KEYWORD>Diagrams,</KEYWORD>
		<KEYWORD>Learning</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>We present an approach that examines the design of auditory displays for accessing graphically represented information in terms of their roles as external representations. This approach describes how a cross-modal translation process should emphasise the semantics of the represented information rather than the structural features of the medium that presents it. We exemplify this by exploring the design of a hierarchical representation to organise relational information encoded in a UML class diagram, and describe two alternative presentation modes to auditorally communicate this structure. We report on an experiment that we conducted to assess the viability of our approach and describe a novel methodological analysis which extends existing evaluation techniques to formally examine how a group of users learn and develop interactive expertise when using this auditory display.</ABSTRACT>
	<URL>Proceedings/2007/MetatlaBryanKinns2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Peres, S. C.</AUTHOR>
		<AUTHOR>Kortum, P.</AUTHOR>
		<AUTHOR>Stallmann, K.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Auditory Progress Bars Preference Performance, and Aesthetics</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>391-395</PAGES>
	<KEYWORDS>
		<KEYWORD>Aesthetics,</KEYWORD>
		<KEYWORD>Auditory</KEYWORD>
		<KEYWORD>progress</KEYWORD>
		<KEYWORD>bar,</KEYWORD>
		<KEYWORD>Time</KEYWORD>
		<KEYWORD>perception,</KEYWORD>
		<KEYWORD>Telephony</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper presents the comparison of Auditory Progress Bars using segmented cello tones to those using sine tones in an on-hold telephony setting. Previous research suggests that for segmented sine tone APBs, there is an interaction between APB type (pitch or duration) and APB polarity (increasing or decreasing). However, for the cello tones, there was a main effect of direction, with increasing APBs resulting in better performance than decreasing APBs, and there was no effect of APB type (pitch or duration). As anticipated, overall performances were very similar for both types of segmented APBs. Contrary to expectations, users gave the cello tone APBs equally low subjective ratings to those they gave the sine tone APBs. Whole-song APBs produced very positive subjective ratings and performances similar to the sine and cello tone APBs.</ABSTRACT>
	<URL>Proceedings/2007/PeresKortum2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Rath, M.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Auditory Velocity Information in a Balancing Task</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>372-379</PAGES>
	<KEYWORDS>
		<KEYWORD>auditory</KEYWORD>
		<KEYWORD>feedback,</KEYWORD>
		<KEYWORD>gestural</KEYWORD>
		<KEYWORD>control</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Within the general context of auditory perception of ecological information a previously rather less studied aspect is the one of the convection of continuous dynamic physical attributes. The study focuses on velocity information in a scenario of interactive control, the one of balancing a virtual ball on a tiltable track. In a target reaching experiment control movements and performance times are measured and recorded under different conditions of auditory feedback in addition to a wide&acirc;€“screen graphical display. The presence and relevance of auditory perception of velocity information can be inferred from analysis of experimental results and conclusions can be drawn concerning the design of auditory feedback of ecological or rather abstract nature.</ABSTRACT>
	<URL>Proceedings/2007/Rath2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Serafin, S.</AUTHOR>
		<AUTHOR>Kjaer, H. P.</AUTHOR>
		<AUTHOR>Taylor, C.</AUTHOR>
		<AUTHOR>Avanzini, F.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Audio-Haptic Physically Based Simulation and Perception of Contact Structures</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>203-207</PAGES>
	<KEYWORDS>
		<KEYWORD>physical</KEYWORD>
		<KEYWORD>models,</KEYWORD>
		<KEYWORD>audio-haptic</KEYWORD>
		<KEYWORD>interaction</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>We propose a multimodal architecture in which audio and haptic textures are simulated in real-time using physical models. Experiments evaluating audio-haptic interaction in textures perception show that auditory cues significantly influence the haptic perception of virtual textures.</ABSTRACT>
	<URL>Proceedings/2007/SerafinKjaer2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Fontana, S.</AUTHOR>
		<AUTHOR>Farina, A.</AUTHOR>
		<AUTHOR>Grenier, Y.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Binaural for Popular Music: A Case of Study</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>85-90</PAGES>
	<KEYWORDS>
		<KEYWORD>Spatialization,</KEYWORD>
		<KEYWORD>Binaural,</KEYWORD>
		<KEYWORD>Listening</KEYWORD>
		<KEYWORD>Tests</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>The goal of this study is to retrieve useful information about the reactions of listeners to different recording techniques, namely binaural and stereo. This has been done comparing different mixes of the same song. Each mix is obtained from stereophonic and binaural recordings, or processing proximity recordings with stereo panning, binaural synthesis or a hybrid approach. The comparison is made through listening tests with headphones and an analysis of subjects' reactions and meaningful subjective parameters ratings.</ABSTRACT>
	<URL>Proceedings/2007/FontanaFarina2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Liljedahl, M.</AUTHOR>
		<AUTHOR>Papworth, N.</AUTHOR>
		<AUTHOR>Lindberg, S.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Beowulf: A game experience built on sound effects</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>102-106</PAGES>
	<KEYWORDS>
		<KEYWORD>Computer</KEYWORD>
		<KEYWORD>game,</KEYWORD>
		<KEYWORD>sound</KEYWORD>
		<KEYWORD>effects,</KEYWORD>
		<KEYWORD>sound</KEYWORD>
		<KEYWORD>design,</KEYWORD>
		<KEYWORD>audio,</KEYWORD>
		<KEYWORD>immersion,</KEYWORD>
		<KEYWORD>gameplay,</KEYWORD>
		<KEYWORD>navigation</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>A computer game with most of the traditional graphics removed and replaced with a detailed and realistic soundscape, can give immersive gaming experiences. By reducing the graphical, explicit output of information from the game, the player becomes free to concentrate on interpreting the implicit information from a rich soundscape. This process of interpretation seems to have the power to invoke clear inner, mental images in the player, which in turn gives strong and immersive experiences. This paper describes a project that explores some of these mechanisms and points out some new potential directions for computer games and game play design</ABSTRACT>
	<URL>Proceedings/2007/LiljedahlPapworth2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Braasch, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Cranial Transitions for Soprano Saxophone and Electronic Processing</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>60-67</PAGES>
	<KEYWORDS>
		<KEYWORD>Binaural</KEYWORD>
		<KEYWORD>Technology,</KEYWORD>
		<KEYWORD>Spatial</KEYWORD>
		<KEYWORD>Music</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Cranial Transitions was written for soprano saxophone and electronic processing to explore the relationship between internally and externally perceived auditory events. The piece, which was recorded for reproduction with headphones, is based on the personal observation that too often our internal representation of musical ideas seems to be more ambiguous and abstract than we share with others. Thus, the external auditory events which symbolize the outside representation of our musical life follow more traditional techniques of arpeggios and melodies, while the internal representation follows more abstract ideas. The internal world is manipulated with electronic processing using a specially designed program, the Intra-Cranial Spatializer. In contrast, the outside world captures the acoustic side of the soprano saxophone. In this case, electronic processing is only used to create a virtual acoustic environment.</ABSTRACT>
	<URL>Proceedings/2007/Braasch2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Brewer, S.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Creating a Virtual Suikinkutsu</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>229-233</PAGES>
	<KEYWORDS>
		<KEYWORD>Suikinkutsu,</KEYWORD>
		<KEYWORD>Water,</KEYWORD>
		<KEYWORD>Modal</KEYWORD>
		<KEYWORD>Synthesis</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper describes the process undertaken to construct a virtual suikinkutsu through sound synthesis. Firstly a description is given of a physical suikinkutsu and its inherent unique sound qualities. The suikinkutsu's physical qualities provide a model for the characteristics required for use by the virtual suikinkutsu. A brief discussion of related works which will aid in informing the virtual suikinkutsu is given. The finished virtual model is described and a comparison is undertaken between recordings made on the virtual suikinkutsu and recordings taken of a physical suikinkutsu. Finally a look into future work on the model is undertaken.</ABSTRACT>
	<URL>Proceedings/2007/Brewer2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Cabrera, D.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Control of Perceived Room Size Using Simple Binaural Technology</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>2-9</PAGES>
	<KEYWORDS>
		<KEYWORD>Spatial</KEYWORD>
		<KEYWORD>hearing,</KEYWORD>
		<KEYWORD>Binaural</KEYWORD>
		<KEYWORD>technology</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>The localization of auditory images and their size forms the bulk of the research literature in spatial auditory perception using binaural technology. Nevertheless, binaural technology conveys many other spatial characteristics of sound environments, and the present paper is concerned with one of these: auditory room size perception. This paper reviews the potential cues to room size perception conveyed through simple binaural technology. Statistical room acoustics is shown to provide indications of room size through energy relations between direct sound, early reflections and late reflections. However, binaural hearing could be important in distinguishing the concept of room size from source distance. These theoretical notions are considered in relation to experimental findings on room size perception using simple binaural technology.</ABSTRACT>
	<URL>Proceedings/2007/Cabrera2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Lennox, P.</AUTHOR>
		<AUTHOR>Myatt, T.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Concepts of Perceptual Significance for Composition and Reproduction of Explorable Surround Sound Fields</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>208-212</PAGES>
	<ABSTRACT>Recent work in audio and visual perception suggests that, over and above sensory acuities, exploration of an environment is a most powerful perceptual strategy. For some uses, the plausibility of artificial sound environments might be dramatically improved if exploratory perception is accommodated. The composition and reproduction of spatially explorable sound fields involves a different set of problems from the conventional surround sound paradigm, developed to display music and sound effects to an essentially passive audience. This paper is based upon contemporary models of perception and presents proposals for additional spatial characteristics beyond classical concepts of three-dimensional positioning of virtual objects.</ABSTRACT>
	<URL>Proceedings/2007/LennoxMyatt2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Cook, P.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Din of an ``Iniquity'': Analysis and Synthesis of Environmental Sounds</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>167-172</PAGES>
	<KEYWORDS>
		<KEYWORD>Environmental</KEYWORD>
		<KEYWORD>Sound,</KEYWORD>
		<KEYWORD>Background</KEYWORD>
		<KEYWORD>Sound,</KEYWORD>
		<KEYWORD>Din</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper describes a series of related research and software projects in the analysis and synthesis of stochastic sounds in general, and more specifically, applications in the synthesis of environmental sounds. Analysis and synthesis of sounds as varied as a maraca (many beans bouncing around in a gourd), to groups of noise-making animals and insects, to human applause will be covered. Specific open-source project software will be described, such as the ``Shakers'' and ``Flox'' classes in the Synthesis ToolKit in C++ (STK), GaitLab (analysis and synthesis of walking sounds), ClapLab and ClaPD (synthesis of applause), TAPESTREA (Techniques and Paradigms for Expressive Synthesis and Transformation of Environmental Audio), and the new audio programming language ChucK.</ABSTRACT>
	<URL>Proceedings/2007/Cook2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Ericson, M.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Detection and Discrimination of Approaching and Receding Puretones</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>306-311</PAGES>
	<KEYWORDS>
		<KEYWORD>motion,</KEYWORD>
		<KEYWORD>approaching</KEYWORD>
		<KEYWORD>receding</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>The detection and discrimination of approaching and receding pure tones was measured using simulated moving sounds over headphones. Low and mid frequency pure tones were used as stimuli to determine how listeners used binaural, intensity, and Doppler frequency changes to detect and discriminate approaching and receding sounds. Overall, best performance was found when all three cues were provided to the listener, i.e. the cues were combined in the auditory system to make a high-order judgment of sound source motion in an efficient manner. Differences were found in the subjects' ability to detect approaching and receding sounds for the 1000 Hz stimulus, but not for the 200 Hz stimulus.</ABSTRACT>
	<URL>Proceedings/2007/Ericson2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Harrar, L.</AUTHOR>
		<AUTHOR>Stockman, T.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Designing Auditory Graph Overviews: An Examination of Discrete vs. Continuous Sound and the Influence of Presentation Speed</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>299-305</PAGES>
	<KEYWORDS>
		<KEYWORD>Discrete,</KEYWORD>
		<KEYWORD>Continuous,</KEYWORD>
		<KEYWORD>speed,</KEYWORD>
		<KEYWORD>audiograph,</KEYWORD>
		<KEYWORD>sonification</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>A number of studies have reported that auditory graphs (AGs) can be used successfully by individuals to gain an overview of data series. Very little however is known about the effects that changing presentation parameters of AGs has on user's' ability to gain an overview or identify specific graph characteristics. This study investigates the effect of varying graph complexity, speed and mode of presentation of AGs. We examine the effects of these variations on graph comprehension as a whole and on specific graph analysis tasks such as point estimation.</ABSTRACT>
	<URL>Proceedings/2007/HarrarStockman2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Murphy, E.</AUTHOR>
		<AUTHOR>Kuber, R.</AUTHOR>
		<AUTHOR>Strain, P.</AUTHOR>
		<AUTHOR>McAllister, G.</AUTHOR>
		<AUTHOR>Yu, W.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Developing Sounds for a Multimodal Interface: Conveying Spatial Information to Visually Impaired Web Users</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>348-355</PAGES>
	<KEYWORDS>
		<KEYWORD>Sound</KEYWORD>
		<KEYWORD>Design,</KEYWORD>
		<KEYWORD>Multimodal</KEYWORD>
		<KEYWORD>Interface,</KEYWORD>
		<KEYWORD>Web</KEYWORD>
		<KEYWORD>Accessibility,</KEYWORD>
		<KEYWORD>Visually</KEYWORD>
		<KEYWORD>Impaired</KEYWORD>
		<KEYWORD>Users,</KEYWORD>
		<KEYWORD>Collaboration</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>A multimodal browser plug-in, with audio and haptic feedback, has been developed to explore how basic concepts in spatial navigation can be conveyed to web users with visual impairments. In this paper, the second version of an audio interface for this plug-in is described in terms of its development and integration with haptic feedback. This version of the system was evaluated within a collaborative setting, in order to investigate whether it is possible to use this tool in a working environment between visually impaired and sighted Internet users. The auditory interface is discussed based on user feedback from this evaluation, and future sound design plans are presented in relation to the new direction for the overall system.</ABSTRACT>
	<URL>Proceedings/2007/MurphyKuber2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Simpson, C. A.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Doing Science on Auditory Display Design in the Cockpit: Merging Laboratory Rigor and the Aircraft Cockpit Environment</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>139-142</PAGES>
	<KEYWORDS>
		<KEYWORD>Methodology</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper will discuss a human-system and application centered approach to the conduct of research on auditory alerting system design, from the perspective of 30 years of human factors research on design principles for aircraft cockpit auditory displays. Too often there is a gap between the results of carefully controlled research conducted in the laboratory and the specific questions raised by auditory display engineers as they design a new auditory alerting system for the cockpit. Absent studies that are representative of the cockpit environment, research findings are often extrapolated to a new design without an understanding by the design engineer of other factors that may influence human auditory perception, signal processing, and cognitive interpretation. Alternatively, again in the absence of research findings applicable to the cockpit environment, the design engineer may present some alternative auditory signal designs informally to one or two project pilots, obtain their preferences and suggestions, and design the system to satisfy this small, unrepresentative sample of the user population. Even some of the current standards for auditory display design contain guidance that does not adequately take the cockpit environment into consideration. Examples will be presented with lessons learned and with recommendations for methods of incorporating the rigor of laboratory experimental design into applied research conducted in the aircraft cockpit environment, simulated and real.</ABSTRACT>
	<URL>Proceedings/2007/Simpson2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Treeby, B. E.</AUTHOR>
		<AUTHOR>Paurobally, R. M.</AUTHOR>
		<AUTHOR>Pan, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Decomposition of the HRTF from a Sphere with Neck and Hair</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>79-84</PAGES>
	<KEYWORDS>
		<KEYWORD>HRTF,</KEYWORD>
		<KEYWORD>decomposition,</KEYWORD>
		<KEYWORD>human</KEYWORD>
		<KEYWORD>hair,</KEYWORD>
		<KEYWORD>neck</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Sphere scattering models are commonly used with binaural synthesis as they provide a convenient approximation of the acoustic characteristics of the human head. However these models suffer from being an over simplification of human geometry, and if used in isolation provide ambiguous source location cues. Such models also over exemplify the lobe of increased pressure (bright spot) that occurs at the rear of the sphere due to symmetrically diffracted waves arriving in phase. This paper uses decomposition to examine how the addition of a cylindrical neck and hemispherical hair covering alters the azimuthal head-related transfer function (HRTF) from a rigid sphere (up to 5 kHz). Neither anthropometric feature provides a major perturbation of the sphere HRTF. The neck produces a reduction in the bright spot magnitude in the order of 2-4 dB. The hair produces asymmetrical changes to the HRTF for ipsilateral angles in the order of 1-2 dB. Additional asymmetric reductions in the order of 2-4 dB are seen for contralateral angles when the source is near the interaural axis.</ABSTRACT>
	<URL>Proceedings/2007/TreebyPaurobally2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Ulfvengren, P.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Design of Natural Warning Sounds</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>146-153</PAGES>
	<KEYWORDS>
		<KEYWORD>design</KEYWORD>
		<KEYWORD>requirements,</KEYWORD>
		<KEYWORD>auditory</KEYWORD>
		<KEYWORD>warnings</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>The goal of this research is increased safety and human performance in aviation. Human errors are often consequences of actions brought about by poor design. The pilot communicates with the aircraft system through an interface in cockpit. In an alerting situation this interface includes an auditory alerting system. 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 human factors /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 integrated into this research. Several methods are included, such as literature studies, field studies, controlled experiments and simulations with pilots. This research provides design requirements for sounds appropriate as auditory alerts, defined as Natural Warning Sounds. These sounds either have a natural meaning within the user's context, or are compatible with the human's natural auditory information process, or both, they are also pleasant to listen to (not annoying), easy to learn and clearly audible. In an experimental study associability of different sounds were compared. Associability is the required effort to associate sounds to their assigned alert function meaning. The more associable a sound is it requires less effort and fewer cognitive resources. The study shows that auditory icons and animal sounds were more associable than conventional alerts! In another listening study the method of Soundimagery was used to develop soundimages. A soundimage is a sound, which by its acoustics characteristics has a particular meaning to someone without prior training in a certain context. Soundimages were successfully developed, however it may be difficult to come up with sound candidates for functions that lack sound or are not associated to a particular sound. In a simulation study different presentation formats were compared. The results show that auditory systems should have cancellation capabilities and avoid continuously repeated alerts. This research brings related theories closer to practice and demonstrates methods that will allow designers, together with the users of the system, to apply them in their own system design.</ABSTRACT>
	<URL>Proceedings/2007/Ulfvengren2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Zikovitz, D. C.</AUTHOR>
		<AUTHOR>Kapralos, B.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Decruitment of the Perception of Changing Sound Intensity for Simulated Self-Motion</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>120-125</PAGES>
	<ABSTRACT>Of the many cues that could be used to gauge selfmotion, auditory cues seem to be the least studied. Listeners could potentially use either a sweep of rising sound intensity to judge their self-motion towards an object or conversely use a sweep of falling sound intensity to judge their motion away from an object. Whether the sweep is rising or falling the listener must judge both the change in intensity across the sweep, and the temporal span of the sweep. Studies indicate that sweeping intensities are misperceived so that the sound intensity at the end of the sweep is judged differently than when the final sound intensity is presented alone. Although there is ongoing discussion as to whether the induced fading is greater for rising sound intensity as opposed to falling sound intensity, both phenomena affect the perception of self-motion. This paper presents a series of experiments that examined self-motion perception with auditory cues. Results confirm the finding of decruitment for a sweeping broadband sound source that decreases at various rates of acceleration. Furthermore, the phenomenon of decruitment was greatly diminished at higher accelerations indicating that this phenomenon is likely correlated to the lowest rate at which listeners can perceive a change in intensity.</ABSTRACT>
	<URL>Proceedings/2007/ZikovitzKapralos2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Fagerloenn, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Expressive Musical Warning Signs</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>430-436</PAGES>
	<KEYWORDS>
		<KEYWORD>Warning</KEYWORD>
		<KEYWORD>signals,</KEYWORD>
		<KEYWORD>Music,</KEYWORD>
		<KEYWORD>Semantics</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Warning signals are often very simple and monotone sounds. This paper focuses on taking a more musical approach to the design of warnings and alarms than has been the case in the past. We present an experimental pilot study in which we explore the possibilities of using short musical pieces as warning signals in a vehicle cab. In the study, 18 experienced drivers experienced five different driving scenarios with different levels of urgency. Each scenario was presented together with an auditory icon, a traditional abstract warning sound, and a musical warning sound designed in collaboration with a composer. The test was carried out in an ``audio-only'' environment. Drivers were required to rate the perceived urgency, annoyance and appropriateness for every sound. They also had a chance to talk freely about the different warning signals. The results indicate interestingly that drivers may be able to understand the intended meaning of musical warning signals. It seems like the musical warning signals may prove useful primarily in situations of low and medium levels of urgency.</ABSTRACT>
	<URL>Proceedings/2007/Fagerloenn2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>McGregor, I.</AUTHOR>
		<AUTHOR>Crerar, A.</AUTHOR>
		<AUTHOR>Benyon, D.</AUTHOR>
		<AUTHOR>Leplatre, G.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Establishing Key Dimensions for Reifying Soundfields and Soundscapes from Auditory Professionals</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>364-371</PAGES>
	<KEYWORDS>
		<KEYWORD>Soundfields,</KEYWORD>
		<KEYWORD>Soundscapes,</KEYWORD>
		<KEYWORD>Classification,</KEYWORD>
		<KEYWORD>Measurement,</KEYWORD>
		<KEYWORD>Description,</KEYWORD>
		<KEYWORD>Visualization</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper presents a unique insight into the way acousticians, computing specialists and sound designers describe the dimensions of sound they use. Seventy-five audio professionals completed a detailed questionnaire created to elicit common definitions of the words noise and soundscape, and to establish common methods of reifying sound, architectural acoustics and hearing abilities. The responses in have contributed to a better understanding of sound from a practitioner's perspective, the impact of the physical environment on sound perception and also effects experienced by those with hearing difficulties. We report a method of data analysis and that is appropriate for use by diverse groups of professionals engaged in the design and evaluation of auditory displays for shared environments. This research suggests that a far simpler approach to the measurement and evaluation of sounds and soundscapes is practiced than might be assumed from studying the exhaustive lists of measures and methods detailed in current textbooks and published standards.</ABSTRACT>
	<URL>Proceedings/2007/McGregorCrerar2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Song, H. J.</AUTHOR>
		<AUTHOR>Beilharz, K.</AUTHOR>
		<AUTHOR>Cabrera, D.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Evaluation of Spatial Presentation in Sonification for Identifying Concurrent Audio Streams</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>285-292</PAGES>
	<KEYWORDS>
		<KEYWORD>Spatialization,</KEYWORD>
		<KEYWORD>HRTF,</KEYWORD>
		<KEYWORD>Spatial</KEYWORD>
		<KEYWORD>separation,</KEYWORD>
		<KEYWORD>stream</KEYWORD>
		<KEYWORD>segregation</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>The ultimate goal of sonification is to transfer information effectively to listeners. While there is a large amount of multidisciplinary investigation in the field of psychoacoustic, psychology, cognition and human computer interaction, sonification design still lacks empirical evidence on which to base design decisions [1]. This paper presents an empirical investigation of spatialization, which can provide one or more dimensions for auditory display. It focuses, in particular, on evaluating spatial presentation in sonification so as to enhance pattern identification when two audio streams are played simultaneously. Hence it aims to develop design decisions that benefit from effective information representation. The sounds were created for binaural reproduction using nonindividual head-related transfer functions. The results reported are based on the listeners' performance within two display modes: (i) two co-located streams and (ii) two streams spatially separated at static locations. It concludes with ideas for future improvements and developments for this type of sonification.</ABSTRACT>
	<URL>Proceedings/2007/SongBeilharz2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Suzuki, Y.</AUTHOR>
		<AUTHOR>Yairi, S.</AUTHOR>
		<AUTHOR>Iwaya, Y.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Effect of Large System Latency of Virtual Auditory Display on Listener's Head Movement in Sound Localization Task</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>24-31</PAGES>
	<KEYWORDS>
		<KEYWORD>Binaural</KEYWORD>
		<KEYWORD>Technology,</KEYWORD>
		<KEYWORD>System</KEYWORD>
		<KEYWORD>Latency,</KEYWORD>
		<KEYWORD>Head</KEYWORD>
		<KEYWORD>Movements,</KEYWORD>
		<KEYWORD>Head-Tracking</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Virtual Auditory Display (VAD) technology is expected to enable the development of new communication tools and many other related applications. However, in computer-network-based communications, large latencies can sometimes occur. Therefore, the influence of large system latency (SL), up to 2 s, on VAD-based sound localization tasks was investigated in terms of the precision and time course of sound localization performance by listeners engaged in head movements. A software VAD system developed by the authors on a Linux PC (with SL of 12 ms) was used in the experiments. Listeners were asked to indicate the location of a virtual sound source by moving their heads in order to face the direction of the perceived sound image. Virtual sound sources were presented to the listeners with one of seven amounts of system latency (12, 50, 100, 200, 500, 1000 and 2000 ms). While the latency detection threshold has been estimated as an SL of about 75 ms, no significant influence on accuracy of sound localization was observed for any of the tested SLs. On the other hand, the time to conclude the sound localization increased as the SL increased. Moreover, a remarkable overshoot was observed in the listener's head movement particularly when SL was greater than 500 ms. This strongly suggests that the tolerable SL caused by network communications should be kept smaller than 500 ms for VAD applications.</ABSTRACT>
	<URL>Proceedings/2007/SuzukiYairi2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Ozcan, E.</AUTHOR>
		<AUTHOR>van Egmond, R.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>How Well Do We Identify Product Sounds?</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>234-241</PAGES>
	<KEYWORDS>
		<KEYWORD>lexical</KEYWORD>
		<KEYWORD>associations,</KEYWORD>
		<KEYWORD>identification,</KEYWORD>
		<KEYWORD>causal</KEYWORD>
		<KEYWORD>uncertainty,</KEYWORD>
		<KEYWORD>ambiguity,</KEYWORD>
		<KEYWORD>product</KEYWORD>
		<KEYWORD>sounds,</KEYWORD>
		<KEYWORD>ergonomics</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>The lexical associations for a set of 29 product sounds were determined in two experiments. Experiment 1 showed that listeners fail in correctly identifying a product sound in a free identification task and naming errors occur during labeling because of high perceptual similarities. Experiment 2 investigated the number and variety of lexical associations a product sound may have in semantic memory and determined the causal uncertainty values for product sounds. The results indicate that product sounds are not lexically well represented in memory and that identification accuracy decreases with high causal uncertainty. Findings suggest that auditory information from product sounds may be semantically represented in memory, but these representations for some sounds are fuzzy and not easily accessible.</ABSTRACT>
	<URL>Proceedings/2007/OzcaqnvanEgmond2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Payling, D.</AUTHOR>
		<AUTHOR>Mills, S.</AUTHOR>
		<AUTHOR>Howle, T.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Hue Music - Creating Timbral Soundscapes from Coloured Pictures</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>91-97</PAGES>
	<KEYWORDS>
		<KEYWORD>Colour,</KEYWORD>
		<KEYWORD>Timbre,</KEYWORD>
		<KEYWORD>Aesthetics,</KEYWORD>
		<KEYWORD>Pictures</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper discusses a technique to convert 2 dimensional images into music by associating hue values with timbres. The colour information in 2D still images was used to drive an 8 channel timbral audio mixer. 8 musical timbres were recorded to represent 8 hue values and these timbres were changed in amplitude dependent on the quantity of each hue in the image. A maximum of 64 blue `pixel-blocks' for example resulted in a sound that was exclusively the timbre associated with blue. The technique is successful for enhancing some images but not others but after some familiarisation it is possible to distinguish the timbres and therefore to identify the colour composition of the picture through audio alone.</ABSTRACT>
	<URL>Proceedings/2007/PaylingMills2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Reissell, L. M.</AUTHOR>
		<AUTHOR>Pai, D. K.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>High-Resolution Analysis and Resynthesis of Environmental Impact Sounds</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>189-196</PAGES>
	<KEYWORDS>
		<KEYWORD>sound,</KEYWORD>
		<KEYWORD>estimation,</KEYWORD>
		<KEYWORD>synthesis,</KEYWORD>
		<KEYWORD>contact,</KEYWORD>
		<KEYWORD>impact,</KEYWORD>
		<KEYWORD>conditioning,</KEYWORD>
		<KEYWORD>ESPRIT,</KEYWORD>
		<KEYWORD>least</KEYWORD>
		<KEYWORD>squares</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Impact sounds produced by everyday objects are an important source of information about contact interactions in virtual environments and auditory displays. Impact signals also provide a rich class of real and synthetic percussive musical sounds. However, their perceptually acceptable resynthesis and modification requires accurate estimation of mode parameters, which has proved difficult using traditional methods. In this paper we describe some of the problems posed by impact phenomena when applying standard methods, and present a phase-constrained high-resolution algorithm which allows more accurate estimation of modes and amplitudes for impact signals. The phase-constrained algorithm is based on least squares estimation, with initial estimates obtained from a modified ESPRIT algorithm, and it produces better resynthesis results than previously used methods. We give examples with everyday object impact sounds.</ABSTRACT>
	<URL>Proceedings/2007/ReissellPai2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Brazil, E.</AUTHOR>
		<AUTHOR>Fernstroem, M.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Investigating Ambient Auditory Information Systems</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>326-333</PAGES>
	<KEYWORDS>
		<KEYWORD>Ambient</KEYWORD>
		<KEYWORD>Display,</KEYWORD>
		<KEYWORD>Auditory</KEYWORD>
		<KEYWORD>Icon,</KEYWORD>
		<KEYWORD>Awareness,</KEYWORD>
		<KEYWORD>Opportunistic</KEYWORD>
		<KEYWORD>Interactions</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper discusses an exploration using a concurrent auditory displays for awareness and lightweight interactions. The design of this type of system and comparisons to existing awareness tools are discussed. The auditory display system in this exploration was designed to explore, using concurrent auditory icons, the issue of group awareness. The sounds used in this auditory display where selected based on their identification derived from individual's personal constructs using the Repertory Grid Technique. The system was designed to create a `soundscape' of concurrent ecological sounds mapped to the individual's availability and to the group activities, respectively. In this paper we present an auditory display using auditory icons to create an interactive soundscape that support opportunistic interactions and awareness. Presence and activity are conveyed by changes in the soundscape. Our goal in this work is to explore the potential of this type of system for supporting awareness and lightweight interactions.</ABSTRACT>
	<URL>Proceedings/2007/BrazilFernstroem2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Droumeva, M.</AUTHOR>
		<AUTHOR>de Castell, S.</AUTHOR>
		<AUTHOR>Wakkary, R.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Investigating Sound Intensity Gradients as Feedback for Embodied Learning</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>403-410</PAGES>
	<KEYWORDS>
		<KEYWORD>Embodied</KEYWORD>
		<KEYWORD>learning,</KEYWORD>
		<KEYWORD>auditory</KEYWORD>
		<KEYWORD>display</KEYWORD>
		<KEYWORD>design,</KEYWORD>
		<KEYWORD>participatory</KEYWORD>
		<KEYWORD>design,</KEYWORD>
		<KEYWORD>sound</KEYWORD>
		<KEYWORD>intensity</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper explores an intensity-based approach to sound feedback in systems for embodied learning. We describe a theoretical framework, design guidelines, and the implementation of and results from an informant workshop. The specific context of embodied activity is considered in light of the challenges of designing meaningful sound feedback, and a design approach is shown to be a generative way of uncovering significant sound design patterns. The exploratory workshop offers preliminary directions and design guidelines for using intensity-based ambient sound display in interactive learning environments. The value of this research is in its contribution towards the development of a cohesive and ecologically valid model for using audio feedback in systems, which can guide embodied interaction. The approach presented here suggests ways that multi-modal auditory feedback can support interactive collaborative learning and problem solving.</ABSTRACT>
	<URL>Proceedings/2007/DroumevadeCastell2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Haas, E. C.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Integrating Auditory Warnings with Tactile Cues in Multimodal Displays for Challenging Environments</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>126-130</PAGES>
	<KEYWORDS>
		<KEYWORD>auditory,</KEYWORD>
		<KEYWORD>tactile,</KEYWORD>
		<KEYWORD>multimodal</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>In battlefield environments of the future, auditory warnings may be integrated with tactile cues in multimodal displays. The U.S. Army is exploring the use of audio and tactile multimodal displays in applications such as the human robotic interface (HRI) to enhance Soldier performance in controlling battlefield robots. Particularly important issues in the Army HRI, as in many challenging environments, include maintaining user spatial situation awareness and providing warning signals for safety hazards. This paper will describe current research in audio and tactile display design for HRI and other applications. Best practices for integrating audio with tactile signals will be described, as well as design issues that need to be resolved.</ABSTRACT>
	<URL>Proceedings/2007/Haas2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>MacVeigh, R.</AUTHOR>
		<AUTHOR>Jacobson, R. D.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Increasing the Dimensionality of a Geographic Information System (GIS) Using Auditory Display</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>530-535</PAGES>
	<KEYWORDS>
		<KEYWORD>Geographic</KEYWORD>
		<KEYWORD>Information</KEYWORD>
		<KEYWORD>Systems,</KEYWORD>
		<KEYWORD>GIS,</KEYWORD>
		<KEYWORD>mapping,</KEYWORD>
		<KEYWORD>image</KEYWORD>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>auditory</KEYWORD>
		<KEYWORD>map</KEYWORD>
		<KEYWORD>display,</KEYWORD>
		<KEYWORD>spatial</KEYWORD>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>audio</KEYWORD>
		<KEYWORD>mapping,</KEYWORD>
		<KEYWORD>locational</KEYWORD>
		<KEYWORD>sound</KEYWORD>
		<KEYWORD>mapping</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper describes a way to incorporate sound into a raster based classified image. Methods for determining the sound location, amplitude, type and how to create a layer to store the information are described. Hurdles are discussed and suggestions of how to overcome them are presented. As humans we rely on our senses to help us navigate the world. Sight, sound, touch, taste, and smell; they all help us perceive our environment. Although we sometimes take vision for granted, all our other senses play as important of a role in our daily lives. Even with all these senses at our disposal, the conventional GIS very uncommonly do much more than convey their information visually. We demonstrate an auditory display with a sample implementation using a classified raster image, commonly used in a GIS analysis. This was achieved using a spatial sonification algorithm initially created in a Java environment. The ultimate aim of this work is to develop an interactive mapping technology that fully incorporates auditory display, over a variety of platforms and applications. Such a tool would have the potential be of great benefit for displaying multivariate information in complex information displays.</ABSTRACT>
	<URL>Proceedings/2007/MacVeighJacobson2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Mauney, L. M.</AUTHOR>
		<AUTHOR>Walker, B. N.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Individual Differences and the Field of Auditory Display: Past Research, A Present Study, and an Agenda for the Future</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>386-390</PAGES>
	<KEYWORDS>
		<KEYWORD>Individual</KEYWORD>
		<KEYWORD>Differences,</KEYWORD>
		<KEYWORD>Auditory</KEYWORD>
		<KEYWORD>Display,</KEYWORD>
		<KEYWORD>Cognitive,</KEYWORD>
		<KEYWORD>Musical</KEYWORD>
		<KEYWORD>Abilities</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>There has been some interest in the study of individual differences in the field of auditory displays, but we argue that there is a much greater potential than has been realized, to date. Relevant types of individual differences that may be applicable to interpreting auditory information include perceptual abilities, cognitive abilities, musical abilities, and learning styles. There are many measures of these individual differences available; however, they have not been thoroughly utilized in the auditory display arena. We discuss several types of individual differences relevant to auditory displays. We then present some examples of past research, along with the results of a current investigation of individual differences in auditory displays. Finally, we propose an agenda as to what research and tests should be used to further study this area.</ABSTRACT>
	<URL>Proceedings/2007/MauneyWalker2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Oliveros, P.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Improvising with Spaces</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>68-72</PAGES>
	<KEYWORDS>
		<KEYWORD>Spatial</KEYWORD>
		<KEYWORD>Music,</KEYWORD>
		<KEYWORD>Surround</KEYWORD>
		<KEYWORD>Sound</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper explores qualitative changes that occur in voices and instruments in relationships with changing spaces ordinarily held in a stationary paradigm of performance practice, spatial transformations and the effect on sounds in multi-channel speaker systems. Digital technology allows one to compose and improvise with acoustical characteristics and change the apparent space during a musical performance. Sounds can move in space and space can morph and change affecting the sounds. Space is an integral part of sound. One cannot exist without the other. Varieties of sounds and spaces combine in symbiotic relationships that range from very limited to very powerful for the interweaving expressions of the music, architectures and audiences.</ABSTRACT>
	<URL>Proceedings/2007/Oliveros2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Pauletto, S.</AUTHOR>
		<AUTHOR>Hunt, A.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Interacting with Sonifications: An Evaluation</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>519-525</PAGES>
	<KEYWORDS>
		<KEYWORD>interaction,</KEYWORD>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>evaluation</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>The aim of the experiment described in this paper is to evaluate and compare three different methods for interacting with an algorithm for the sonification of data streams. The experiment was carried out using an existing Interactive Sonification Toolkit as a high fidelity prototype. The experiment focused on measuring and comparing the efficiency and effectiveness of three interaction methods which differ in the degree of real-time control allowed to the user. Subjects were also asked to answer a questionnaire which gathered information about their perception of using the different interaction methods. The experiment shows that the method providing the lowest degree of real-time control to the user is the least efficient. This method is also perceived to be the least pleasant, fast, clear and intuitive. There are no significant differences in terms of effectiveness and efficiency for the remaining two methods both in terms of objective measures and user perception. Finally the method allowing a medium degree of control to the user is judged to be significantly more pleasant than the others.</ABSTRACT>
	<URL>Proceedings/2007/PaulettoHunt2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Reiter, U.</AUTHOR>
		<AUTHOR>Weitzel, M.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Influence of Interaction on Perceived Quality in Audiovisual Applications: Evaluation of Cross-Modal Influence</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>380-385</PAGES>
	<ABSTRACT>This paper presents a subjective assessment among 32 test subjects performed to investigate the question of possible cross-modal division of attention in interactive audiovisual application systems. We give an overview on recent related research, and we describe in detail the experimental setup, the procedure and the analysis of the data obtained. As a result, the experiment described here verifies that interaction or task can have an influence upon the perceived audio quality, even if the interaction / task is performed in another modality.</ABSTRACT>
	<URL>Proceedings/2007/ReiterWeitzel2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Nees, M. A.</AUTHOR>
		<AUTHOR>Walker, B. N.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Listener, Task, and Auditory Graph: Toward a Conceptual Model of Auditory Graph Comprehension</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>266-273</PAGES>
	<KEYWORDS>
		<KEYWORD>Auditory</KEYWORD>
		<KEYWORD>Graphs,</KEYWORD>
		<KEYWORD>Sonification,</KEYWORD>
		<KEYWORD>Psychological</KEYWORD>
		<KEYWORD>Models,</KEYWORD>
		<KEYWORD>Individual</KEYWORD>
		<KEYWORD>Differences,</KEYWORD>
		<KEYWORD>Task</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Auditory graph design and implementation often has been subject to criticisms of arbitrary or atheoretical decision-making processes in both research and application. Despite increasing interest in auditory displays coupled with more than two decades of auditory graph research, no theoretical models of how a listener processes an auditory graph have been proposed. The current paper seeks to present a conceptual level account of the factors relevant to the comprehension of auditory graphs by human listeners. We attempt to make links to the relevant literature on basic auditory perception, and we offer explicit justification for, or discussion of, a number of common design practices that are often justified only implicitly or by intuition in the auditory graph literature. Finally, we take initial steps toward a qualitative, conceptual level model of auditory graph comprehension that will help to organize the available data on auditory graph comprehension and make predictions for future research and applications with auditory graphs</ABSTRACT>
	<URL>Proceedings/2007/NeesWalker2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Palladino, D. K.</AUTHOR>
		<AUTHOR>Walker, B. N.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Learning Rates for Auditory Menus Enhanced with Spearcons Versus Earcons</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>274-279</PAGES>
	<KEYWORDS>
		<KEYWORD>Spearcons,</KEYWORD>
		<KEYWORD>Earcons,</KEYWORD>
		<KEYWORD>Auditory</KEYWORD>
		<KEYWORD>Icons,</KEYWORD>
		<KEYWORD>Speech</KEYWORD>
		<KEYWORD>Interfaces,</KEYWORD>
		<KEYWORD>Menu</KEYWORD>
		<KEYWORD>Navigation,</KEYWORD>
		<KEYWORD>Auditory</KEYWORD>
		<KEYWORD>Menus</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Increasing the usability of menus on small electronic devices is essential due to their increasing proliferation and decreasing physical sizes in the marketplace. Auditory menus are being studied as an enhancement to the menus on these devices. This study compared the learning rates for earcons (hierarchical representations of menu locations using musical tones) and spearcons (compressed speech) as potential candidates for auditory menu enhancement. We found that spearcons outperformed earcons significantly in rate of learning. We also found evidence that spearcon comprehension was enhanced by a brief training cycle, and that participants considered the process of learning spearcons much easier than the same process using earcons. Since the efficiency of learning and the perceived ease of use of auditory menus will increase the likelihood they are embraced by those who need them, this paper presents compelling evidence that spearcons may be the superior choice for such applications.</ABSTRACT>
	<URL>Proceedings/2007/PalladinoWalker2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Simpson, B. D.</AUTHOR>
		<AUTHOR>Brungart, D. S.</AUTHOR>
		<AUTHOR>Gilkey, R. H.</AUTHOR>
		<AUTHOR>Iyer, N.</AUTHOR>
		<AUTHOR>Hamil, J. T.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Localization in Multiple Source Environments: Localizing the Missing Source</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>280-284</PAGES>
	<KEYWORDS>
		<KEYWORD>sound</KEYWORD>
		<KEYWORD>localization,</KEYWORD>
		<KEYWORD>multiple</KEYWORD>
		<KEYWORD>sources</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Experience in real-world listening situations suggests that listeners, in general, have a great deal of spatial information about multiple concurrent sounds in an auditory scene. Despite this, laboratory data would suggest that listeners should operate quite poorly in such environments. This study employed environmental sounds that would naturally occur in real-world auditory environments and measured sound localization in auditory scenes containing 1, 2, 4, 6, or 8 concurrent sounds. The identifying feature of the target was that it was the only sound deleted from the multiple-source auditory scene at the end of an observation interval of a specific duration (2.5, 4.5, 6.5, or 8.5 sec). The results indicate that localization can be surprisingly good in complex auditory scenes. However, as an auditory scene becomes more complex, listeners appear to benefit from longer exposure to the scene in order to accurately judge the location of a change in the scene. [Work supported by AFOSR.]</ABSTRACT>
	<URL>Proceedings/2007/SimpsonBrungart2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Baier, G.</AUTHOR>
		<AUTHOR>Hermann, T.</AUTHOR>
		<AUTHOR>Stephani, U.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Multi-Channel Sonification of Human EEG</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>491-496</PAGES>
	<KEYWORDS>
		<KEYWORD>Event-based sonification</KEYWORD>
		<KEYWORD>epilepsy, spatio-temporal patterns</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>The electroencephalogram (EEG) provides a diagnostically important stream of multivariate data of the activity of the human brain. Various EEG sonification strategies have been proposed but auditory space has rarely been used to give cues about the location of specific events. Here we introduce a multivariate event-based sonification that, in addition to displaying salient rhythms, uses pitch and spatial location to provide such cues. Using clinical recordings with epileptic seizures we demonstrate how the spatio-temporal characteristics of EEG rhythms can be perceived in such sonifications.</ABSTRACT>
	<URL>Proceedings/2007/BaierHermann2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Bonebright, T. L.</AUTHOR>
		<AUTHOR>Nees, M. A.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Memory for Auditory Icons and Earcons with Localization Cues</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>419-422</PAGES>
	<ABSTRACT>This study was designed to test whether associations between visual icons on a computer screen and auditory icons (environmental sounds that have a direct association with an object) or earcons (synthetic sounds that have no direct association with an object) are easier to learn. In addition, localization of sound presentation relative to the position of the icons on the screen was tested. Results revealed that participants made faster and more correct matches between visual icons and auditory icons than between visual icons and earcons. The results also suggested that localization may be a useful cue for learning the associations between icons and their auditory counterparts; however, more research is needed to provide conclusive evidence.</ABSTRACT>
	<URL>Proceedings/2007/BonebrightNees2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Mariette, N.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Mitigation of Binaural Front-Back Confusions by Body Motion in Audio Augmented Reality</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>38-44</PAGES>
	<KEYWORDS>
		<KEYWORD>front-back</KEYWORD>
		<KEYWORD>localization,</KEYWORD>
		<KEYWORD>binaural,</KEYWORD>
		<KEYWORD>mobile</KEYWORD>
		<KEYWORD>audio</KEYWORD>
		<KEYWORD>augmented</KEYWORD>
		<KEYWORD>reality</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Front-back confusions are a well-known phenomenon of spatial hearing whereby the listener incorrectly localizes a source to its mirror image position across the frontal plane. This type of localization error can occur for real and synthetically spatialised sound sources. Experiments have shown the listener can resolve front-back ambiguities by rotating their head; also that sound source movement can resolve confusions if the listener is aware of the intended direction of source movement. The present outdoors experiment studies the mitigation of front-back confusions for synthetic binaural spatial audio interactive with body movement but not head-turns. This partly disabled mobile augmented reality system renders sound source positions relative to the world reference frame, (so the listener may walk past a stationary spatialised sound), but it renders instantaneous source bearing relative to the listener's reference frame. Experiment participants walked past synthetic binaural sound sources with initial azimuths of $\pm$(40$\,^{\circ}$, 60$\,^{\circ}$, 80$\,^{\circ}$, 100$\,^{\circ}$, 120$\,^{\circ}$ and 140$\,^{\circ}$) and initial distance of 20 metres. Walk distances were chosen to result in azimuth changes of 4$\,^{\circ}$, 8$\,^{\circ}$, 12$\,^{\circ}$ and 16$\,^{\circ}$ between initial and final source bearings. Each factor combination resulted in a corresponding source distance change over the course of the walk. Front or back judgments of the initial source positions were recorded before and after walking. Results show statistically significant improvement of front-back localization for source azimuth changes of 12$\,^{\circ}$ or 16$\,^{\circ}$, and source distance changes of at least 0.21 of the initial distance.</ABSTRACT>
	<URL>Proceedings/2007/Mariette2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Visell, Y.</AUTHOR>
		<AUTHOR>Cooperstock, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Modeling and Continuous Sonification of Affordances for Gesture-Based Interfaces</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>423-429</PAGES>
	<ABSTRACT>Sonification can play a significant role in facilitating continuous, gesture-based input in closed loop human computer interaction, where it offers the potential to improve the experience of users, making systems easier to use by rendering their inferences more transparent. The interactive system described here provides a number of gestural affordances which may not be apparent to the user through a visual display or other cues, and provides novel means for navigating them with sound or vibrotactile feedback.The approach combines machine learning techniques for understanding a user's gestures, with a method for the auditory display of salient features of the underlying inference process in real time. It uses a particle filter to track multiple hypotheses about a user's input as the latter is unfolding, together with Dynamic Movement Primitives, introduced in work by Schaal et al [1][2], which model a user's gesture as evidence of a nonlinear dynamical system that has given rise to them. The sonification is based upon a presentation of features derived from estimates of the time varying probability that the user's gesture conforms to state trajectories through the ensemble of dynamical systems. We propose mapping constraints for the sonification of time-dependent sampled probability densities. The system is being initially assessed with trial tasks such as a figure reproduction using a multi degree-of-freedom wireless pointing input device, and a handwriting interface.</ABSTRACT>
	<URL>Proceedings/2007/VisellCooperstock2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>de Campo, A.</AUTHOR>
		<AUTHOR>Hoeldrich, R.</AUTHOR>
		<AUTHOR>Eckel, G.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>New Sonification Tools for EEG Data Screening and Monitoring</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>536-542</PAGES>
	<KEYWORDS>
		<KEYWORD>EEG</KEYWORD>
		<KEYWORD>data</KEYWORD>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>sonification</KEYWORD>
		<KEYWORD>design,</KEYWORD>
		<KEYWORD>user</KEYWORD>
		<KEYWORD>interaction</KEYWORD>
		<KEYWORD>design</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper describes two software implementations for EEG data screening and realtime monitoring by means of sonification. Both have been designed in close collaboration with our partner institutions. Both tools were tested in depth with volunteers, and then tested with the expert users they are intended for, i.e. neurologists working with EEG data. In the course of these tests, a number of improvements to the designs were realised; tests and the final versions of the tools are described in detail. The scope of the paper is intended to provide an integrated description and analysis of all aspects of the design process from sonification design issues to interaction choices to user acceptance.</ABSTRACT>
	<URL>Proceedings/2007/deCampoHoeldrich2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Menzies, D.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Nearfield Synthesis of Complex Sources with High-Order Ambisonics, and Binaural Rendering</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>45-52</PAGES>
	<ABSTRACT>A scheme is presented for encoding general complex sources in high-order Ambisonic soundfields, with control over position and orientation. Also reviewed is related work by the author on the binaural rendering of nearfield sources, accounting fully for the physical constraints of this problem. Together these developments provide a means for creating high quality nearfield auditory displays over headphones.</ABSTRACT>
	<URL>Proceedings/2007/Menzies2007a.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Grond, F.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Organized Data for Organized Sound Space Fitting Curves in Sonification</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>476-482</PAGES>
	<KEYWORDS>
		<KEYWORD>Space</KEYWORD>
		<KEYWORD>filling</KEYWORD>
		<KEYWORD>curves,</KEYWORD>
		<KEYWORD>data</KEYWORD>
		<KEYWORD>handling,</KEYWORD>
		<KEYWORD>sonification</KEYWORD>
		<KEYWORD>of</KEYWORD>
		<KEYWORD>high</KEYWORD>
		<KEYWORD>dimensional</KEYWORD>
		<KEYWORD>data,</KEYWORD>
		<KEYWORD>interactive</KEYWORD>
		<KEYWORD>sonification</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>In this paper, we introduce space filling curves (SFC) as a useful possibility to organize data for sonification. First, we give a brief overview about the history of SFCs and their graphical construction. Then we focus on the mapping properties of SFCs from 2D to one dimension. We present the acoustic results of an implementation of the described method, in which we took the Hilbert curve as one particular example of an SFC. The actual sonification program features different methods for real-time interaction. These methods take advantage of the particular properties of SFCs. We further discuss their restrictions, how they can be circumvented, and give an outlook to future applications, where we also make suggestions as to how the properties of SFCs can be combined with methods of data reduction.</ABSTRACT>
	<URL>Proceedings/2007/Grond2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Frauenberger, C.</AUTHOR>
		<AUTHOR>Stockman, T.</AUTHOR>
		<AUTHOR>Bourguet, M.L.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Pattern Design in the Context Space A Methodological Framework for Auditory Display Design</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>513-518</PAGES>
	<KEYWORDS>
		<KEYWORD>Design</KEYWORD>
		<KEYWORD>theory,</KEYWORD>
		<KEYWORD>Design</KEYWORD>
		<KEYWORD>patterns,</KEYWORD>
		<KEYWORD>Framework</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Common practice in the design of auditory display is hardly ever based on any structured design methodology. This leaves audio being widely underused or used inappropriately and inefficiently. We analyse the current status of research in this context and develop requirements for a methodological framework for auditory display design. Based on these requirements, we have created a framework of methods to capture, transfer and apply design knowledge based on design patterns - paco ad. We present the context space as the organising principle to conceptualise the design space facilitating the matching of design knowledge with solutions and the workflow. Finally, we elaborate on how we intend to evaluate the framework and how it can be supported by tools.</ABSTRACT>
	<URL>Proceedings/2007/FrauenbergerStockman2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Guillaume, A.</AUTHOR>
		<AUTHOR>Rivenez, M.</AUTHOR>
		<AUTHOR>Andeol, G.</AUTHOR>
		<AUTHOR>Pellieux, L.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Perception of Urgency and Spatialization of Auditory Alarms</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>160-166</PAGES>
	<ABSTRACT>Alarms can be spatialized in new human-machine interfaces. This includes the perception of distance at different points in space. The aim of this work was to study the interferences between the perception of distance and the perception of urgency. Two experiments used common stimuli. These were sounds recorded on a dummy head from a white noise emitted from 8 directions in the azimuth plane and at 3 distances, inside a closed, empty room. The sounds were then loudness equalized. Experiment 1 consisted of presenting the sounds in pairs to the listeners, who had to designate the sound which was perceived as the most urgent. The results show that, for the same distance, the level of urgency is greater when the virtual source is at $\pm$90$\,^{\circ}$. They also show two types of responses concerning the links between the perception of distance and urgency. Certain listeners perceive near sounds as the most urgent, while others perceive distant sounds as the most urgent. Experiment 2 is a control experiment to check that perception of distance is preserved for these loudness equalized sounds.</ABSTRACT>
	<URL>Proceedings/2007/GuillaumeRivenez2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Jung, R.</AUTHOR>
		<AUTHOR>Schwartz, T.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Peripheral Notification with Customized Embedded Audio Cues</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>221-229</PAGES>
	<KEYWORDS>
		<KEYWORD>soundscapes,</KEYWORD>
		<KEYWORD>non-speech</KEYWORD>
		<KEYWORD>audio</KEYWORD>
		<KEYWORD>cues,</KEYWORD>
		<KEYWORD>positioning</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Peripheral notification services allow users to monitor information with less distraction of attendees in their surrounding. In the majority of cases, the information is provided by visual displays that often have several disadvantages, e.g. the lack of privacy or the user is locally bounded to the surrounding of the display. In this paper, we introduce an approach for a discreet notification of persons in multi-user environments. In particular, we use the current user position to provide a personalized and locationaware notification service with non-speech audio cues embedded in aesthetic background music. Thereby we enriched the music, and especially the notification audio cues, with functionality to influence the perception and to control the attention of the listeners. These functional pieces of music should stay in the peripheral background to avoid too much attention. The used ambient soundscapes and the set of corresponding notification instruments were composed and recorded by ourselves. The development process including compositional constraints with respect to auditive perception and emotional effects raised by music will also be introduced in this paper as well as the nomadic event notification service which includes our indoor positioning system for mobile devices.</ABSTRACT>
	<URL>Proceedings/2007/JungSchwartz2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>McCormick, C. M.</AUTHOR>
		<AUTHOR>Flowers, J. H.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Perceiving the Relationship Between Discrete and Continuous Data: A Comparison of Sonified Data Display Formats</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>293-298</PAGES>
	<KEYWORDS>
		<KEYWORD>Sonification,</KEYWORD>
		<KEYWORD>perception</KEYWORD>
		<KEYWORD>of</KEYWORD>
		<KEYWORD>covariation,</KEYWORD>
		<KEYWORD>auditory</KEYWORD>
		<KEYWORD>graphs,</KEYWORD>
		<KEYWORD>multivariate</KEYWORD>
		<KEYWORD>data</KEYWORD>
		<KEYWORD>display</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This study compared the effectiveness of two auditory display designs for conveying the relationship between discrete and continuous data. Participants judged the relationship between simulated data representing ``sea temperature,'' (a continuous variable) and ``storm occurrence'' (a categorical variable) by rating the strength of covariation between these variables and qualitatively describing the relationship for one of two types of auditory displays. One format integrated the representation of storms and sea temperature into a single pitch-varying ``stream'' by signaling storms occurrence by momentary amplitude and timbre changes. The other format presented the storm occurrence information as atonal percussive events separate from the pitchvarying stream that represented temperature. While both formats led to statistically equivalent proportions of verbal descriptions of the temperature-storm relationships present in the simulated data samples, the integrated display produced higher correlations between ratings of the strength of the temperature-storm relationship and the actual storm-temperature covariation present within each data sample.</ABSTRACT>
	<URL>Proceedings/2007/McCormickFlowers2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Menzies, D.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Physical Audio for Virtual Environments, Phya in Review</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>197-202</PAGES>
	<ABSTRACT>A review is presented of a library that has emerged out of the development of physical audio capability within a physical computer game environment. Technical aspects are covered with emphasis on practical requirements, as well as broader issues concerning the uptake of audio modeling within industry. Some future directions are considered.</ABSTRACT>
	<URL>Proceedings/2007/Menzies2007b.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Usher, J.</AUTHOR>
		<AUTHOR>Martens, W. L.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Perceived Naturalness of Speech Sounds Presented Using Personalized Versus Non-Personalized HRTFs</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>10-16</PAGES>
	<KEYWORDS>
		<KEYWORD>HRTF,</KEYWORD>
		<KEYWORD>ILD,</KEYWORD>
		<KEYWORD>individualization,</KEYWORD>
		<KEYWORD>personalization,</KEYWORD>
		<KEYWORD>naturalness,</KEYWORD>
		<KEYWORD>auditory</KEYWORD>
		<KEYWORD>scene</KEYWORD>
		<KEYWORD>analysis</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Speech sound sources were spatially processed using measured HRTF data that were obtained from nine individuals. The speech signals were auditioned via headphones by two groups of listeners via a paired comparison task in which listeners were asked to judge which of two stimuli sounded more natural. One group of listeners was composed of those whose HRTFs had been used to create subsets of the stimuli that were presented, while a second group of listeners were never presented with stimuli that were processed using their own HRTFs. Results from the first group showed that stimuli generated using an individual's own HRTFs will not necessarily be judged as more natural than those generated using HRTF data from other individuals. However, this was not because one set of HRTF data gave the most natural listening experience for all listeners, since the stimulus ranked highest differed between individuals. An analysis of the Interaural Level Difference (ILD) showed that the frequency dependence of ILD for an individual's HRTFs was quite similar to that of the HRTFs that produced for them an auditory image that was ranked as the most natural sounding. The results suggest that the interaural spectral difference presented via HRTF-based processing can affect perceived naturalness as strongly as the overall spectral shape that is related to source tone coloration.</ABSTRACT>
	<URL>Proceedings/2007/UsherMartens2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Hermann, T.</AUTHOR>
		<AUTHOR>Bunte, K.</AUTHOR>
		<AUTHOR>Ritter, H.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Relevance-Based Interactive Optimization of Sonification</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>461-467</PAGES>
	<KEYWORDS>
		<KEYWORD>Sonification,</KEYWORD>
		<KEYWORD>Data</KEYWORD>
		<KEYWORD>Mining,</KEYWORD>
		<KEYWORD>Evolutionary</KEYWORD>
		<KEYWORD>Algorithms,</KEYWORD>
		<KEYWORD>Parameter</KEYWORD>
		<KEYWORD>Mapping</KEYWORD>
		<KEYWORD>Sonification</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper presents a novel approach for the interactive optimization of sonification parameters. In a closed loop, the system automatically generates modified versions of an initial (or previously selected) sonification via gradient ascend or evolutionary algorithms. The human listener directs the optimization process by providing relevance feedback about the perceptual quality of these propositions. In summary, the scheme allows users to bring in their perceptual capabilities without burdening them with computational tasks. It also allows for continuous update of exploration goals in the course of an exploration task. Finally, Interactive Optimization is a promising novel paradigm for solving the mapping problems and for a user-centred design of auditory display. The paper gives a full account on the technique, and demonstrates the optimization at hand of synthetic and real-world data sets.</ABSTRACT>
	<URL>Proceedings/2007/HermannBunte2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Wallis, I.</AUTHOR>
		<AUTHOR>Ingalls, T.</AUTHOR>
		<AUTHOR>Rikakis, T.</AUTHOR>
		<AUTHOR>Olsen, L.</AUTHOR>
		<AUTHOR>Chen, Y.</AUTHOR>
		<AUTHOR>Xu, W.</AUTHOR>
		<AUTHOR>Sundaram, H.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Real-Time Sonification of Movement for an Immersie Stroke Rehabilitation Environment</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>497-503</PAGES>
	<KEYWORDS>
		<KEYWORD>biofeedback,</KEYWORD>
		<KEYWORD>sonification</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper describes a novel and functional application of data sonification as an element in an immersive stroke rehabilitation system. For two years, we have been developing a task-based experiential media biofeedback system that incorporates musical feedback as a means to maintain patient interest and impart movement information to the patient. This paper delivers project background, system goals, a description of our system including an in-depth look at our audio engine, and lastly an overview of proof of concept experiments with both unimpaired subjects and actual stroke patients suffering from right-arm impairment.</ABSTRACT>
	<URL>Proceedings/2007/WillisIngalls2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Avanzini, F.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Synthesis of Environmental Sounds in Interactive Multimodal Systems</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>181- 188</PAGES>
	<KEYWORDS>
		<KEYWORD>Environmental</KEYWORD>
		<KEYWORD>sounds,</KEYWORD>
		<KEYWORD>multimodal</KEYWORD>
		<KEYWORD>rendering,</KEYWORD>
		<KEYWORD>physical</KEYWORD>
		<KEYWORD>models</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This review paper discusses the literature on perception and synthesis of environmental sounds. Relevant studies in ecological acoustics and multimodal perception are reviewed, and physicallybased sound synthesis techniques for various families of environmental sounds are compared. Current research directions and open issues, including multimodal interfaces and virtal environments, automatic recognition and classification, and sound design, are discussed. The focus is especially on applications of physically based techniques for synthesis of environmental sounds in interactive multimodal systems. The paper reports on ongoing research on bimodal (audio-haptic) rendering of virtual objects.</ABSTRACT>
	<URL>Proceedings/2007/Avanzini2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Bliss, J.</AUTHOR>
		<AUTHOR>Spain, R.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Sonification and Reliability - Implications for Signal Design</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>154-159</PAGES>
	<KEYWORDS>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>reliability,</KEYWORD>
		<KEYWORD>trust</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Sonifications of complex data streams represent a new way for task designers to convey important information to task operators. In recent years, researchers have applied sonification technology in a variety of task domains, including medical device monitoring, complex task instruction, and visualization of data streams and sets. The use of sonifications as emergency signals has been suggested as a way to convey continuous task state information to operators. However, researchers have focused mostly on acoustic properties of sonifications, and have not considered operator trust of them. Past research has shown predictable operator trust-driven reactions to conventional alarms. It is necessary to extend such investigations to sonifications, so that designers may know whether sonifications might represent a technological solution to foster more rapid and appropriate real-time trust calibration by task operators. In this paper, we describe prior research with alarm mistrust, and highlight the potential benefits of further research combining signal reliability and sonification.</ABSTRACT>
	<URL>Proceedings/2007/BlissSpain2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Cabrera, D.</AUTHOR>
		<AUTHOR>Ferguson, S.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Sonification of Sound: Tools for Teaching Acoustics and Audio</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>483-490</PAGES>
	<KEYWORDS>
		<KEYWORD>education,</KEYWORD>
		<KEYWORD>sonification</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper describes a collection of examples of how the teaching of acoustics and technical audio may be aided through sonification. Examples are fixed demonstrations, small programs in Max/MSP, and sonifications as part of a sound analysis program (PsySound3) developed by the authors. Examples include auditory graphs of frequency-dependent parameters used in architectural acoustics, sonifications of room modal distributions, sonifications of room impulse responses, simplification of input sound using spectral moments and the Hilbert transform, interactive sonification of head-related transfer functions and vowel formants, and sonifications of sound analysis parameters, including the output of psychoacoustical models.</ABSTRACT>
	<URL>Proceedings/2007/CabreraFerguson2007b.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Davison, B. K.</AUTHOR>
		<AUTHOR>Walker, B. N.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Sonification Sandbox Reconstruction: Software Standard for Auditory Graphs</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>509-512</PAGES>
	<KEYWORDS>
		<KEYWORD>Sonification</KEYWORD>
		<KEYWORD>Sandbox,</KEYWORD>
		<KEYWORD>auditory</KEYWORD>
		<KEYWORD>graphs,</KEYWORD>
		<KEYWORD>Java</KEYWORD>
		<KEYWORD>sound</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>We report on an overhaul to the Sonification Sandbox. The Sonification Sandbox provides a cross-platform, flexible tool for converting tabular information into a descriptive auditory graph. It is implemented in Java, using the Java Sound API to generate MIDI output. An improved modular code structure provides a strong user interface and model framework for auditory graph representation and manipulation. A researcher can integrate part or the entire program into a different experimental implementation. The upgraded Sonification Sandbox provides a rich description of the auditory graph representation that can be saved or exported into various file formats. This description includes data representations of pitch, timbre, polarity, pan, and volume, along with graph contexts analogous to visual graph axes. Applications for the Sonification Sandbox include experimentation with various sonification techniques, data analytics beyond visualization, science education, auditory display for the blind, and musical interpretation of data.</ABSTRACT>
	<URL>Proceedings/2007/DavisonWalker2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Franinovic, K.</AUTHOR>
		<AUTHOR>Hug, D.</AUTHOR>
		<AUTHOR>Visell, Y.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Sound Embodied: Explorations of Sonic Interaction Design for Everyday Objects in a Workshop Setting</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>334-341</PAGES>
	<ABSTRACT>We describe an emergent field of considerable relevance to the auditory display community &acirc;€“ that of sonic interaction design for everyday artifacts. It is positioned at the intersection of auditory display, product interaction design, and ubiquitous computing. We describe an exploration of this field that we have undertaken in a workshop setting, with an international mix of designers, students and researchers, aimed at investigating new roles for auditory display in everyday products, and possible methodologies for designing them. In this paper, we define sonic interaction design, describe the outcome of this workshop, which has been planned as the first in a series, and indicate future directions. We point to new research initiatives, including the European project CLOSED (Closing the Loop of Sound Evaluation and Design), which aims at providing new tools that are needed by designers working in this emerging field.</ABSTRACT>
	<URL>Proceedings/2007/FraninovicHug2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Guastavino, C.</AUTHOR>
		<AUTHOR>Larcher, V.</AUTHOR>
		<AUTHOR>Catusseau, G.</AUTHOR>
		<AUTHOR>Boussard, P.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Spatial Audio Quality Evaluation: Comparing Transaural, Ambisonics and Stereo</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>53-59</PAGES>
	<KEYWORDS>
		<KEYWORD>Multi-Channel</KEYWORD>
		<KEYWORD>Audio,</KEYWORD>
		<KEYWORD>Perceptual</KEYWORD>
		<KEYWORD>Evaluation</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Two experiments were conducted to investigate perceptual differences between three sound recording and reproduction techniques, namely transaural, ambisonics and stereophony, in terms of spatial quality (Exp.1) and localization (Exp. 2) on a variety of sound material. Results indicate a strong contrast between ambisonics and the other two techniques. Specifically, ambisonics provides a good sense of immersion and envelopment but a poor localization and readability of the scene, while stereophony and transaural provide a precise localization and a good readability but lack immersion and envelopment. These results suggest that a trade-off between immersion and precision may be difficult to achieve using these techniques.</ABSTRACT>
	<URL>Proceedings/2007/GuastavinoLarcher2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Ibrahim, A.</AUTHOR>
		<AUTHOR>Hunt, A.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Systematic Usability Inspection Approach for Sonification Applications</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>453-460</PAGES>
	<KEYWORDS>
		<KEYWORD>Usability,</KEYWORD>
		<KEYWORD>Inspection,</KEYWORD>
		<KEYWORD>Applications,</KEYWORD>
		<KEYWORD>Sonification</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>In previously reported research, most sonification designers have needed to develop at least a working prototype for user testing. The results are interpreted and analysed to look for possible problems and solutions to further improve the design. This paper introduces a new systematic usability inspection approach for the design of sonification applications design before they go to the initial development phase. This process gives an alternative for designers to evaluate their design, detect possible problems and improve the design before they start developing it. It uses two of our models - the Sonification Application (SA) model and the User Interpretation Construction (UIC) model. In this paper we discuss the steps of this process, which include preparing inspection materials, implementing inspection and managing the results.</ABSTRACT>
	<URL>Proceedings/2007/IbrahimHunt2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Kainulainen, A.</AUTHOR>
		<AUTHOR>Turunen, M.</AUTHOR>
		<AUTHOR>Hakulinen, J.</AUTHOR>
		<AUTHOR>Melto, A.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Soundmarks in Spoken Route Guidance</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>107-111</PAGES>
	<KEYWORDS>
		<KEYWORD>Soundmarks,</KEYWORD>
		<KEYWORD>Speech</KEYWORD>
		<KEYWORD>User</KEYWORD>
		<KEYWORD>Interfaces,</KEYWORD>
		<KEYWORD>Public</KEYWORD>
		<KEYWORD>Transport,</KEYWORD>
		<KEYWORD>Pedestrian</KEYWORD>
		<KEYWORD>Route</KEYWORD>
		<KEYWORD>Guidance,</KEYWORD>
		<KEYWORD>Soundscapes</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Route guidance is an emerging mobile computing application domain. Soundscapes or acoustic environments are a perceptually important part of people's location awareness and navigation. In this paper, we present how nonspeech audio can be used to complement speechbased and graphical route information in mobile public transport guidance. We present TravelMan, a mobile multimodal pedestrian and public transport route guidance application. Based on TravelMan, we also present a soundmarkbased route description design. Auditory icons describe methods of transport and identify spatial points of interest. They support users as a less intrusive, awareness supporting information source. Initial test results indicate that combining speech and nonspeech sounds are not a trivial task, and that there is need for further development.</ABSTRACT>
	<URL>Proceedings/2007/KainulainenTurunen2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Nasir, T.</AUTHOR>
		<AUTHOR>Roberts, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Sonification of Spatial Data</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>112-119</PAGES>
	<KEYWORDS>
		<KEYWORD>Sonification,</KEYWORD>
		<KEYWORD>spatial</KEYWORD>
		<KEYWORD>data</KEYWORD>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>information</KEYWORD>
		<KEYWORD>representation</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Sonification is the use of sound and speech to represent information. There are many sonification examples in the literature from simple realizations such as a Geiger counter to representations of complex geological features. The data that is being represented can be either spatial or non-spatial. Specifically, spatial data contains positional information; the position either refers to an exact location in the physical world or in an abstract virtual world. Likewise, sound itself is spatial: the source of the sound can always be located. There is obviously a synergy between spatial data and sonification. Hence, this paper reviews the sonification of spatial data and investigates this synergy. We look at strategies for presentation, exploration and what spatial interfaces and devices developers have used to interact with the sonifications. Furthermore we discuss the duality between spatial data and various sonification methodologies.</ABSTRACT>
	<URL>Proceedings/2007/NasirRoberts2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Nickerson, L. V.</AUTHOR>
		<AUTHOR>Stockman, T.</AUTHOR>
		<AUTHOR>Thiebaut, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Sonifying the London Underground Real-Time-Disruption Map</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>252-257</PAGES>
	<KEYWORDS>
		<KEYWORD>Auditory</KEYWORD>
		<KEYWORD>interfaces,</KEYWORD>
		<KEYWORD>overviews,</KEYWORD>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>accessibility,</KEYWORD>
		<KEYWORD>mobile</KEYWORD>
		<KEYWORD>computing.</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>In mobile computing, there is a need for interfaces that better suit the context of use. Auditory interfaces have the potential to address the limitations of small screens and support eyes-free tasks. In order to fill this gap, we must develop more fluid and usable auditory interfaces. A key aspect of this is understanding the process of designing overviews. In this work, we describe a conceptual strategy for providing an overview of disruptions in the London Underground: The approach adopted is based on what information is perceived as most crucial to the user.</ABSTRACT>
	<URL>Proceedings/2007/NickersonStockman2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Oren, M.</AUTHOR>
		<AUTHOR>Harding, C.</AUTHOR>
		<AUTHOR>Bonebright, T.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Speed Sonic Across the Span: A Platform Audio Game</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>247-251</PAGES>
	<KEYWORDS>
		<KEYWORD>Audio</KEYWORD>
		<KEYWORD>Game,</KEYWORD>
		<KEYWORD>Game</KEYWORD>
		<KEYWORD>Design,</KEYWORD>
		<KEYWORD>Audio</KEYWORD>
		<KEYWORD>Cues,</KEYWORD>
		<KEYWORD>Spatial</KEYWORD>
		<KEYWORD>Sound,</KEYWORD>
		<KEYWORD>Auditory</KEYWORD>
		<KEYWORD>Icons,</KEYWORD>
		<KEYWORD>Accessability</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>We describe the sound design and initial user study of an audio game created for gamers with visual impairments. Despite the wild popularity of platform games such as Super Mario [1] and the development of many audio games over the past decade, the platform genre has so far been all but ignored by audio game designers. To fill this gap and to add to the limited entertainment choices visually impaired gamers have, we developed a platform game that can be played via an audio-only interface. We conducted a study to test our game and audio design choices, to measure the users' performance and to find out if the game was fun to play. This usability study used 9 participants who played the game as a traditional video game (audio-visual input) and 9 participants who played the game as a pure audio game (audioonly input). The results show that, although it took the audioonly group considerably longer to play through the game, they did not make significantly more mistakes and they seemed to find the audio-only version challenging, yet enjoyable.</ABSTRACT>
	<URL>Proceedings/2007/OrenHarding2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Pirhonen, A.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Semantics of Sounds and Images - Can They Be Paralleled?</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>319-326</PAGES>
	<KEYWORDS>
		<KEYWORD>non-speech</KEYWORD>
		<KEYWORD>sound,</KEYWORD>
		<KEYWORD>semantics</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper presents a practical and simple web based test to survey the semantics of non-speech sounds in relation to simple images with a wide variety of users. The main findings from the data colleted are presented. A case study of how changes in pitch are related to the interpretation of short non-speech sounds is discussed based on the results of the semantic tests. Finally the experiment method itself is discussed in terms of its appropriateness for the analysis of the semantics of non- speech sound.</ABSTRACT>
	<URL>Proceedings/2007/Pirhonen2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Rouben, A.</AUTHOR>
		<AUTHOR>Terveen, L.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Speech and Non-Speech Audio: Navigational Information and Cognitive Load</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>468-476</PAGES>
	<KEYWORDS>
		<KEYWORD>Navigation,</KEYWORD>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>speech,</KEYWORD>
		<KEYWORD>cognitive</KEYWORD>
		<KEYWORD>load,</KEYWORD>
		<KEYWORD>secondary</KEYWORD>
		<KEYWORD>task</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Cell phones and other mobile devices let people receive information anywhere, anytime. Navigation information &acirc;€“ directions and distance to a destination, interesting nearby locations, etc. &acirc;€“ is especially promising. However, there are challenges to delivering information on a cell phone, particularly with a GUI. GUIs aren't ideal when a person's visual attention is elsewhere, e.g., scanning for landmarks, assessing safety, etc. And they don't work at all for blind people, who particularly need navigation assistance. Our work responds to this challenge. We investigate the use of two non-visual techniques for delivering navigation information, speech and sonification [[3], . We conducted an experiment to compare user performance with and preference for the two techniques, in both single task (navigate to a target) and dual task (navigate to a target and respond to an auditory stimulus) conditions. Users performed better with and preferred sonification in both conditions. We discuss the implications of these results for the design of navigation aids.</ABSTRACT>
	<URL>Proceedings/2007/RoubenTerveen2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Vogt, K.</AUTHOR>
		<AUTHOR>Plessas, W.</AUTHOR>
		<AUTHOR>de Campo, A.</AUTHOR>
		<AUTHOR>Frauenberger, C.</AUTHOR>
		<AUTHOR>Eckel, G.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Sonification of Spin Models. Listening to Phase Transitions in the Ising and Potts Model.</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>258-265</PAGES>
	<ABSTRACT>In the interdisciplinary research project SonEnvir, we used sound to perceptualise data stemming from spin models. The advantages herein lie in the possibility of displaying more dimensions than in visual representation on one hand, and in the potential of the human auditory system on the other. Spin models provide an interesting test case for sonification in physics, as they model complex systems that are dynamically evolving and not satisfactorily visualisable. While the theoretical background is largely understood, their phase transitions have been an interesting subject for studies for decades, and results in this field can be applied to many scientific domains. Also, most classical methods of solving spin models rely on mean values, whereas especially at the critical point of phase transition the fluctuations of single spins are their most important feature. We found that sound is an ideal display mode to study these fluctuations and the dynamic evolution of the whole model. Our sonifications allow for identifying the different phases easily, independent of the dimension of the model and the number of spin states. Also one gets a first idea about the order of the phase transition.</ABSTRACT>
	<URL>Proceedings/2007/VogtPlessas2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Wersenyi, G.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Simulation of Small Head-Movements on a Virtual Audio Display Using Headphone Playback and HRTF Synthesis</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>73-78</PAGES>
	<KEYWORDS>
		<KEYWORD>Spatialization,</KEYWORD>
		<KEYWORD>HRTF,</KEYWORD>
		<KEYWORD>localization</KEYWORD>
		<KEYWORD>error,</KEYWORD>
		<KEYWORD>GUIB</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>Correct determination of sound source location often fails during headphone playback in virtual simulation. Among other cues, small movements of the head are considered to be important in free-field listening to avoid in-the-head localization and/or front-back reversals. Up-to-date virtual reality simulators are able to locate the head's actual position, and through proper feedback, real-time update of the actual HRTFs can be realized for a better spatial simulation. This study uses the BEACHTRON sound card and its HRTFs for simulating small head-movements by randomly moving the simulated sound source to emulate head movements. This method does not need any additional equipment or feedback. Results of a listening test with 50 subjects demonstrate the applicability of this procedure focusing on resolving in-the-head localization and front-back reversals. The investigation was made on the basis of the former GUIB (Graphical User Interface for Blind persons) project.</ABSTRACT>
	<URL>Proceedings/2007/Wersenyi2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Worrall, D.</AUTHOR>
		<AUTHOR>Bylstra, M.</AUTHOR>
		<AUTHOR>Barrass, S.</AUTHOR>
		<AUTHOR>Dean, R.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Sonify: The Design of an Extendable Software Framework for Sonfication Research and Auditory Display</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>445-452</PAGES>
	<KEYWORDS>
		<KEYWORD>sonification</KEYWORD>
		<KEYWORD>software,</KEYWORD>
		<KEYWORD>open</KEYWORD>
		<KEYWORD>source,</KEYWORD>
		<KEYWORD>python</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>The need for better software tools was highlighted in the 1997 Sonification Report [1]. It included some general proposals for adapting sound synthesis software to the needs of sonification research. Now, a decade later, it is evident that the demands on software by sonification research are greater than those afforded by music composition and sound synthesis software. This paper compares some major contributions made towards achieving the Report's proposals with current sonification demands and outlines SoniPy, a broader and more robust model which can integrate the expertise and prior development of software components using a public-domain community-development approach.</ABSTRACT>
	<URL>Proceedings/2007/WorrallBylstra2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>de Campo, Alberto</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Toward a data sonification design space map</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>342-347</PAGES>
	<KEYWORDS>
		<KEYWORD>Sonification</KEYWORD>
		<KEYWORD>Theory,</KEYWORD>
		<KEYWORD>Sonification</KEYWORD>
		<KEYWORD>Design</KEYWORD>
		<KEYWORD>Strategies</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>We propose a systematic approach for reasoning about experimental sonification designs for a given type of dataset. Starting from general data properties, the approach recommends initial strategies, and lists possible refinements to consider in the design process. An overview of the strategies included is presented as a mental (and visual) map, and the refinement steps to consider correspond to movements on the map. The main purpose of this approach is to extract 'theory' from 'observation' (in our case, of design practice), similar to grounded theory in sociology [1]: to make implicit knowledge (often expressed in 'natural' ad hoc decisions by sonification experts) explicit and thus available for reflection, discussion, learning, and application in design work. This approach is the result of analysing design sessions which took place in an interdisciplinary sonification workshop 'Science By Ear' [2], held in March 2006. In order to explain the concept in practice as well, a set of workshop sessions on one dataset is analysed here in the terms proposed.</ABSTRACT>
	<URL>Proceedings/2007/deCampo2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Hetzler, S. M.</AUTHOR>
		<AUTHOR>Tardiff, R. M.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>The Three ``R''s: Real Students in Real Time Doing Real Work Learning Calculus</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>396-402</PAGES>
	<KEYWORDS>
		<KEYWORD>Auditory</KEYWORD>
		<KEYWORD>Graphs,</KEYWORD>
		<KEYWORD>Sonification</KEYWORD>
		<KEYWORD>Applications,</KEYWORD>
		<KEYWORD>Teaching</KEYWORD>
		<KEYWORD>with</KEYWORD>
		<KEYWORD>Sonification</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>In this paper, we describe sonifications designed to teach calculus of a single real variable, and report on how students in a typical class perform using these sonifications. We draw three conclusions from this evidence. First, even relatively weak students in an introductory calculus course can, with little specialized instruction, learn to interpret such sonifications quickly. Next, sonifications designed to engage students and containing sufficient audio cues have the potential to improve learning in calculus. Last, such sonifications can easily be integrated into a typical calculus class, for typical calculus students.</ABSTRACT>
	<URL>Proceedings/2007/HetzlerTardiff2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Roginska, A.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>The Influence of Presentation Speed and Spatial Location on Reaction Time to Auditory Displays</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>17-23</PAGES>
	<KEYWORDS>
		<KEYWORD>Auditory</KEYWORD>
		<KEYWORD>displays,</KEYWORD>
		<KEYWORD>Spatialization,</KEYWORD>
		<KEYWORD>HRTF,</KEYWORD>
		<KEYWORD>Attention,</KEYWORD>
		<KEYWORD>Presentation</KEYWORD>
		<KEYWORD>speed</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>To gain a better understanding of what parameters influence the redirection of attention to auditory stimuli, principal spatiotemporal factors and their affect on subjects' focus were studied during a categorization task. Factors studied include presentation speed, stimulus location on the horizontal plane, for sounds perceived to be internalized and externalized. Statistically significant results indicate that 1) stimuli perceived inside the head result in a faster response than externalized stimuli, 2) response time does not change linearly with presentation speed, rather, there is an optimal presentation rate at which the response time if fastest, 3) stimuli presented in the frontal hemisphere are attended to faster than those in the back hemisphere. These findings indicate the existence of key factors influencing subjects' performance in attending to auditory stimuli.</ABSTRACT>
	<URL>Proceedings/2007/Roginska2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Stockman, Tony</AUTHOR>
		<AUTHOR>Rajgor, Neil</AUTHOR>
		<AUTHOR>Metatla, Oussama</AUTHOR>
		<AUTHOR>Harrar, Lila</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>The design of interactive audio soccer</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>526-529</PAGES>
	<KEYWORDS>
		<KEYWORD>interactive</KEYWORD>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>audio</KEYWORD>
		<KEYWORD>game,</KEYWORD>
		<KEYWORD>spatial</KEYWORD>
		<KEYWORD>sound</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>The questions involved in the design of an interactive, audio only computer-based football game are explored. The game design process starts by exploring basic questions such as size of playing area, orientation, awareness of team mates and opponents and basic navigation. The project goes on to explore more advanced design issues, not addressed by previous audio only ball games, involving the provision of a multi-player perspective, requiring the provision of an intuitive means of supporting changes in the focus of the interaction in audio. In general the dynamic, multi-player perspective poses interesting questions of how to provide real time and interactive sonification of ball and player positions and how these should be managed within the context of the changes in interaction focus mentioned above. A further interesting issue relates to how, within an auditory game context, to handle aspects of the game which are essentially silent, such as the sides of the pitch, positions of the goals and players who are not currently moving. To assist with these and other design questions, advice was sort from past and present players of the British blind soccer squad. The information gathered ranged from basic facts about the rules and conditions under which games are played, through to discussions about the role of echo location in providing an awareness of physical features of the pitch and the proximity of other players. This in turn led to the question of how realistically to present the information provided through echo location in a virtual auditory display. The paper concludes with a discussion of the potential roles of this type of system in team coaching, exploring the practical applications of audio game representations to realistic coaching scenarios.</ABSTRACT>
	<URL>Proceedings/2007/StockmanRajgor2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Rivenez, M.</AUTHOR>
		<AUTHOR>Andeol, G.</AUTHOR>
		<AUTHOR>Pellieux, L.</AUTHOR>
		<AUTHOR>Delor, C.</AUTHOR>
		<AUTHOR>Guillaume, A.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>Using 3d Sound to Track One of Two Non-Vocal Alarms</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>213-220</PAGES>
	<ABSTRACT>The sound environment of present day cockpits is extremely dense and pilots experience a constant auditory overload. Todays technology enables us to virtually spatialize sound data using 3D sound. One way of limiting the auditory overload is to spatialize sound data in the headsets. Recent studies in fact show an improvement in the capacity to extract a simultaneous target verbal message from masker messages with separation of the messages in azimuth or in elevation. To our knowledge, the benefit of spatial separation of non-verbal data such as alarms has not been studied. The aim of this study was to evaluate the contribution of spatial separation in azimuth and in elevation to the ability to extract and track a non-vocal alarm type sound sequence simultaneously with a sequence of the same type. We used a detection paradigm with temporal irregularity in a target sequence interleaved with a distracting sequence. We tested the effect of virtual spatial separation between the target and distracting sequences in azimuth (separation of 0$\,^{\circ}$, 10$\,^{\circ}$, 20$\,^{\circ}$, 30$\,^{\circ}$, 40$\,^{\circ}$, 50$\,^{\circ}$ and 60$\,^{\circ}$) and in elevation (separation of 0$\,^{\circ}$, 10$\,^{\circ}$, 20$\,^{\circ}$, 30$\,^{\circ}$, 40$\,^{\circ}$, 50$\,^{\circ}$, 60$\,^{\circ}$ and 70$\,^{\circ}$) using 3D sound. Two sides were explored: the front and left sides for the azimuth parameter; the front and top sides for the elevation parameter. Participants also had to perform a localization task for each sound used in the experiment. The results showed improvements of temporal irregularity detection performance as the separation in azimuth or in elevation increased. For the azimuth parameter, this improvement was enhanced in the front side as compared with the left one. No effect of the side was observed for the elevation parameter. Performance improvement with spatial separation seemed to relate to the target and mask sequence spatial separation for the azimuth parameter but not for the elevation one as expressed by the localization performances.</ABSTRACT>
	<URL>Proceedings/2007/RivenezAndeol2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Wozniewski, M.</AUTHOR>
		<AUTHOR>Settel, Z.</AUTHOR>
		<AUTHOR>Cooperstock, J. R.</AUTHOR>
	</AUTHORS>
	<YEAR>2007</YEAR>
	<TITLE>User-Specific Audio Rendering and Steerable Sound for Distributed Virtual Environments</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Scavone, Gary P.</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 13th International Conference on Auditory Display (ICAD2007)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Montreal, Canada</PLACE_PUBLISHED>
	<PUBLISHER>Schulich School of Music, McGill University</PUBLISHER>
	<PAGES>98-101</PAGES>
	<KEYWORDS>
		<KEYWORD>multi-user,</KEYWORD>
		<KEYWORD>spatialization,</KEYWORD>
		<KEYWORD>3-D</KEYWORD>
		<KEYWORD>arrangement</KEYWORD>
		<KEYWORD>of</KEYWORD>
		<KEYWORD>DSP,</KEYWORD>
		<KEYWORD>steerable</KEYWORD>
		<KEYWORD>audio</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>We present a method for user-specific audio rendering of a virtual environment that is shared by multiple participants. The technique differs from methods such as amplitude differencing, HRTF filtering, and wave field synthesis. Instead we model virtual microphones within the 3-D scene, each of which captures audio to be rendered to a loudspeaker. Spatialization of sound sources is accomplished via acoustic physical modelling, yet our approach also allows for localized signal processing within the scene. In order to control the flow of sound within the scene, the user has the ability to steer audio in specific directions. This paradigm leads to many novel applications where groups of individuals can share one continuous interactive sonic space.</ABSTRACT>
	<URL>Proceedings/2007/WozniewskiStettel2007.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Lesoinne, S.</AUTHOR>
		<AUTHOR>Werner, N.</AUTHOR>
		<AUTHOR>Embrechts, J. J.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>3D real-time auralization with separate rendering of direct sound, reflections and directional late reverberation</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>234-237</PAGES>
	<ABSTRACT>Auralization in room acoustics is created by the convolution of an anechoic audio signal with the RIR (room impulse response), either computed or measured at the receiver location. This paper addresses the directional RIRs computed by ray tracing and presents a technique to improve the directionality of the DRIR (directional room impulse response) introduced in [1]. This improvement consists in providing each component of the direct sound and first reflections (up to a given order) separately of directional late reverberation which is still computed as in [1].</ABSTRACT>
	<URL>Proceedings/2006/LesoinneWerner2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Beilharz, K.</AUTHOR>
		<AUTHOR>Ferguson, S.</AUTHOR>
		<AUTHOR>Song, H. J.</AUTHOR>
		<AUTHOR>Cabrera, D.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>An interactive approach for teaching information sonification</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>164-171</PAGES>
	<ABSTRACT>Teaching sonification is interdisciplinary and multifaceted. It includes areas such as information graphing, auditory parameters for representation, psychoacoustics affected by the context and combination of parameters, auditory cognition, programming and foundational synthesis or sound production. The interactive pedagogical method presented here fuses these elements in a real-time interactive environment for learning and experimentation in order to familiarise students with basic concepts and develop an understanding of the interdependencies. It allows the student to listen and interact with instructive examples, quickly evaluate the efficacy of different display possibilities, move through the material at their own pace, investigate further online reading lists, and eventually helps them build their own sonifications. This paper describes pedagogical software that integrates these disciplines.</ABSTRACT>
	<URL>Proceedings/2006/BeilharzFerguson2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Brown, A.</AUTHOR>
		<AUTHOR>Stevens, R.</AUTHOR>
		<AUTHOR>Pettifer, S.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Audio representation of graphs: a quick look</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>83-90</PAGES>
	<ABSTRACT>This paper examines the use of audio glances for giving an impression of the size, complexity and topology of abstract graphs. The first step in nearly all reading tasks, but particularly those of complex structured information such as equations, tables and diagrams, is a glance. This brief high-level overview of the information allows the reader to start to understand the nature of his task, and to develop strategies for reading. Yet a glance is currently unavailable to visually impaired readers. We describe an algorithm for generating earcons that present such glances through non-speech sound. An evaluation demonstrated that these were successful in conveying an impression of a graph to sighted volunteers. The success of this evaluation means visually impaired readers can now start their graph-based tasks with some of the benefits a glance can bring.</ABSTRACT>
	<URL>Proceedings/2006/BrownStevens2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Kainulainen, A.</AUTHOR>
		<AUTHOR>Turunen, M.</AUTHOR>
		<AUTHOR>Hakulinen, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>An architecture for presenting auditory awareness information in pervasive computing environments</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>121-128</PAGES>
	<ABSTRACT>In this paper we present how awareness can be supported in pervasive computing environments through auditory information. We introduce an application which uses soundscapes to support people's awareness of each other's presence in an office environment. We describe several techniques for construction and control of such soundscapes. Finally, we present an architecture for designing and controlling soundscapes. The architecture is based on managers, agents, evaluators, a blackboard information storage, and a control language, it emphasizes reusability and extensibility, and it is built upon a common system framework.</ABSTRACT>
	<URL>Proceedings/2006/KainulainenTurunen2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>McGookin, D.</AUTHOR>
		<AUTHOR>Brewster, S.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Advantages and issues with concurrent audio presentation as part of an auditory display</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>44-50</PAGES>
	<ABSTRACT>This paper presents an overview of the concurrent presentation of sound as part of an auditory display. The reasons why designers would wish to use concurrent sound presentation (such as increasing communication bandwidth and allowing comparisons between data to be more easily made) are discussed and examples given. The paper then discusses the problems that can occur when sounds are concurrently presented before summarising and critically evaluating work by the authors on the identification of concurrently presented earcons.</ABSTRACT>
	<URL>Proceedings/2006/McGookinBrewster2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Milczynski, m.</AUTHOR>
		<AUTHOR>Hermann, T.</AUTHOR>
		<AUTHOR>Bovermann, T.</AUTHOR>
		<AUTHOR>Ritter, H.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>A malleable device with applications to sonification-based data exploration</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>69-76</PAGES>
	<KEYWORDS>
		<KEYWORD>HCI,</KEYWORD>
		<KEYWORD>Malleable</KEYWORD>
		<KEYWORD>User</KEYWORD>
		<KEYWORD>Interface,</KEYWORD>
		<KEYWORD>Tangible</KEYWORD>
		<KEYWORD>Computing,</KEYWORD>
		<KEYWORD>Model-based</KEYWORD>
		<KEYWORD>Sonification,</KEYWORD>
		<KEYWORD>Exploratory</KEYWORD>
		<KEYWORD>Data</KEYWORD>
		<KEYWORD>Analysis,</KEYWORD>
		<KEYWORD>Continuous</KEYWORD>
		<KEYWORD>interaction,</KEYWORD>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>evaluation</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This article introduces a novel human computer interaction device, developed in the scope of a Master's Thesis. The device allows continuous localized interaction by providing a malleable interaction surface. Diverse multi-finger as well as multi-handed manipulations can be applied. Furthermore, the device acts as a tangible user interface object, integrated into a tangible computing framework called tDesk. Software to convert the malleable element's shape into an internal surface representation has been developed. Malleable interactions are applied to a new Modelbased Sonification approach for exploratory data analysis. Highdimensional data are acoustically explored via their informative interaction sound in result to the user's excitation.</ABSTRACT>
	<URL>Proceedings/2006/MilczynskiHermann2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Sanderson, P.</AUTHOR>
		<AUTHOR>Eunice, S.</AUTHOR>
		<AUTHOR>Philippe, L.</AUTHOR>
		<AUTHOR>Alexandra, W.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Auditory alarms, medical standards, and urgency</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>24-27</PAGES>
	<ABSTRACT>A newly-released international standard for medical equipment alarms, IEC 60601-1-8, incorporates a long-standing suggestion that alarms should indicate their source through distinctive melodies. In this paper we examine this suggestion. We describe the proposed alarms, outline the history of the idea, and review recent research on the effectiveness of the alarms, some of it performed in our laboratory. Finally we discuss the concept of ``urgency mapping'' for alarms, noting where it may and may not be effective.</ABSTRACT>
	<URL>Proceedings/2006/SandersonEunice2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Walker, B. N.</AUTHOR>
		<AUTHOR>Godfrey, M. T.</AUTHOR>
		<AUTHOR>Orlosky, J. E.</AUTHOR>
		<AUTHOR>Bruce, C.</AUTHOR>
		<AUTHOR>Sanford, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Aquarium sonification: Soundscapes for accessible dynamic informal learning environments</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>238-241</PAGES>
	<ABSTRACT>Museums, science centers, zoos and aquaria are faced with educating and entertaining an increasingly diverse visitor population with varying physical and sensory needs. There are very few guidelines to help these facilities develop non-visual exhibit information, especially for dynamic exhibits. In an effort to make such informal learning environments (ILEs) more accessible to visually impaired visitors, the Georgia Tech Accessible Aquarium Project is studying auditory display and sonification methods for use in exhibit interpretation. The work presented here represents the initial tool building stage. We discuss the sonification system we are developing, and present some examples of the soundscape implementations that have been produced so far.</ABSTRACT>
	<URL>Proceedings/2006/WalkerGodfrey2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Cabrera, D.</AUTHOR>
		<AUTHOR>Ferguson, S.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Considerations arising from the development of auditory alerts for air traffic control consoles</TITLE>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>242-245</PAGES>
	<ABSTRACT>Previously, the authors reported in detail on the development of a set of auditory alerts for the air traffic control consoles now used throughout Australia [1]. The present paper briefly describes these alerts again, but focuses on the issues raised and lessons learnt in the development and evaluation process. It also presents preliminary results from a review, conducted seven months after implementation. The alerts are to be presented for discussion in the poster session.</ABSTRACT>
	<URL>Proceedings/2006/CabreraFerguson2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Margounakis, D.</AUTHOR>
		<AUTHOR>Politis, D.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Converting images to music using their colour properties</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>198-205</PAGES>
	<ABSTRACT>Music is associated to colors since ancient years. Different mappings between attributes of sound and images allow the efficient conversion between the two types of media. The proposed method for converting images to music using the concept of chromaticism provides the area of computer music with a parameterized environment for audio-visual presentations. The auditory display of colour images may bring the different ways that a listener perceives a musical piece (because of colour transitions) to light. A design template for chromatic synthesis is described. A short example, based on a graphical digital icon, demonstrates the preliminary results.</ABSTRACT>
	<URL>Proceedings/2006/MargounakisPolitis2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>McGookin, D.</AUTHOR>
		<AUTHOR>Brewer, S.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Contextual audio in haptic graph browsing</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>91-94</PAGES>
	<ABSTRACT>This paper presents a ``think-aloud'' study investigating the ability of visually impaired participants to make comparisons between haptic and audio line graphs. Graphs with two data series were presented. One data series was explored with a PHANTOM haptic device, whilst the other was sonified using one of two data - sound mappings. The results show that participants can make comparisons between the two lines. However, there is some cross-modal interference which makes it difficult to extract detailed information about the data series presented in audio.</ABSTRACT>
	<URL>Proceedings/2006/McGookinBrewster2006b.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Ohuchi, M.</AUTHOR>
		<AUTHOR>Iwaya, Y.</AUTHOR>
		<AUTHOR>Suzuki, Y.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Cognitive-map forming of the blind in virtual sound environment</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>1-7</PAGES>
	<ABSTRACT>This paper describes a new assistive technology for sightless persons based on a virtual auditory display (VAD). This system is intended to encourage its users to improve their map-forming skills and use them more efficiently while providing a safe virtual sound environment to virtually walk and navigate through. The VAD is a middle-ware software program called SiFASo (Simulative environment for acoustic 3D software), which is implemented onWindows XP (Microsoft Corp.). The system virtually realizes a sound maze through which a user navigates using a game controller instead of traveling physically. Two experiments were conducted to evaluate the practical effectiveness of this newly developed system. Firstly, it was examinedwhether participants were able to create corresponding tactile maps after walking through virtual sound mazes. Evaluation using bi-dimensional regression analyses and bi-dimensional correlation coefficients indicated that most participants were able to produce accurate cognitive maps. Secondly, an experiment to investigate whether the participants, after navigating through a virtual sound environment of an actual but unfamiliar building, could find their way on a real passage upon which the virtual environment was based. Results showed that three out of four participants were capable of completing the given tasks. This system is effective to promote the forming of cognitive maps or survey maps of users. For those reasons, it might be a useful tool for effectively training blind persons, thereby improving their orientation and mobility.</ABSTRACT>
	<URL>Proceedings/2006/OhuchiIwaya2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Liljedahl, M.</AUTHOR>
		<AUTHOR>Lefford, N.</AUTHOR>
		<AUTHOR>Lindberg, S.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Digiwall - an audio mostly game</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>246-249</PAGES>
	<ABSTRACT>DigiWall is a hybrid between a climbing wall and a computer game. The climbing grips are equipped with touch sensors and lights. The interface has no computer screen. Instead sound and music are principle drivers of DigiWall interaction models. The gaming experience combines sound and music with physical movement and the sparse visuals of the climbing grips. The DigiWall soundscape carries both verbal and nonverbal information. Verbal information includes instructions on how to play a game, scores, level numbers etc. Non-verbal information is about speed, position, direction, events etc. Many different types of interaction models are possible: competitions, collaboration exercises and aesthetic experiences.</ABSTRACT>
	<URL>Proceedings/2006/LiljedahlLefford2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Simpson, B. D.</AUTHOR>
		<AUTHOR>Brungart, D. S.</AUTHOR>
		<AUTHOR>Iyer, N.</AUTHOR>
		<AUTHOR>Gilkey, R. H.</AUTHOR>
		<AUTHOR>Hamil, J. T.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Detection and localization of speech in the presence of competing speech signals</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>129-133</PAGES>
	<ABSTRACT>Auditory displays are often used to convey important information in complex operational environments. One problem with these displays is that potentially critical information can be corrupted or lost when multiple warning sounds are presented at the same time. In this experiment, we examined a listener's ability to detect and localize a target speech token in the presence of from 1 to 5 simultaneous competing speech tokens. Two conditions were examined: a condition in which all of the speech tokens were presented from the same location (the `co-located' condition) and a condition in which the speech tokens were presented from different random locations (the `spatially separated' condition). The results suggest that both detection and localization degrade as the number of competing sounds increases. However, the changes in detection performance were found to be surprisingly small and there appeared to be little or no benefit of spatial separation for detection. Localization, on the other hand, was found to degrade substantially and systematically as the number of competing speech tokens increased. Overall, these results suggest that listeners are able to extract substantial information from these speech tokens even when the target is presented with 5 competing simultaneous sounds.</ABSTRACT>
	<URL>Proceedings/2006/SimpsonBrungart2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Brock, D.</AUTHOR>
		<AUTHOR>Martinson, E.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Exploring the utility of giving robots auditory perspective-taking abilities</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>250-253</PAGES>
	<ABSTRACT>This paper reports on work in progress to develop a computational auditory perspective taking system for a robot. Auditory perspective taking is construed as the ability to reason about inferred or posited factors that affect an addressee's perspective as a listener for the purpose of presenting auditory information in an appropriate and effective manner. High-level aspects of this aural interaction skill are discussed, and a prototype adaptive auditory display, implemented in the context of a robotic information kiosk, is described and critiqued. Additionally, a sketch of the design and goals of a user study planned for later this year is given. A demonstration of the prototype system will accompany the presentation of this research in the poster session.</ABSTRACT>
	<URL>Proceedings/2006/BrockMartinson2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>D'Inca, G.</AUTHOR>
		<AUTHOR>Mion, L.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Expressive audio synthesis: From performances to sounds</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>182-186</PAGES>
	<ABSTRACT>In this paper we present preliminary results on expressive synthesis of simple sounds; we control a small set of audio parameters derived from the analysis of simple musical gestures, in order to synthesize sounds with different expressions. Then, from results of listening tests, we show that a control strategy based on the deviations of parameters leads to an effective communication of expressive content, even if using a very simple rendering model.</ABSTRACT>
	<URL>Proceedings/2006/DincaMion2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Hoffman, M.</AUTHOR>
		<AUTHOR>Cook, P. R.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Feature-based synthesis for sonification and psychoacoustic research</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>254-257</PAGES>
	<ABSTRACT>We present a general framework for synthesizing audio manifesting arbitrary sets of perceptually motivated, quantifiable acoustic features. Much work has been done recently on finding acoustic features that describe perceptually relevant aspects of sound. The ability to synthesize sounds defined by arbitrary feature values would allow perception researchers to more directly generate stimuli ``to order,'' as well as providing an opportunity to directly test the perceptual relevance and characteristics of such features. The methods we describe also provide a straightforward way of approaching the problem of mapping from data to synthesis control parameters for sonification.</ABSTRACT>
	<URL>Proceedings/2006/HoffmanCook2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Brazil, E.</AUTHOR>
		<AUTHOR>Fernstroem, M.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Investigating concurrent auditory icon recognition</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>51-58</PAGES>
	<ABSTRACT>This paper an investigation of the identification of concurrently presented auditory icons1. The motivation for this work was to get a better understanding of the identification of an everyday sound scene. We collected a set of descriptions for a set of everyday sounds as classified by the participants, using their free text responses. Two different experiments were conducted. The first experiment used no sub-categorisation or classification information when choosing the auditory icons. The second experiment used object and action descriptors in the selection of auditory icons. Our hypotheses was that by ensuring auditory icons did not have the same object or action descriptors, the identification of auditory icons would improve. Both experiments used an onset-to-onset gap of 300 ms between auditory icons. The results show that when there was no overlap between the object and the action descriptors of the concurrent auditory icons, the identification of the auditory icons was significantly improved.</ABSTRACT>
	<URL>Proceedings/2006/BrazilFernstroem2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Guillaume, A.</AUTHOR>
		<AUTHOR>Rivenez, M.</AUTHOR>
		<AUTHOR>Chastres, V.</AUTHOR>
		<AUTHOR>Blancard, C.</AUTHOR>
		<AUTHOR>Pellieux, L.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Identification of environmental sounds: Role of rhythmic properties</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>258-261</PAGES>
	<ABSTRACT>Studies that have dealt with the effect of sound spectral and temporal properties on environmental sound identification have focused on a narrow range of sounds [1, 2, 3]. The purpose of the research was to evaluate the effect of sound temporal characteristics on the identification of 72 different environmental sounds, 29 of them having a rhythmic structure. We used a gating paradigm, involving a successive presentation of increasing increment of gates stimulus [4] that listeners had to identify. The minimum amount of time presentation (uniqueness point) for which an environmental sound was correctly recognized was recorded. We found that rhythmic sounds were identified earlier (tR = 160 ms) than non rhythmic (tNR = 239 ms). Furthermore, for rhythmic sounds, we observed a significant correlation between the uniqueness point and the duration of the first inter onset interval (r = 0.65). Our results suggest that sound rhythmic structure is an informative parameter in the identification process.</ABSTRACT>
	<URL>Proceedings/2006/GuillaumeRivenez2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Treeby, B. E.</AUTHOR>
		<AUTHOR>Paurobally, R. M.</AUTHOR>
		<AUTHOR>Pan, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Investigation of the effect of impedance on azimuth cues derived from spherical head models</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>223-226</PAGES>
	<ABSTRACT>Recent implementations of virtual sound using head related transfer functions often include an analytical low frequency diffraction model to reproduce stable azimuth cues which are independent of the quality and accuracy of high frequency pinnae data. This paper investigates the previously neglected effects of surface acoustic impedance on the salient azimuth cues produced by a single sphere diffraction model. Results indicate an increase in interaural level difference with both a decreasing impedance magnitude and an increasingly negative impedance phase component. The interaural time difference appears to be less sensitive to impedance changes although an increase is evident with a decreasing impedance magnitude, particularly for sources near the interaural axis. These changes produce offset interaural cues which correspond to a shift in source location in the virtual environment. The effect of incorporating a frequency dependent impedance based on the approximate acoustic properties of hair is also discussed.</ABSTRACT>
	<URL>Proceedings/2006/TreebyPaurobally2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Yairi, S.</AUTHOR>
		<AUTHOR>Iwaya, Y.</AUTHOR>
		<AUTHOR>Suzuki, Y.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Investigation of system latency detection threshold of virtual auditory display</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>217-222</PAGES>
	<ABSTRACT>It is important in a virtual auditory display (VAD) system to reproduce not only static sound information, but also dynamic variation of sound. Thus, to achieve a highly precise virtual auditory display system, the system should be responsive to a listener's head movement. However, system latency (SL), in which the listener's head movement is reflected in the sound, certainly exists. If SL is detectable to the listener, it results in incongruousness. Consequently, the detection threshold (DT) of SL must be well investigated and SL should be sufficiently smaller than it. However, there have been relatively few studies on the DT of SL. Moreover, as inter-subject differences have been reported, it is necessary to examine DT in more detail. In this study, the DT and difference limen (DL) were investigated using two kinds of experiments and compared. As a result, averaged DT and DL over listeners were estimated to be 94 ms and 70 ms, respectively. Moreover, a strong correlation between the DT and DL (r=0.81 (p &lt; .01)) was observed. This may mean that DL can be regarded as DT when the minimum system latency of the system is sufficiently small. Therefore, by taking the average of our results and previous studies, DT of SL was estimated as being around 75 ms.</ABSTRACT>
	<URL>Proceedings/2006/YairiIwaya2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Berman, L. I.</AUTHOR>
		<AUTHOR>Gallagher, K. B.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Listening to program slices</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>172-175</PAGES>
	<ABSTRACT>Comprehending a computer program can be a daunting task. There is much to understand, including the interaction among different portions of the code. Program slicing can help one to understand this interaction. Because present-day visual development environments tend to become cluttered, the authors have explored sonification of program slices in an attempt to determine if it is practical to offload some of the visual information. Three slice sonification techniques were developed, resulting in an understanding of how to sonify slices in a manner appropriate for the software developer undertaking program comprehension activities. The investigation has also produced a better understanding of sonification techniques that are musical yet non-melodic and non-harmonic. These techniques were demonstrated to a small set of developers, each reporting that the techniques are promising and useful.</ABSTRACT>
	<URL>Proceedings/2006/BermanGallagher2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>McClimens, B.</AUTHOR>
		<AUTHOR>Brock, D.</AUTHOR>
		<AUTHOR>Mintz, F.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Minimizing information overload in a communications system utilizing temporal scaling and serialization</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>262-264</PAGES>
	<ABSTRACT>Recent Navy research has identified the monitoring of multiple communications streams as a performance bottleneck. We introduce a novel approach for improved monitoring of multichannel voice communications which makes use of timecompression of speech in order to present communications serially, and discuss some of its potential benefits and pitfalls. An experiment currently being developed and piloted is detailed as part of a larger series of studies designed to examine the plausibility of this new approach. This study will explore the effects of sped up speech on listeners' comprehension of vocal radio transmissions.</ABSTRACT>
	<URL>Proceedings/2006/McClimensBrock2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Palomaki, H.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Meanings conveyed by simple auditory rhythms</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>99-104</PAGES>
	<ABSTRACT>In this article we concentrate on perception of non-musical rhythm. The purpose of this study has been to find possible meanings related to simple auditory rhythms. Meanings were examined using semantic scales. 26 subjects rated nine different rhythm samples according to adjective pair scales. We also identify some preliminary design suggestions as to how rhythm can be used in sonification and discuss duration limitation when composing earcons.</ABSTRACT>
	<URL>Proceedings/2006/Palomaki2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Roginska, A.</AUTHOR>
		<AUTHOR>Childs, E.</AUTHOR>
		<AUTHOR>Johnson, M. K.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Monitoring real-time data: a sonification approach</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>176-181</PAGES>
	<ABSTRACT>This paper describes an approach to sonifying and displaying remotely sensed data. A representative sample dataset was audified using synthetic sounds, and sonified using orchestral instruments. The resulting 14 data streams were streamed in real-time and rendered using 3 display methods. Audio spatialization using HRTF processing is compared with stereo and monophonic display. Listening tests show a marked preference for the sonified data processed using HRTFs.</ABSTRACT>
	<URL>Proceedings/2006/RoginskaChilds2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Pirhonen, A.</AUTHOR>
		<AUTHOR>Murphy, E.</AUTHOR>
		<AUTHOR>McAllister, G.</AUTHOR>
		<AUTHOR>Yu, W.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Non-speech sounds as elements of a use scenario: A semiotic perspective</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>134-140</PAGES>
	<ABSTRACT>At present most sound design methods for non-speech sounds in auditory interfaces are based on empirical knowledge, often resulting in sounds derived from random selection or the personal preferences of the designer. A more theoretical design background is required which will create a framework that can be integrated with a practical approach to create the required results. The design framework selected and presented in this paper is based on a semiotic approach to the design of nonspeech sounds. In this approach, the design process is conceptualised by referring to structural semiotics, taking into account the unique qualities of non-speech sounds, as a mode of conveying information. The central question is how individual non-speech sounds in an auditory interface can be integrated within their overall use context. A sound design method is presented as a synthesis of the theoretical points. This method is based on a rich use scenario presented to a design panel. Finally, a case study where the design method has been applied is presented and evaluated.</ABSTRACT>
	<URL>Proceedings/2006/PirhonenMurphy2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Lock, D.</AUTHOR>
		<AUTHOR>Schiemer, G.</AUTHOR>
		<AUTHOR>Ong, L.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Orbophone: a new interface for radiating sound and image</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>206-209</PAGES>
	<ABSTRACT>The Orbophone is a new interface that radiates rather than projects sound and image. It provides a cohesive platform for audio and visual presentation in situations where both media are transmitted from the same location and localization in both media is perceptually correlated. This paper discusses the advantages of radiation over conventional sound and image projection for certain kinds of interactive public multimedia exhibits and describes the artistic motivation for its development against a historical backdrop of sound systems used in public spaces. An account of an exhibit using the Orbophone is given together with description and critique of the prototype, discussing aspects of its design and construction. The paper concludes with an outline of the Orbophone version 2.</ABSTRACT>
	<URL>Proceedings/2006/LockSchiemer2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>de Gotzen, A.</AUTHOR>
		<AUTHOR>Rocchesso, D.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Peek-a-book: Playing with an interactive book</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>265-267</PAGES>
	<ABSTRACT>This demonstration is about a prototype of a new digitally augmented book for children, using sensors to allow continuous user interaction and to generate (not just play back) sounds in real time. During the demonstration the user will experience the book, intuitively modifying and controlling the sound generation process.</ABSTRACT>
	<URL>Proceedings/2006/deGotzenRocchesso2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Frauenberger, C.</AUTHOR>
		<AUTHOR>Stockman, T. L.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Patterns in auditory menu design</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>141-147</PAGES>
	<ABSTRACT>The design of auditory displays suffers from the lack of re-usable design knowledge, leading to ad-hoc solutions and inappropriate use of sound in human-computer interaction. We propose to tackle this problem by employing design patterns to capture design knowledge and make it available for designers of auditory displays to share and re-use solutions. In this paper we describe how we designed auditory menus by using design patterns which were developed for a prior prototype and refined according to the results of the prior evaluation test. The resulting auditory display employs 3D virtual audio environments with concurrent audio streams and was tested against state-of-the-art screenreader technology. The evaluation showed that flaws identified in the prior prototype were eliminated, but despite the improved naturalness the performance was only marginally better than with the screenreader. The patterns originated from graphical pattern sets and the auditory design is still an ad-hoc solution. The requirements for a general framework to capture good practice, coding of valid design knowledge and applying patterns to design problems are discussed.</ABSTRACT>
	<URL>Proceedings/2006/FrauenbergerStockman2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Hacihabiboglu, H.</AUTHOR>
		<AUTHOR>Murtagh, F.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Perception-based simplification for binaural room auralisation</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>268-271</PAGES>
	<ABSTRACT>Room auralisation refers to the process by which the acoustic response of a room is rendered audible using signal processing techniques. The major part of the computational complexity in a binaural room auralisation system arises from the processing of the early reflections. However, most of the early reflections in a room are suppressed by the auditory system in a variety of psychoacoustical processes such as temporal masking and the precedence effect. This paper presents a perception-based data reduction method based on a mathematical model of the precedence effect. Results of a subjective evaluation in the form of a virtual sourceidentification experiment are presented. It is shown that it is possible to reduce the total number of reflections by 70% without significantly affecting the localisation acuity.12.</ABSTRACT>
	<URL>Proceedings/2006/HacihabibogluMurtagh2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Kildal, J.</AUTHOR>
		<AUTHOR>Brewster, S.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Providing a size-independent overview of non-visual tables</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>8-15</PAGES>
	<ABSTRACT>Obtaining an overview is an important first step in the analysis of data sets, which cannot be easily done nonvisually with current accessibility tools. We present TableVis, a multimodal interface to obtain overview information from numerical data tables non-visually, with the use of an interactive sonification technique controlled from a tangible physical device (a tablet). An experimental study with TableVis is reported, in which it is found that performance is highly insensitive to the size of the data set being explored, for a broad range of data set sizes.</ABSTRACT>
	<URL>Proceedings/2006/KildalBrewster2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Nees, M. A.</AUTHOR>
		<AUTHOR>Walker, B. N.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Relative intensity of auditory context for auditory graph design</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>95-98</PAGES>
	<KEYWORDS>
		<KEYWORD>Auditory</KEYWORD>
		<KEYWORD>graphs,</KEYWORD>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>context,</KEYWORD>
		<KEYWORD>human-computer</KEYWORD>
		<KEYWORD>interaction,</KEYWORD>
		<KEYWORD>sound</KEYWORD>
		<KEYWORD>design</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>A study examined the role of relative intensity levels for auditory context in auditory graph design. Auditory graphs were designed with auditory context equally as loud as sonified data, context 9 dB more intense than data, or context 9 dB less intense than data. For a point estimation task, participants who experienced auditory graphs with more intense context performed significantly better than participants who experienced graphs with data and context equally loud. Mean differences suggest that making the context either more intense or less intense than the data improved performance as compared to the equally loud condition. We suggest that differences in the intensity of context relative to data facilitate perceptual separation of the auditory streams and thus promote ease of use with auditory graphs. Sound examples are included, and implications for auditory graph design are discussed.</ABSTRACT>
	<URL>Proceedings/2006/NeesWalker2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Baier, G.</AUTHOR>
		<AUTHOR>Hermann, T.</AUTHOR>
		<AUTHOR>Sahle, S.</AUTHOR>
		<AUTHOR>Stephani, U.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Sonified epileptic rhythms</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>148-151</PAGES>
	<ABSTRACT>We describe techniques to sonify rhythmic activity of epileptic seizures as measured by human EEG. Eventbased mapping of parameters is found to be informative in terms of auto- and cross-correlations of the multivariate data. For the study, a group of patients with childhood absence seizures are selected. We find consistent intra-patient conservation of the rhythmic pattern as well as inter-patient variations, especially in terms of cross-correlations. The sound synthesis is suitable for online sonification. Thus, the application of the proposed sonification in clinical monitoring is possible.</ABSTRACT>
	<URL>Proceedings/2006/BaierHermann2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>de Campo, A.</AUTHOR>
		<AUTHOR>Frauenberger, C.</AUTHOR>
		<AUTHOR>Vogt, K.</AUTHOR>
		<AUTHOR>Wallisch, A.</AUTHOR>
		<AUTHOR>Daye, C.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Sonification as an interdisciplinary working process</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>28-35</PAGES>
	<ABSTRACT>This paper describes the progress of an interdisciplinary project that aims to develop a general sonification software environment. The approach taken is interdisciplinary; a number of target sciences form an integral part of the work process. Within the first year, we have made good progress in some areas, while others have turned out to be more difficult. We describe the project background, the work done so far in the target sciences, the general software framework, and what we have learned about the interdisciplinary work process.</ABSTRACT>
	<URL>Proceedings/2006/deCampoFrauenberger2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>McGregor, I.</AUTHOR>
		<AUTHOR>Leplatre, G.</AUTHOR>
		<AUTHOR>Crerar, A.</AUTHOR>
		<AUTHOR>Benyon, D.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Sound and soundscape classification: establishing key auditory dimensions and their relative importance</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>105-112</PAGES>
	<ABSTRACT>This paper investigates soundscape classification by using two different forms of data gathering and two different populations. The first method involves a questionnaire completed by 75 audio professionals. The second uses a speak-aloud experiment, during which 40 end users were asked to describe their audio environment. While both approaches are different and target a different audience, they provide an indication of key dimensions for the perception of soundscapes and their relative importance. Contrasts and similarities between the results of the questionnaire and speak-alouds are highlighted. Their implications with regards to the establishment of a set of common terms in order to aid future auditory designs are also discussed.</ABSTRACT>
	<URL>Proceedings/2006/McGregorLeplatre2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Midgley, L.</AUTHOR>
		<AUTHOR>Vickers, P.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Sonically-enhanced mouse gestures in the firefox browser</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>187-193</PAGES>
	<ABSTRACT>The use of the mouse to allow interaction via gestures has attracted much interest recently and the popular FIREFOX web browser has been enhanced by an extension supporting mouse gestures. These gestures reveal an interaction problem: feedback is limited (often only a terse message in the browser's status bar) and navigation errors easily result when the user unknowingly executes a gesture when trying to accomplish some other task (e.g. copying text from a web page). This paper describes an attempt to improve the interaction experience by adding auditory cues to inform the user about the progress and progression of gestural commands. FIREFOX was chosen as it has an open extension architecture that is easily modified. Preliminary trials indicate increased user satisfaction and comprehension when using auditory-enhanced gestures over the non-enhanced gestures.</ABSTRACT>
	<URL>Proceedings/2006/MidgleyVickers2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Orzessek, B.</AUTHOR>
		<AUTHOR>Falkner, M.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Sonification of autonomic rhythms in the frequency spectrum of heart rate variability</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>272-274</PAGES>
	<ABSTRACT>This poster presents some of the work currently being done at the Paracelsus Clinic in Switzerland on heart rate variability biofeedback with a real time auditory display. Heart rate variability biofeedback is an important diagnostic and therapeutic tool in the work with a wide variety of chronic disorders. We use a proprietary building-block type laboratory computer program that is linked via MIDI to a software sequencer with a VST virtual instrument library. Beyond the sonification of RR intervals as discrete numbers, the development of new techniques became necessary in order to be able to sonify the dynamic, wave-like structure of autonomic rhythms in the frequency spectrum of HRV, what we call ''heartmusic''. The fact that patients can hear their inner autonomic activity as music in real time and so work with elements of their own autonomous rhythmic oscillations, may also add an important new dimension to this field in the future.</ABSTRACT>
	<URL>Proceedings/2006/OrzessekFalkner2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Verfaille, V.</AUTHOR>
		<AUTHOR>Quek, O.</AUTHOR>
		<AUTHOR>Wanderley, M.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Sonification of musicians' ancillary gestures</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>194-197</PAGES>
	<ABSTRACT>This paper describes the sonification of movements of three clarinetists'. Rather than quantifying the different kinds of movements and presenting such information using visual methods such as graphs or tables, sonification of such gestures provides a complementary way of analysing movements which is possibly more informative than visualisation of data. This paper describes the design methodologies, mappings, and synthesis techniques used in transforming a set of data markers each with x, y and z cartesian coordinates into informative and intelligible sonifications.</ABSTRACT>
	<URL>Proceedings/2006/VerfailleQuek2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Vickers, P.</AUTHOR>
		<AUTHOR>Hogg, B.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Sonification abstraite/sonification concrete: An 'aesthetic persepctive space' for classifying auditory displays in the ars musica domain</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>210-216</PAGES>
	<ABSTRACT>This paper discusses &Atilde;&brvbar;sthetic issues of sonifications and the relationships between sonification (ars informatica) and music &amp; sound art (ars musica). It is posited that many sonifications have suffered from poor internal ecological validity which makes listening more difficult, thereby resulting in poorer data extraction and inference on the part of the listener. Lessons are drawn from the electroacoustic music and musique concr`ete communities as it is argued that it is not instructive to distinguish between sonifications and music/sound art. Edgard Var`ese defined music as organised sound, and sonifications organise sound to reflect mimetically the thing being sonified. Therefore, an &Atilde;&brvbar;sthetic perspective space onto which sonifications and musical compositions alike can be mapped is proposed. The resultant map allows sonifications to be compared with works in the ars musica domain with which they share characteristics. The &Atilde;&brvbar;sthetics of those ars musica counterparts can then be interrogated revealing useful design and organisation constructs that can be used to improve the sonifications' communicative ability.</ABSTRACT>
	<URL>Proceedings/2006/VickersHogg2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Walker, B. N.</AUTHOR>
		<AUTHOR>Nance, A.</AUTHOR>
		<AUTHOR>Lindsay, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Spearcons: speech-based earcons improve navigation performance in auditory menus</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>63-68</PAGES>
	<KEYWORDS>
		<KEYWORD>earcons,</KEYWORD>
		<KEYWORD>auditory</KEYWORD>
		<KEYWORD>icons,</KEYWORD>
		<KEYWORD>speech</KEYWORD>
		<KEYWORD>interfaces,</KEYWORD>
		<KEYWORD>menu</KEYWORD>
		<KEYWORD>Navigation,</KEYWORD>
		<KEYWORD>sonification,</KEYWORD>
		<KEYWORD>speech,</KEYWORD>
		<KEYWORD>cognitive</KEYWORD>
		<KEYWORD>load,</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>With shrinking displays and increasing technology use by visually impaired users, it is important to improve usability with non-GUI interfaces such as menus. Using non-speech sounds called earcons or auditory icons has been proposed to enhance menu navigation. We compared search time and accuracy of menu navigation using four types of auditory representations: speech only; hierarchical earcons; auditory icons; and a new type called spearcons. Spearcons are created by speeding up a spoken phrase until it is not recognized as speech. Using a within-subjects design, participants searched a 5 x 5 menu for target items using each type of audio cue. Spearcons and speech-only both led to faster and more accurate menu navigation than auditory icons and hierarchical earcons. There was a significant practice effect for search time, within each type of auditory cue. These results suggest that spearcons are more effective than previous auditory cues in menu-based interfaces, and may lead to better performance and accuracy, as well as more flexible menu structures.</ABSTRACT>
	<URL>Proceedings/2006/WalkerNance2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Watson, M.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Scalable earcons: Bridging the gap between intermittent and continuous auditory displays</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>59-62</PAGES>
	<ABSTRACT>The development of blood pressure earcons for patient monitoring is used to illustrate how data that varies from intermittent to continuous sampling can be integrated into a single auditory display design. A scalable-earcon structure that extends the concept of hierarchies of earcons is proposed for representing blood pressure information. This structure allows the earcon to be used to produce intermittent earcons or a continuous sonification of blood pressure measurements. The results of two blood pressure earcon studies indicate that people can use the earcon to elicit large amounts of information with few major errors</ABSTRACT>
	<URL>Proceedings/2006/Watson2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Acker-Mills, B. E.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>The effect of auditory alerts on the performance of concurrent tasks</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>275-277</PAGES>
	<ABSTRACT>This paper reports results from an on-going study of the effectiveness of different kinds of aviation-based auditory alerts and the alerts' effect on the performance of other, unrelated tasks. Participants engage in tracking, gauge/light monitoring, and resource management tasks while completing a separate auditory alert identification task. Preliminary results from this multi-task approach suggest that identification responses to auditory icons are more accurate and faster than responses to tonal patterns, and secondary tasks may experience less disruption in the presence of icons than tones. In addition, the evaluation method may be used to predict the effectiveness of alerts, regardless of environment.</ABSTRACT>
	<URL>Proceedings/2006/AckerMills2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Bovermann, T.</AUTHOR>
		<AUTHOR>Hermann, T.</AUTHOR>
		<AUTHOR>Ritter, H.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Tangible data scanning sonification model</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>77-82</PAGES>
	<KEYWORDS>
		<KEYWORD>Model-based</KEYWORD>
		<KEYWORD>Sonification,</KEYWORD>
		<KEYWORD>Tangible</KEYWORD>
		<KEYWORD>Computing,</KEYWORD>
		<KEYWORD>Interaction,</KEYWORD>
		<KEYWORD>Exploratory</KEYWORD>
		<KEYWORD>Data</KEYWORD>
		<KEYWORD>Analysis</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>In this paper we develop a sonification model following the Modelbased Sonification approach that allows to scan high-dimensional data distributions by means of a physical object in the hand of the user. In the sonification model, the user is immersed in a 3D space of invisible but acoustically active objects which can be excited by him. Tangible computing allows to identify the excitation object (e.g. a geometric surface) with a physical object used as controller, and thus creates a strong metaphor for understanding and relating feedback sounds in response to the user's own activity, position and orientation. We explain the technique and our current implementation in detail and give examples at hand of synthetic and real-world data sets.</ABSTRACT>
	<URL>Proceedings/2006/BovermannHermann2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Droumeva, M.</AUTHOR>
		<AUTHOR>Wakkary, R.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>The role of participatory workshops in investigating narrative and sound ecologies in the design of an ambient intelligence audio display</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>36-43</PAGES>
	<ABSTRACT>We describe two participatory workshops conducted to support design decisions in the making of the audio display for an ambient intelligent game platform. The workshops discussed here explore specific issues of players' interactions with sound and auditory display design. The workshops helped move our design process forward by specifying the role of narrative and sound ecologies in our design. They clarified the role of sound in creating narrative coherence, guiding player actions, and supporting group interaction. We describe the workshops, the auditory display issues we addressed, discuss how the workshops helped inform our subsequent design, and extend recommendations on how participatory workshops can be used by other designers of auditory displays.</ABSTRACT>
	<URL>Proceedings/2006/DroumevaWakkary2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Hetzler, S. M.</AUTHOR>
		<AUTHOR>Tardiff, R. M.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Two tools for integrating sonifications into calculus instruction</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>281-284</PAGES>
	<ABSTRACT>Two sonification tools are presented for use in calculus instruction. The first is a web-based tool for teaching students to interpret sonifications. The other is a spreadsheet-based tool that uses sonification to support and reinforce graphical and numeric representations of functions. We also illustrate how the tools could be used, and present data on the usability of the tools and the ability of students to interpret our sonifications.</ABSTRACT>
	<URL>Proceedings/2006/HetzlerTardiff2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Honda, A.</AUTHOR>
		<AUTHOR>Shibata, H.</AUTHOR>
		<AUTHOR>Gyoba, J.</AUTHOR>
		<AUTHOR>Iwaya, Y.</AUTHOR>
		<AUTHOR>Suzuki, Y.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Transfer effects of playing a virtual three-dimensional auditory game: Influences on the performance in a communication task and a collision avoidance task</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>227-233</PAGES>
	<ABSTRACT>We investigated the transfer effects of playing an auditory game with a virtual auditory display (VAD) on various auditory skills in daily life situations. To measure those effects, all blindfolded participants performed a communication task and a collision avoidance task on the first day. They were asked to perform the same tasks two weeks later. Participants of the training condition were asked to play the VAD game for seven days (30 min/day) for two weeks, whereas the control group did not play the game within that period. Results of playing the VAD game revealed that the number of face-contacts in the communication task increased significantly. In contrast, no difference was detectable in the subjectively rated levels of tension during the communication task between the two conditions. Furthermore, results showed that playing the VAD game altered the participants' avoidance behaviors. Therefore, we can conclude that the effects of playing the VAD game transfer to communication behaviors in social interaction and to avoidance behaviors from approaching objects in a real environment.</ABSTRACT>
	<URL>Proceedings/2006/HondaShibata2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Kleiman-Weiner, M.</AUTHOR>
		<AUTHOR>Berger, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>The sound of one arm swinging: A model for multidimensional auditory display of physical motion</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>278-280</PAGES>
	<ABSTRACT>We present a novel approach to the sonification of complex human movement. As a specific model we examine the golf swing, of which two components, the velocity of the club head and the relative rotation of shoulders with respect to the hips (the X-factor [1]) are considered as two critical factors [2]. We map these dimensions to independent resonant filters to simulate vowel like formants. We consider other methods of sonification and illustrate the advantages of using vowel sounds. This sonification creates an auditory mapping that may prove useful in mastering and improving a golfer's swing and can be generalized for sonification of complex temporal data.</ABSTRACT>
	<URL>Proceedings/2006/KleimanWeinerBerger2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Pauletto, S.</AUTHOR>
		<AUTHOR>Hunt, A.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>The sonification of EMG data</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>152-157</PAGES>
	<ABSTRACT>This paper describes the sonification of electromyographic (EMG) data and an experiment that was conducted to verify its efficacy as an auditory display of the data. A real-time auditory display for EMG has two main advantages over the graphical representation: it frees the eyes of the analyst, or the physiotherapist, and it can be heard by the patient too who can then try to match with his/her movement the target sound of a healthy person. The sonification was found to be effective in displaying known characteristics of the data. The `roughness' of the sound was found to be related to the age of the patients. The sound produced by the sonification was also judged to be appropriate as an audio metaphor of the data it displays; a factor that contributes to its potential to become a useful feedback tool for the patients.</ABSTRACT>
	<URL>Proceedings/2006/PaulettoHunt2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Talbot, M.</AUTHOR>
		<AUTHOR>Cowan, B.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Trajectory capture in frontal plane geometry for visually impaired</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>16-23</PAGES>
	<ABSTRACT>Users who are blind, or whose visual attention is otherwise occupied, can benefit from an auditory representation of their immediate environment. To create it a video camera senses the environment, which is converted into synthetic audio streams that represent objects. What aspects of the audio signal best encode this information? This paper compares four encodings that allow users to perceive the simultaneous motion of several objects. The comparisons are experimental: subjects hear trajectories of objects moving in a virtual 2D plane, encoded as audio streams with complex frequency spectra, and identify the represented motions. One encoding uses panning for horizontal motion and pitch for vertical motion (the Pratt effect). A second uses best-fit head related transfer functions (HRTFs) to localize stream positions. The third combines the first two, using pitch to redundantly code elevation in a HRTF presentation. Finally, the fourth enhances the third, using best-fit HRTF to `vertically pan' each audio stream at constant but unique elevations, for superior audio segregation. The fourth method outperforms the other three according to two measures, the accuracy of subjects' perceptions, and the number of replays needed to achieve those perceptions. With it subjects can perceive up to three different simultaneously-presented motions after minimal practice. The results show that the Pratt effect is a more robust method than HRTF for representing vertical motion, and that, combined with the Pratt effect, vertical panning using a HRTF improves motion perception.</ABSTRACT>
	<URL>Proceedings/2006/TalbotCowan2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Ferguson, S.</AUTHOR>
		<AUTHOR>Cabrera, D.</AUTHOR>
		<AUTHOR>Beilharz, K.</AUTHOR>
		<AUTHOR>Song, H. J.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Using psychoacoustical models for information sonification</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>113-120</PAGES>
	<ABSTRACT>Psychoacoustical models provide algorithmic methods of estimating the perceptual sensation that will be caused by a given sound stimulus. Four primary psychoacoustical models are most often used: `loudness', `sharpness', `roughness', and `fluctuation strength', models for which have been presented by Zwicker and Fastl [1]. These four models have been used extensively for optimising product sound quality in industrial sound design applications. However, they also may be applied for auditory display purposes. This paper presents a method for their application and discusses effects and implications of using this method for designing auditory displays. This paper is primarily theoretical &acirc;€“ however, sound examples of auditory graphing based on psychoacoustical models will be presented at the conference for discussion.</ABSTRACT>
	<URL>Proceedings/2006/FergusonCabrera2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Hermann, T.</AUTHOR>
		<AUTHOR>Baier, G.</AUTHOR>
		<AUTHOR>Stephani, U.</AUTHOR>
		<AUTHOR>Ritter, H.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Vocal sonification of pathologic EEG features</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>158-163</PAGES>
	<KEYWORDS>
		<KEYWORD>Sonification,</KEYWORD>
		<KEYWORD>EEG,</KEYWORD>
		<KEYWORD>Data</KEYWORD>
		<KEYWORD>Exploration,</KEYWORD>
		<KEYWORD>Process</KEYWORD>
		<KEYWORD>Monitoring</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>We introduce a novel approach in EEG data sonification for process monitoring and exploratory as well as comparative data analysis. The approach uses an excitory/articulatory speech model and a particularly selected parameter mapping to obtain auditory gestalts (or auditory objects) that correspond to features in the multivariate signals. The sonification is adaptable to patient-specific data patterns, so that only characteristic deviations from background behavior (pathologic features) are involved in the sonification rendering. Thus the approach combines data mining techniques and case-dependent sonification design to give an application-specific solution with high potential for clinical use. We explain the sonification technique in detail and present sound examples from clinical data sets.</ABSTRACT>
	<URL>Proceedings/2006/HermannBaier2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>McGregor, I.</AUTHOR>
		<AUTHOR>Crerar, A.</AUTHOR>
		<AUTHOR>Benyon, D.</AUTHOR>
		<AUTHOR>Leplatre, G.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Workplace soundscape mapping: A trial of Macaulay and Crerar's Method</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>285-288</PAGES>
	<ABSTRACT>This paper describes a trial of Macaulay and Crerar's method of mapping a workplace soundscape [1] to assess its fitness as a basis for an extended soundscape mapping method. Twelve participants took part within 14 separate environments, which included academic, commercial and domestic locations. Results were visualized and subsequently collapsed to produce typical responses to typical environments, as well as specialist responses to a shared workplace.</ABSTRACT>
	<URL>Proceedings/2006/McGregorCrerar2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Candey, R. M.</AUTHOR>
		<AUTHOR>Schertenleib, A. M.</AUTHOR>
		<AUTHOR>Diaz Merced, W. L.</AUTHOR>
	</AUTHORS>
	<YEAR>2006</YEAR>
	<TITLE>Xsonify sonification tool for space physics</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Tony Stockman, Louise Valgerður Nickerson, Christopher Frauenberger, Alistair D. N. Edwards and Derek Brock</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 12th International Conference on Auditory Display (ICAD2006)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>London, UK</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science, Queen Mary, University of London, UK</PUBLISHER>
	<PAGES>289-290</PAGES>
	<ABSTRACT>xSonify is a concentrated project to extend the space physics data capabilities of the NASA Space Physics Data Facility (SPDF) [1] for use by visually-impaired students and researchers, by developing a sonification data analysis tool using the JavaSound API and accessing data locally or via web services. xSonify is an open-source publicly-available Java application and can be easily installed (using WebStart) and run on most platforms. With sonification, a large fraction of the space physics data collection is opened to a completely new and now excluded audience (both professional and public). Besides meeting a compelling need for a more effective non-visual approach to displaying science data, this extends SPDF's goals of improving access to space physics data and helps achieve NASA's goals of diversity and public outreach. Wanda Diaz Merced, a visually-impaired astrophysicist from Puerto Rico, is instrumental in advising on and testing the tool. Anton Schertenleib is the initial developer, as part of his graduate student thesis effort. We seek to further develop this tool with greater capabilities for rendering these data, improve its functional interface and allow for a wider variety of file input formats. Completion of this tool will open up the SPDF space physics data collection to a new community of researchers and students now excluded from space physics research. Development and evaluation will be guided by a user group of space scientists (sighted and visually-impaired) and experts in adaptive technologies from the National Federation of the Blind (NFB).</ABSTRACT>
	<URL>Proceedings/2006/CandeySchertenleib2006.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Afonso, A.</AUTHOR>
		<AUTHOR>Katz, B.</AUTHOR>
		<AUTHOR>Blum, A.</AUTHOR>
		<AUTHOR>Jacquemin, C.</AUTHOR>
		<AUTHOR>Denis, M.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>A study of spatial cognition in an immersive audio environment: Comparing blind and blindfolded individuals</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>228-235</PAGES>
	<ABSTRACT>This study presents the combined efforts of three research groups toward the investigation of a cognitive issue through the development and implementation of a general purpose VR environment that incorporates a high quality virtual 3D audio interface. The psychological aspects of the study concern mechanisms involved in spatial cognition, in particular to determine how a verbal description of an environment or the active exploration of that environment affects the building of a mental spatial representation. Another point is to investigate the role of vision by observing whether or not participants without vision (blind from birth, late blind or blindfolded sighted individuals) can benefit from these two learning modalities. This paper presents the preliminary results of this study. Additionally is a description of the generic toolkit and companion architecture that has been developed and used for modeling the environment and interface in a cohesive manner. Details for generating an immersive multimodal experimental environment for this platform are also included.</ABSTRACT>
	<URL>Proceedings/2005/AlfonsoKatz2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Bonebright, T. L.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>A suggested agenda for auditory graph research</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>398-402</PAGES>
	<ABSTRACT>This paper presents one option for a research agenda for future work in auditory graphs. The main agenda items suggested are effectiveness of auditory graphs; sonification tools; role of memory and attention; real-world applications; longitudinal studies of learning; and neurophysiological research. A brief review of past research in each area is given to provide general information about relevant studies and is meant to serve as a starting point rather than as a comprehensive overview of the literature on auditory graph studies.</ABSTRACT>
	<URL>Proceedings/2005/Bonebright2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Childs, E.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Auditory graphs of real-time data</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>402-405</PAGES>
	<ABSTRACT>The advantages of auditory display for monitoring real-time data are discussed. Parallels between the structures of real-time data and music are emphasized as potentially fruitful areas of research. The Accentus LLC design philosophy is described, followed by several examples of auditory graphs. Areas of future research are recommended.</ABSTRACT>
	<URL>Proceedings/2005/Childs2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Coleman, G. W.</AUTHOR>
		<AUTHOR>Hand, C.</AUTHOR>
		<AUTHOR>Macaulay, C.</AUTHOR>
		<AUTHOR>Newell, A. F.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Approaches to auditory interface design - Lessons from computer games</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>99-104</PAGES>
	<ABSTRACT>The computer game has begun to establish itself within the wider entertainment industry, and has thus attracted considerable interest from more general interaction designers. However, while computer game audio has become increasingly sophisticated, it remains a discipline largely overlooked by the research community. We begin by outlining similarities between each discipline, highlighting those which we believe provide interesting opportunities for designers of auditory interfaces. We also suggest that, through an understanding of the everyday practices of computer game sound designers and their colleagues within the industry, the process of sound design for alternative forms of interfaces can be considerably informed. To discover and understand some of these practices, we present our experiences conducting a field study using ethnographic methods with a major UK-based computer game developer. We highlight discoveries which we believe are pertinent for the design of auditory interfaces and thus merit further research. Our study forms part of our wider research to develop a grounded theory (i.e. a theory conceived via the data collected during the field study) to understand the reality of sound design within the computer games industry, relationships to the design of more general interfaces and thus how we approach the design of contemporary auditory interfaces.</ABSTRACT>
	<URL>Proceedings/2005/ColemanHand2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Cooper, B.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>A case study on the planned and actual use of auditory feeback and audio cues in the realization of a personal virtual assistant</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>384-392</PAGES>
	<ABSTRACT>In the following paper, the concept of a Personal Virtual Assistant (PVA) is developed and a collection of user interface problems are enumerated and explained. For each of these areas, this paper discusses how audio feedback was successfully (and sometimes unsuccessfully) used, often with supporting examples. The PVA product discussed is a third generation product and is being sold and adopted in the marketplace Without the benefit of audio feedback and audio cues it is believed that its success would not have been possible. The purpose of this paper is to give the background and context of a workshop demonstration to be held at the conference.</ABSTRACT>
	<URL>Proceedings/2005/Cooper2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Frysinger, S. P.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>A brief history of auditory data representation to the 1980s</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>410-413</PAGES>
	<ABSTRACT>The field of Auditory Data Representation, which addresses the representation of quantitative data through the use of auditory, rather than visual, displays, has seen considerable activity in the last twenty years. On the occasion of the first Symposium on Auditory Graphs it is well to consider the roots of this field. This paper presents a brief history of the field, leading up to the beginning of the 1980s, and accompanies a demonstration of a multivariate time series representation developed by the author and his colleagues in 1980.</ABSTRACT>
	<URL>Proceedings/2005/Frysinger2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Iwaya, Y.</AUTHOR>
		<AUTHOR>Toyoda, M.</AUTHOR>
		<AUTHOR>Suzuki, Y.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>A new rendering method of moving sound with the doppler effect</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>253-255</PAGES>
	<ABSTRACT>This paper presents a new rendering method of a moving sound with the Doppler effect. In the conventional rendering method of moving sound, Head Related Impulse Responses (HRIRs) are simply changed according to the sound position. However, the Doppler effect cannot be added to a sound using this method. When a sound object moves with high speed, the pitch of a sound object should be controlled by some other rendering method. In our method, each HRIR is divided into two components, such as an initial delay and a main wave form. The two initial delays of both right and left ears are respectively recalculated based on relative speeds and a propagation path. These resultant initial delays are used in rendering. Thereby, the Doppler effect can be added automatically to a sound merely by setting the sound position in this algorithm. Details of this algorithm are discussed in this paper.</ABSTRACT>
	<URL>Proceedings/2005/IwayaToyoda2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Jones, D. L.</AUTHOR>
		<AUTHOR>Stanney, K. M.</AUTHOR>
		<AUTHOR>Foaud, H.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>An optimized spatial audio system for virtual training simulations: Design and evaluation</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>223-227</PAGES>
	<ABSTRACT>This paper explains the design and evaluation of an optimized spatial audio system for a close quarters combat virtual training system. The study explained herein compared performance levels of participants training with the system based on the auditory spatialization fidelity level that sound was presented at. The three levels of fidelity that were evaluated were nonspatialized audio, and the use of a generalized HRTF model, or best-fit HRTF models to present audio. This study focused on the capability of spatialized audio to direct a search and detection task in an applied training environment. The results demonstrate that the use of spatialized audio systems lead to better performance on applied search and detection tasks over nonspatialized audio or systems lacking sound altogether. On the other hand, the results do not show performance differences between participants using generalized HRTF's when compared to best-fit HRTF's. The results help to extend studies evaluating the use of 3D audio systems [1,2,3,4,5] to a more applied setting and may be of interest to those designing virtual training systems with an integrated audio component.</ABSTRACT>
	<URL>Proceedings/2005/JonesFoaud2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Murphy, E.</AUTHOR>
		<AUTHOR>McAllister, G.</AUTHOR>
		<AUTHOR>Strain, P.</AUTHOR>
		<AUTHOR>Kuber, R.</AUTHOR>
		<AUTHOR>Yu, W</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Audio for a mutimodal assistive interface</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>376-379</PAGES>
	<ABSTRACT>This paper details the design of an audio interface for a multi-modal content-aware web plug-in. The system aims to provide spatial and navigational information to visually impaired Internet users through speech and non-speech audio with haptic feedback. The web plug-in and audio interface are presented and discussed, along with recommendations for future system development.</ABSTRACT>
	<URL>Proceedings/2005/MurphyMcAllister2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Pauletto, S.</AUTHOR>
		<AUTHOR>Hunt, A.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>A comparision of audio & visual analysis of complex time-series data sets</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>175-181</PAGES>
	<ABSTRACT>This paper describes an experiment to compare user understanding of complex data sets presented in two different modalities, a) in a visual spectrogram, and b) via audification. Many complex time-series data sets taken from helicopter flight recordings were presented to the test subjects in both modalities separately. The aim was to see if a key set of attributes (noise, repetitive elements, regular oscillations, discontinuities, and signal power) were discernable to the same degree in the different modalities. Statistically significant correlations were found for all attributes, which shows that audification can be used as an alternative to spectrograms for this type of analysis.</ABSTRACT>
	<URL>Proceedings/2005/PaulettoHunt2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Peres, S. C.</AUTHOR>
		<AUTHOR>Lane, D. M.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Auditory graphs: The effects of redundant dimensions and divided attention</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>169-174</PAGES>
	<ABSTRACT>An experiment is presented comparing the effectiveness of three parameters of sound for the auditory presentation of statistical data or auditory graphs. The dimensions of pitch, loudness, and time were used alone and redundantly to map the values of a box plot to an auditory graph. While previously, temporal mappings had resulted in better performance than mappings using pitch, panning, or loudness, these benefits were not consistently found in the current paradigm. Furthermore, to investigate possible benefits of mappings using two dimensions redundantly over mappings using one dimension, this experiment, compared mappings using integral and separable dimensions of sound - specifically, pitch and loudness (integral) and pitch and timing (separable). There was a benefit of a redundant design when the dimensions of sound used were integral whereas there was no benefit when they were separable. Finally, a task closer to a real-life application of auditory graphs was used where two sources of information were monitored simultaneously. The results support the argument that auditory graphs can be used effectively in ``eyes busy'' situations where more than one source of information is being monitoring.</ABSTRACT>
	<URL>Proceedings/2005/PeresLane2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Scarpaci, J. W.</AUTHOR>
		<AUTHOR>Colburn, H. S.</AUTHOR>
		<AUTHOR>A., White. J.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>A system for real-time virtual auditory space</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>241-246</PAGES>
	<ABSTRACT>The understanding of how people perceive spatially dynamic sound sources is limited, due in part to the difficulty of controlling dy- namic environmental interactions. Free field solutions require large rooms with bulky equipment for moving speakers. Virtual systems that account for head movement must balance adaptability with stability of timing characteristics (time lag and jitter). The system described here combines the flexibility and ease of use of a soft- ware system, with near-hardware stability of a real-time operating system. Hardware and software design choices are discussed and the system performance is evaluated. Preliminary psychophysics are run to validate the system and to illustrate the need to study system latencies smaller than previously considered relevant.</ABSTRACT>
	<URL>Proceedings/2005/ScarpaciColburn2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Shenkar, O.</AUTHOR>
		<AUTHOR>Weiss, P. L.</AUTHOR>
		<AUTHOR>Algom, D.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Auditory representation of visual stimuli: Mapping versus association</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>273-275</PAGES>
	<ABSTRACT>Two methods for representing visual images by sounds were explored. The analytic method used a rule-based representation by which values of continuous auditory variables defined each point in space. The metaphoric method governed the association of a unique sound with each image. The study demonstrated the usefulness and potential applicability of the analytic method.</ABSTRACT>
	<URL>Proceedings/2005/ShenkarWeiss2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Stockman, T.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>An examinatino of mechanisms to combine speech and sound for data analysis</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>380-383</PAGES>
	<ABSTRACT>Speech based screen reader technology provides the most com- mon means for visually impaired users to access spreadsheets and databases. Such a spoken word interface can be effective if rela- tively small amounts of data are involved. As the size of the data set grows, it becomes increasingly difficult to carry out data anal- ysis tasks with speech alone. As part of an ongoing study into the use of data sonification to address this problem, we have intro- duced a sonification cursor, together with limited sonification of text, as mechanisms for helping to integrate the use of speech and sound. This paper and associated demonstration explore these mech- anisms further, by examining the motivation for the approach, ana- lysing its strengths and weaknesses in the context of use and ex- amining the scope for further work. The paper begins by explain- ing why speech output is the preferred means by which visually impaired users access many applications. Some recent, relevant developments in speech based screen reader systems are then de- scribed. The nature of the problems that arise in the use of spread- sheets and databases as the size of the data set increases are ex- plained. Our approach to the use of sonification in assisting access to spreadsheets is then briefly outlined. The specific mechanisms of relevance to this workshop, the sonification cursor and text soni- fication mechanisms are then explained, and examples given of their use in support of specific data analysis tasks. The paper con- cludes with a review of what has been achieved, and some direc- tions for future work.</ABSTRACT>
	<URL>Proceedings/2005/Stockman2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Stockman, T.</AUTHOR>
		<AUTHOR>Nickerson, L. V.</AUTHOR>
		<AUTHOR>Hind, G.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Auditory graphs: A summary of current experience and towards a research agenda</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>420-422</PAGES>
	<ABSTRACT>In this paper we shall briefly review previous work we have found directly relevant to our own research on the use of auditory graphs. We will then summarise previous unpublished experiences of us- ing auditory graphs in the domain of medical signal analysis, and further recent work on the use of auditory graphs for analysing spreadsheet data. We conclude by outlining issues we believe to be relevant in the formation of a research agenda for the design and evaluation of the technology.</ABSTRACT>
	<URL>Proceedings/2005/StockmanNickerson2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Walker, B. N.</AUTHOR>
		<AUTHOR>Nees, M. A.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>An agenda for research and development of multimodal graphs</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>428-432</PAGES>
	<ABSTRACT>Effective multimodal graphing tools can be beneficial to both sighted and visually impaired students and scientists. However, before this can become a reality, considerable research is required on the auditory graphing components. We suggest mappings, polarities, scaling, context, and training be studied in particular. We point to previous work in these areas and make suggestions for expanded research questions. We recommend that more complex and realistic data sets be used, and that visually impaired participants play a larger role in the research. The design of multimodal graphing software should be informed by empirical findings. Effective research and useful software tools will bring a broader perspective to data analysis for all who use graphs, regardless of visual ability.</ABSTRACT>
	<URL>Proceedings/2005/WalkerNees2005a.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Won, S. Y.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Auditory display of genome data: Human chromosome 21</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>280-282</PAGES>
	<ABSTRACT>The motivation for this paper is to systematically explore the efficacy of mapping data to sound parameters with the specific aim of sonifying statistical trends and hearing the `gist' [1] of the data. In this paper, we consider the task of searching through a gene sequence of the human chromosome 21 for CpG islands and type of gene evidence. Musical intervals and rhythm is proposed for detecting CpG islands and musical timber is used for representing the gene evidence. We extract human genome data from the NCBI (National Center for Biotechnology Information) [2] database and use list processing and synthesis capabilities of CLM [3].</ABSTRACT>
	<URL>Proceedings/2005/Won2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Rossmeier, M.</AUTHOR>
		<AUTHOR>Grabsch, H.</AUTHOR>
		<AUTHOR>Rimini-Doering, M.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Blind flight: Do auditory lane departure warnings attract attention or actual guide action?</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>43-48</PAGES>
	<ABSTRACT>This paper presents a research project concerning the effect of an auditory lane departure warning in a driving simulator experiment. The experimental design is chosen to induce drowsiness-related lane departures. We only evaluate situations where the driver is losing track because of moments of sleep. This design guarantees that the lane departures are unintentional and unconscious. Literature supports the point of view that the only effect of auditory lane departure warnings is to focus the driver's attention back onto the street and the steering reaction is a result of the driver's visual impression of the driving scene. We falsify this statement especially by measuring the time gap between the opening of the eyes after a warning and the steering reaction of the driver. If the reaction is based only on the visual impression, that duration can't be less than the minimum simple visual reaction time of 0.19 seconds.</ABSTRACT>
	<URL>Proceedings/2005/RossmeierGrabsch2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Walker, B. N.</AUTHOR>
		<AUTHOR>Nees, M. A.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Brief training for performance of a point estimation sonification task</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>276-279</PAGES>
	<ABSTRACT>This study examined different types of brief training for a point estimation task with auditory graphs. Participants estimated the price of a stock at a specific times in a 10-hour trading day as depicted in a sonified graph of the stock price data. Forty Georgia Tech undergraduates completed a pre-test, an experimental training session, and a post-test for the point estimation task. In an extension of Smith and Walker [1], a highly conceptual, task analysis-derived method of training was compared to training paradigms that used either prompting of correct responses or feedback for correct answers during training. Two additional groups, one receiving only practice as training and another completing a filler task, were also included. Results indicate that practice with feedback for the point estimation task produced better post-test performance than all other training conditions.</ABSTRACT>
	<URL>Proceedings/2005/WalkerNees2005a.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Anderson, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Creating an empirical framework for sonification design</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>393-397</PAGES>
	<ABSTRACT>Sonification research and design is held back by a lack of empirical evidence on which to base design decisions. The purpose of this paper is to identify the crucial decisions that need to be made at each stage of the sonification design process and assess what research is required to fill the gaps in the empirical literature. Crucial research questions are identified with the aim of building a framework to guide the decision process.</ABSTRACT>
	<URL>Proceedings/2005/Anderson2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Hamer-Hodges, D.</AUTHOR>
		<AUTHOR>Li, S. Y. W.</AUTHOR>
		<AUTHOR>Cairns, P.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Cueing hyperlinks in auditory interfaces</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>364-371</PAGES>
	<ABSTRACT>This paper describes two empirical experiments investigating the perception of embedded audible hyperlinks, designed using speech and non-speech cues, and their effect on the comprehension of synthetic speech. Results from the first experiment showed high accuracy levels of hyperlink perception and differences in comprehension performance between sentences with hyperlinks and sentences without hyperlinks. Results from the second experiment also showed high accuracy levels of hyperlink perception as well as differences in comprehension performance between two hyperlink designs using different configurations of speech and non-speech cues. The results demonstrate that speech and non-speech cues may be effective in the design of audible hyperlinks however their presence within synthetic sentences may reduce overall comprehensibility. Results also demonstrate that different configurations of speech and non-speech cues used to represent audible hyperlinks effect comprehension processes.</ABSTRACT>
	<URL>Proceedings/2005/HamerHodgesLi2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>McKeown, D.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Candidates for within-vehicle auditory displays</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>182-189</PAGES>
	<ABSTRACT>Speech, auditory icons (sounds imitating real world events), environmental sounds (naturally occurring sounds), and abstract warnings are all candidates for user interfaces. Such auditory displays and warnings for within-vehicle use must satisfy certain criteria such as being appropriately urgent, acceptable to users and commanding accurate and appropriately fast response times. Here such criteria are investigated and compared for these different forms of auditory display as an interface for a broad range of driving scenarios. In a computer task of identifying learned mappings of sound to scenario, speech and auditory icons produced both faster response times and greatest accuracy. Abstract sounds produced the slowest response times and least accuracy. Environmental sounds showed an intermediate pattern of performance for accuracy but the response times were similar to the abstract sounds. Urgency and pleasantness judgments showed an interesting contrast. Speech utterances were similarly and consistently rated as pleasant, but also of intermediate urgency (that is, speech sounds did not differ according to situational urgency). On the other hand the three other sound types mapped successfully onto their specified situational urgency levels, and showed a consistent relationship: sounds mapped to highly urgent scenarios were also judged less pleasant.</ABSTRACT>
	<URL>Proceedings/2005/McKeown2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Ozcan, E.</AUTHOR>
		<AUTHOR>van Egmond, R.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Characterizing descriptions of product sounds</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>55-60</PAGES>
	<ABSTRACT>Listeners use different types of descriptions for domestic product sounds depending on the level of identification. By conducting labeling and identification tasks, we classified these descriptions into 11 semantically different groups. These groups are organized within a perceptual framework that describes the identification process of product sounds. The results of this investigation indicate that product sounds have associated meanings. This study not only provides an insight into how people perceive and identify product sounds but also supplies preliminary structured information in order to create an exclusive lexicon for product sounds.</ABSTRACT>
	<URL>Proceedings/2005/OzcanvanEgmond2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>O'Sullivan, C.</AUTHOR>
		<AUTHOR>A., Chang.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Dimensional design: Explorations of the auditory and haptic correlate for the mobile device</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>212-217</PAGES>
	<ABSTRACT>Designing for the mobile device currently allows for the exploration of additional dimensions beyond that of simple graphic treatment. The relationship between two of these dimensions, audio and haptics is discussed here. A method for creation of content for the generation of audio-haptic feedback is discussed. A particular evaluation of such content and its application to design for the auditory and haptic correlate is offered. General observations on this work and the need for further exploration are described.</ABSTRACT>
	<URL>Proceedings/2005/OSullivanChang2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Brock, D.</AUTHOR>
		<AUTHOR>Ballas, J. A.</AUTHOR>
		<AUTHOR>McFarlane, D. C.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Encoding urgency in legacy audio alerting systems</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>190-197</PAGES>
	<ABSTRACT>Despite ongoing modernization efforts, the U.S. Navy expects that it will continue to make highly effective use of legacy systems for many years to come. This and a mandate to maintain fully mission capable platforms have made the service slow to place new audio alerting technologies in command and control environments, despite their demonstrated effectiveness in the laboratory and elsewhere. However, recent upgrade programs for decision support systems have brought with them opportunities to revise and improve standing audio alert techniques. In this paper, the authors describe how the legacy audio component of a Navy decision support workdesk was revised to encode appropriate levels of urgency for incoming action and information alerts. The preliminary design process and issues germane to it are discussed, and the results of an empirical design study are presented. In addition, the implemented solution and the results of a subsequent empirical evaluation are briefly described and discussed.</ABSTRACT>
	<URL>Proceedings/2005/BrockBallas2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Kildal, J.</AUTHOR>
		<AUTHOR>Brewster, S. A.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Explore the matrix: Browsing numerical data tables using sound</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>300-303</PAGES>
	<ABSTRACT>When first approaching a two-dimensional (2D) data table, a user often wants to get a quick overview of the data before analysing them in more detail. Blind and visually impaired people cannot do this task at all using visual displays. Furthermore, speech synthesisers do not help sufficiently with browsing and pattern identification. The approach taken in this research work is to use other senses available to the users to provide efficient ways of exploring numerical data tables. Sighted users having to analyse complex data sets could also benefit from multimodally-presented data arrangements The first steps have been taken by using audio to access information in tables. A sonification of tabular data has been designed, as well as a novel way of accessing the sonified data. Each row or column is sonified as a single piece of information and they are accessed sequentially, reducing the overall complexity of the 2D data structure. Experimental results show that an overview of the data in a table is obtained faster using this sonification technique than using screen reading software, without a reduction in accuracy.</ABSTRACT>
	<URL>Proceedings/2005/KildalBrewster2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Rodriguez, S. G.</AUTHOR>
		<AUTHOR>Ramirez, M. A.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Extracting and modelling approximated pinna-related transfer functions from HRTF data</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>269-272</PAGES>
	<URL>Proceedings/2005/RodriguezRamirez2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Ronkainen, S.</AUTHOR>
		<AUTHOR>Hakkila, J.</AUTHOR>
		<AUTHOR>Pasanen, L.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Effect of aesthetics on audio-enhanced graphical buttons</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>121-126</PAGES>
	<ABSTRACT>In this paper, two different auditory feedback schemes related to graphical buttons are compared to each other and to a visual- only condition. The results show that aesthetically pleasing auditory design is clearly preferred among the users, and can lead to performance benefits over not only a design with no auditory enhancements, but also a design with aesthetically less pleasing auditory enhancements.</ABSTRACT>
	<URL>Proceedings/2005/RonkainenPasanen2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Vilimek, R.</AUTHOR>
		<AUTHOR>Hempel, T.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Effects of speech and non-speech sounds on short-term memory and possible implications for in-vehicle use</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>344-350</PAGES>
	<ABSTRACT>Using auditory output for presenting non-critical but relevant events to the car driver, we compared the effect of four groups of sounds (two speech, two non-speech) on short-term memory and on response time and accuracy. The results indicate that longer speech messages can disrupt short-term memory performance whereas earcons, auditory icons, and single keywords do not cause this effect. Earcons, in turn, lead to comparatively long response times. Based on these experimental data, the suitability of such stimuli for in-vehicle representation is discussed. The type of experimental set-up may enable transfer of the results to comparable settings.</ABSTRACT>
	<URL>Proceedings/2005/VilimekHempel2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Massimino, P.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>From marked text to mixed speech and sound</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>372-275</PAGES>
	<ABSTRACT>Loquendo TTS is a commercial Multilanguage/Multivoice Text-To-Speech synthesizer, attaining great acoustic naturalness and linguistic accuracy. Currently available languages are: Catalan, Chinese, Dutch, British English, American English, French, German, Greek, Italian, Portuguese, Brazilian, Castilian, Argentine, Chilean, Mexican and Swedish. Loquendo TTS is a flexible engine, based on multi-language external knowledge-bases, efficient and platform-independent. It performs text-to-speech conversion as a real-time ``software-only'' process. The Loquendo TTS integrated audio mixer allows mixing sound files and synthetic voice. It's possible to mix one or more sound files simultaneously, at the same time. Thanks to explicit tags embedded in the text, easy synchronization between audio files and speech is guaranteed even if the text is modified. Every sound effect is treated as an independent track, with independent timeline, volume and sample rate. Commands such Mix, Play, Stop, Pause, Resume, Loop and Fade allow users to have complete control on the audio sources. In order to make easy the use of the integrated audio mixer, a multi-platform application is shipped with Loquendo TTS SDK: TTSDirector. Loquendo TTS Director is a Java multiplatform development tool intended for helping the user in the design of the application prompts. The text of the application prompt can be written in the edit box and interactively refined by means of a ``listen &amp; edit'' procedure, allowing to tune the TTS behavior by means of the Loquendo TTS User Control Tags. This paper gives details about the previous topics and can be used as basis for the workshop demonstration, concerning the use of the audio mixer, integrated into the Loquendo TTS, and other functionalities.</ABSTRACT>
	<URL>Proceedings/2005/Massimino2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Yeo, W. S.</AUTHOR>
		<AUTHOR>Berger, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Framework for designing image sonification methods</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>323-327</PAGES>
	<ABSTRACT>Time is not just a parameter of auditory disply, but is rather the principle dimension within which all other auditory parameters are placed. While this is a feature of time ordered information, it poses a particular challenge to effective sonification of time-independent data, such as images. In this paper we present two concepts of time mapping, scanning and probing to provide a framework for con- ceptualizing mappings of static data to the time domain. We then consider the geometric characteristics of images to define mean- ingful references in time. Finally, we proceed to suggest a new approach of modeling human image perception for image sonifi- cation, which can be designed upon our framework.</ABSTRACT>
	<URL>Proceedings/2005/YeoBerger2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Marentakis, G.</AUTHOR>
		<AUTHOR>Brewster, S. A.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Gesture interaction with spatial audio displays: Effects of target size and inter-target separation</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>77-84</PAGES>
	<ABSTRACT>This paper presents the results of an experiment comparing two spatial audio display segmentation techniques by investi-gating the relative salience of target width versus distance to target in a gesture based spatial audio selection task. The first technique, MINIMAL, occupies as little of the display area as possible with sounds placed as close to each other as possible. The second technique, MAXIMAL, occupies all the available display area and sounds are placed as far apart as possible and the associated display area assigned to each sound is allowed to grow. Ratios of distance to target to target width were kept constant in both displays to investigate the relative salience of distance to target versus target width in the sound selection task. Participants performed an orientation based pointing task to select an audio display element in the presence of distracting sounds. Results show that the maximal strategy results in faster and more accurate interaction. Target width was found to have significantly more impact on time ratings than distance to tar-get. Time and accuracy ratings indicate that deictic gesture interaction with a spatial audio display is a robust and efficient interaction technique.</ABSTRACT>
	<URL>Proceedings/2005/MarentakisBrewster2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Zouhar, V.</AUTHOR>
		<AUTHOR>Lorenz, R.</AUTHOR>
		<AUTHOR>Musil, T.</AUTHOR>
		<AUTHOR>Zmoelnig, J.</AUTHOR>
		<AUTHOR>Hoeldrich, R.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Hearing Varese's Poeme Electronique inside a virtual philips pavilion</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>247-252</PAGES>
	<ABSTRACT>Topic of this paper is an interactive sound reproduction system to create virtual sonic environments to visual spaces, called Virtual Audio Reproduction Engine for Spatial Environments (VARESE). Using VARESE, Edgard Var&Atilde;&uml;se&amp;#39;s Po&Atilde;&uml;me &Atilde;&copy;lectronique was recre- ated within a simulated Philips Pavilion (a construction originally designed by Le Corbusier and Iannis Xenakis for the 1958 World Fair in Brussels, then dismantled after its closing). The system draws on binaural sound reproduction principles including spatial- ization techniques based on the Ambisonics theory. Using head- phones and a head-tracker, listeners can enjoy a preset reproduc- tion of the Po&Atilde;&uml;me &Atilde;&copy;lectronique from their individual standpoint as they freely move through the virtual architectural space. While VARESE was developed specifically for its use in reconstructing Poem&Atilde;&uml; &Atilde;&copy;lectronique, it is flexible enough to function as a standard interpreter of sounds and visual objects, enabling users to design their own spatializations. The system runs on a standard laptop PC with a modern graphics card, using Miller Puckette&amp;#39;s computer music software Pure Data (pd), plus an extended graphic interface (running equally on Linux and MS Windows operating systems and featuring a maximum of five sound sources using Ambison- ics).</ABSTRACT>
	<URL>Proceedings/2005/ZmoelnigLorenz2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Carlander, O.</AUTHOR>
		<AUTHOR>Kindstroem, M.</AUTHOR>
		<AUTHOR>Eriksson, L.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Intelligibility of stereo and 3D-audio call signs for fire and rescue command operators</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>292-295</PAGES>
	<ABSTRACT>A command operator of fire and rescue units may need to pay attention to several radio calls in the coordination of simultaneous emergency missions. An experiment investigated command operators' ability to discern stereo and 3D-audio call signs presented in background noise of added voice sources. Each of 10 command operators listened to one to four call signs combined with two to four background voices, with the primary task to discriminate the voice of each call sign. A secondary visual and manual response task induced an overall high mental workload. 3D-audio presentation resulted in a slightly increased number of correctly identified call signs. Four background voices reduced accuracy compared to two, and both three and four simultaneously presented call signs resulted in lower accuracy compared to sets of one and two, respectively. The results are discussed in relation to the potential for improving the 3D-audio presentation aiming for increased intelligibility and operator effectiveness.</ABSTRACT>
	<URL>Proceedings/2005/CarlanderKindstroem2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Frauenberger, C.</AUTHOR>
		<AUTHOR>Putz, V.</AUTHOR>
		<AUTHOR>Hoeldrich, R.</AUTHOR>
		<AUTHOR>Stockman, T.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Interaction patterns for auditory user interfaces</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>154-161</PAGES>
	<ABSTRACT>This paper proposes the use of interaction patterns in the design process of auditory displays in human-computer interaction. To avoid introducing visual concepts in auditory design, a common ground for developing user interfaces without determining their means of representation is proposed. This meta domain allows for the design of user interfaces which can be equally realised in different interaction modalities or multi-modal settings. Although this work focuses on the auditory domain the concept shown is developed keeping in mind that it should be equally applicable in other modalities. A set of mode independent interaction patterns for design in the meta domain are introduced along with their transformation into the auditory domain. A real world application was chosen to evaluate the approach. MS Explorer was analysed, described through the mode independent interaction patterns and transformed into the auditory domain making extensive use of 3D audio rendering techniques. The result, a virtual audio reality version of a file manager, was evaluated with normally sighted persons as well as visually impaired and blind participants showing the feasibility and usability of the approach.</ABSTRACT>
	<URL>Proceedings/2005/FrauenbergerPutz2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Holmes, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Interacting with an information space using sound: Accuracy and patterns</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>70-76</PAGES>
	<ABSTRACT>Human auditory perception is suited to receiving and interpreting information from the environment but this knowledge has not been used extensively in designing computer-based information exploration tools. It is not known how accurate humans can be in navigating an auditory display. Furthermore, it is not known if listeners will conform to known pattern search techniques in a search task using sound alone. An auditory display was created using PD (Pure Data), a graphical programming language used primarily to manipulate digital sound. The visual interface for the auditory display was a blank window. The auditory interface was based on ground level ozone concentration data. When the cursor is moved around in this window, the sound generated changes based on the underlying data value at any given point. An experiment was conducted to determine how accurately subjects were able to locate the highest concentration level using the auditory display. The four attributes of sound tested were frequencysine waveform, frequency-sawtooth waveform, loudness and tempo. Results indicate that sonic display of data yields less resolution than visual. It is also shown that people will generally utilize recognizable search patterns when exploring the information space.</ABSTRACT>
	<URL>Proceedings/2005/Holmes2005a.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Holmes, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Interaction in sonification research: A citation analysis of the 2004 ICAD proceedings</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>296-299</PAGES>
	<ABSTRACT>A citation analysis of ICAD 2004 proceedings was conducted to ascertain the leading (i.e., most cited) authors and information sources. The analysis found that S.A. Brewster is the most highly cited author and that previous ICAD proceedings were the most highly cited source. The observed citation behavior exhibited in ICAD 2004 compares nicely with the expected Lotkan and Zipfian distributions. Further citation analysis combining the previous ICAD conferences is necessary to get a fuller understanding of the ICAD corpus of literature. The issue of whether auditory display is emerging as its own discipline can be elucidated with a complete citation dataset. Continued efforts along these lines will contribute to our overall understanding of ICAD as a community of scholars and researchers</ABSTRACT>
	<URL>Proceedings/2005/Holmes2005b.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Mauney, L. M.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Individual differences in interpreting auditory graphs</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>414-416</PAGES>
	<ABSTRACT>Very little research has been done on the role of individual differences in the interpretation of auditory graphs. Research with the visually impaired, musicians, and college students point to interesting differences in the way sound is interpreted. However, in order for auditory graphs to be successful, a more thorough understanding of individual differences is needed. This paper proposes a series of experiments that look at cognitive abilities, musical abilities, and other demographics in college students and the visually impaired. The author, however, stresses the importance of collaborating with other researchers to obtain data on other groups of people.</ABSTRACT>
	<URL>Proceedings/2005/Mauney2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Pope, D.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Is pitch perception and discrimination of vowels language-dependent and influencd by the vowels spectral properties?</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>340-341</PAGES>
	<ABSTRACT>Pitch discrimination and accuracy has been found to depend on different factors. However, little work has been done (1) on the cross-linguistic influence of the listeners' native language and (2) on the influence of the spectral structure on the pitch perception of vowels as well as (3) cross-linguistic differences regarding different levels of muscial education. If differences in pitch discrimination between different language families exist this would be a crucial knowledge in the design and failure-safe application of auditory displays driven by pitch differences in speech control. Therefore the current study examines pitch discrimination of German vowels with a similar vowel height differing in rounding and tenseness for (1) native German listeners and (2) native Catalan listeners. Significant differences in the sensitivity of pitch perception between these two languages were found. Catalan listeners, independent of their musical education, were mostly insensitive to even large pitch differences in the vowels to be judged. The accuracy of pitch judgements for German listeners were significantly different for musically educated listeners in comparison to musically uneducated listeners. Further, both languages show a significant pitch difference for rounded vowels compared to the unrounded vowels. The current study provides evidence that pitch discrimination is language-dependent, at least partially.</ABSTRACT>
	<URL>Proceedings/2005/Pope2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Stockman, T.</AUTHOR>
		<AUTHOR>Hind, G.</AUTHOR>
		<AUTHOR>Frauenberger, C.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Interactive sonification of spreadsheets</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>134-139</PAGES>
	<ABSTRACT>This paper describes the second phase in a project exploring the application of sonification to improve the accessibility of spreadsheets. The principal target population of the study has been visually impaired users, though the approach has potential in a range of other application areas, such as the eyes-free monitoring of large data spaces, or to preserve screen space in mobile use. The paper begins by examining previous sonification research relevant to the auditory display of spreadsheets, before briefly reviewing the results and requirements arising from the first phase of this project. Phase 2 of the project began with a more detailed requirement investigation, the results of which are outlined. In particular, the requirement for increased interactivity is examined. The way in which these requirements are realised in a further prototype are described, and the results of evaluations of this second prototype discussed.</ABSTRACT>
	<URL>Proceedings/2005/StockmanHind2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Ma, M.</AUTHOR>
		<AUTHOR>McKevitt, P.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Lexical semantics and auditory presentation in virtual storytelling</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>358-363</PAGES>
	<ABSTRACT>Audio presentation is an important modality in virtual storytelling. In this paper we present our work on audio presentation in our intelligent multimodal storytelling system, CONFUCIUS, which automatically generates 3D animation speech, and non-speech audio from natural language sentences. We provide an overview of the system and describe speech and non-speech audio in virtual storytelling by using linguistic approaches. We discuss several issues in auditory display, such as its relation to verb and adjective ontology, concepts and modalities, and media allocation. Finally we conclude that introducing linguistic knowledge provides more intelligent virtual storytelling, especially in audio presentation.</ABSTRACT>
	<URL>Proceedings/2005/MaMcKevitt2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Roeber, N.</AUTHOR>
		<AUTHOR>Masuch, M.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Leaving the screen New perspectives in audio-only gaming</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>92-98</PAGES>
	<ABSTRACT>The design of audio-based computer games possess several chal- lenges. In this paper we discuss both, the technical perspectives in the development, as well as the aesthetics in the design of audio- only computer games. We do not restrict our target audience to the visually impaired only, and assume that audiogames can be played and enjoyed by everyone. We further think that audio-only com- puter games, and audio based user interfaces in general, offer huge potentials in the form of mobile devices that can be used every- where and for nearly every application, including gaming. For this work we played and analyzed several existing audio- only computer games regarding their structure, aim, storytelling, sonification and the possible interactions, and derived some basic rules that are important for a successful game design and develop- ment. We further added additional techniques, which we believe are necessary to achieve a higher level of immersion and which assist in the perception and play of such games. To evaluate our concepts, we designed three simple action games and one story based adventure, that we integrated into our audio framework.</ABSTRACT>
	<URL>Proceedings/2005/RoeberMasuch2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Susini, P.</AUTHOR>
		<AUTHOR>McAdams, S.</AUTHOR>
		<AUTHOR>Smith, B.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Loudness asymmetries for tones with increasing and decreasing levels</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>236-240</PAGES>
	<ABSTRACT>Studies of loudness change for tones with linearly varying levels using different loudness rating methods, such as direct estimation or indirect estimation based on the start and end levels, have revealed an asymmetry depending on the direction of change (increasing vs decreasing). The present study examines loudness asymmetry between increasing and decreasing levels for 1-kHz tones over the range 60-80 dB SPL and over four ramp durations (2, 5, 10 and 20 s) using direct global and continuous loudness ratings made by subjects. Three measures extracted from continuous ratings (loudness duration, loudness change, loudness slope), on the one hand, and the global loudness rating, on the other hand are examined and analyzed separately. Measures extracted from continuous ratings do not reveal any significant perceptual asymmetry between an increasing and a decreasing ramp. However, direct estimation of the global loudness is higher for an increasing ramp than for a decreasing ramp. This result can be explained by a short-term auditory memory effect called the ``recency effect''.</ABSTRACT>
	<URL>Proceedings/2005/SusiniSmith2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Alty, J.</AUTHOR>
		<AUTHOR>Rigas, D.</AUTHOR>
		<AUTHOR>Vickers, P.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Music and speech in auditory interfaces: When is one mode more appropriate than another?</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>351-357</PAGES>
	<ABSTRACT>A number of experiments, which have been carried out using non-speech auditory interfaces, are reviewed and the advantages and disadvantages of each are discussed. The possible advantages of using non-speech audio media such as music are discussed &acirc;€“ richness of the representations possible, the aesthetic appeal, and the possibilities of such interfaces being able to handle abstraction and consistency across the interface.</ABSTRACT>
	<URL>Proceedings/2005/AltyRigas2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Shajahan, P.</AUTHOR>
		<AUTHOR>Irani, P.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Manipulating synthetic voice parameters for navigation in hierarchical structures</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>49-54</PAGES>
	<ABSTRACT>Auditory interfaces commonly use synthetic speech for conveying information. In many instances the information being conveyed is hierarchically structured, such as menus. In this paper, we describe the results of one experiment that was designed to investigate the use of multiple synthetic voices for representing hierarchical information. A hierarchy of 27 nodes was created (in which 2 of the nodes were not shown to the participants during the training session). A between subjects design (N-16) was conducted to evaluate the effect of multiple synthetic voices on recall rates. Two different forms of training were provided. Participant's tasks involved identifying the position of nodes in the hierarchy by listening to the synthetic voice. The results suggest that 84.38% of the participants recalled the position of the nodes accurately. The results also indicate that multiple synthetic voices can be used to facilitate navigation hierarchies. Overall, this study suggests that it is possible to use synthetic voices to represent hierarchies.</ABSTRACT>
	<URL>Proceedings/2005/ShajahanIrani2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Walker, B. N.</AUTHOR>
		<AUTHOR>Stamper, K.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Mobile audio designs monkey: An audio augmented reality designer's tool</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>287-291</PAGES>
	<ABSTRACT>Audio Augmented Reality (AR) design is currently a very difficult task. To develop audio for an AR environment a designer must have technical skills which are unrelated to the design process. The designer should be focusing on the creativity, design, and the logic of the AR rather than the details of the audio. To support the design process, an audio AR designers' tool called Mobile Audio Designs (MAD) Monkey was developed. MAD Monkey was developed using the standard User Centered Design process. The stages of the iterative design process are described here, and the features of the resulting system are discussed. Evaluation of the prototype and plans for further development are also enumerated.</ABSTRACT>
	<URL>Proceedings/2005/WalkerStamper2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Walker, B. N.</AUTHOR>
		<AUTHOR>Lindsay, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Navigation performance in a virtual environment with bonephones</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>260-263</PAGES>
	<ABSTRACT>Audio navigation interfaces have traditionally been studied (and implemented) using headphones. However, many potential users (especially those with visual impairments) are hesitant to adopt these emerging wayfinding technologies if doing so requires them to reduce their ability to hear environmental sounds by wearing headphones. In this study we examined the performance of the SWAN audio navigation interface using bone-conduction headphones (``bonephones''), which do not cover the ear. Bonephones enabled all participants to complete the navigation tasks with good efficiencies, though not immediately as effective as regular headphones. Given the functional success here, and considering that the spatialization routines were not optimized for bonephones (this essentially represents a worst-case scenario), the prospects are excellent for more widespread usage of bone conduction for auditory navigation, and likely for many other auditory displays.</ABSTRACT>
	<URL>Proceedings/2005/WalkerLindsay2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Neuhoff, J. G.</AUTHOR>
		<AUTHOR>Heller, L. M.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>One small step: Sound sources and events as the basis for auditory graphs.</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>417-419</PAGES>
	<ABSTRACT>An overwhelming majority of auditory graphs employ a representational design that maps changes in a variable to changes in a ``low-level'' acoustic dimension such as frequency, intensity, or spectrum. However, there are several potential drawbacks to this type of auditory graph design. First, the perceptual correlates of these dimensions (pitch, loudness, and timbre) have been shown to interact perceptually such that changes in one dimension can influence judgments about changes in the others. Second, abstract changes in acoustic dimensions typically fail to invoke any kind of mental model that might help the listener represent cognitively the changes that occur in the data. Finally, listeners often are much better at attending to acoustic sources (the objects producing the sound) and acoustic events (the actions of these sounding objects) than to the low-level acoustic dimensions themselves. In this paper we endorse an approach to mapping data to sound that ties acoustic parameters unambiguously to changes in sound source or event characteristics. This type of design might be achieved by changing complex acoustic features along one axis in a manner that corresponds with a basic physical feature of a sound source or event.</ABSTRACT>
	<URL>Proceedings/2005/NeuhoffHeller2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Gallo, E.</AUTHOR>
		<AUTHOR>Lemaitre, G.</AUTHOR>
		<AUTHOR>Tsingos, N</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Prioritizing signals for selective real-time audio processing</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>23-29</PAGES>
	<ABSTRACT>This paper studies various priority metrics that can be used to progressively select sub-parts of a number of audio signals for realtime processing. In particular, five level-related metrics were examined: RMS level, A-weighted level, Zwicker and Moore loudness models and a masking threshold-based model. We conducted a pilot subjective evaluation study aimed at evaluating which metric would perform best at reconstructing mixtures of various types (speech, ambient and music) using only a budget amount of original audio data. Our results suggest that A-weighting performs the worst while results obtained with loudness metrics appear to depend on the type of signals. RMS level offers a good compromise for all cases. Our results also show that significant sub-parts of the original audio data can be omitted in most cases, without noticeable degradation in the generated mixtures, which validates the usability of our selective processing approach for real-time applications. In this context, we successfully implemented a prototype 3D audio rendering pipeline using our selective approach.</ABSTRACT>
	<URL>Proceedings/2005/GalloLemaitre2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Terasawa, H.</AUTHOR>
		<AUTHOR>Slaney, M.</AUTHOR>
		<AUTHOR>Berger, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Perceptual distance in timbre space</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>61-68</PAGES>
	<ABSTRACT>This paper describes a perceptual space for timbre, defines an ob- jective metric that takes into account perceptual orthogonality, and measures the quality of timbre interpolation applicable to percep- tually valid timbral sonification. We discuss two timbre represen- tations and measure perceptual judgment. We determined that a timbre space based on Mel-frequency cepstral coefficients (MFCC) is a good model for perceptual timbre space.</ABSTRACT>
	<URL>Proceedings/2005/TerasawaSlaney2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Cabrera, D.</AUTHOR>
		<AUTHOR>Ferguson, S.</AUTHOR>
		<AUTHOR>Tilley, S.</AUTHOR>
		<AUTHOR>Morimoto, M.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Recent studies on the effect of signal frequency on auditory vertical localization</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>1-8</PAGES>
	<ABSTRACT>The authors have been involved in a series of studies showing that the fundamental frequency of a complex tone, the center frequency of a noise band, or the cut-off frequencies of simultaneously presented high- and low-passed noise bands, systematically affect the elevation of auditory images &acirc;€“ such that high frequencies are associated with high elevations, and low frequencies with low elevations. These studies show this effect not just for median plane localization, but in some circumstances even for sources on the aural axis. This paper reviews the findings of these studies, and considers their implications and applications, including for auditory display.</ABSTRACT>
	<URL>Proceedings/2005/CabreraFerguson2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Jin, C.</AUTHOR>
		<AUTHOR>Tan, T.</AUTHOR>
		<AUTHOR>Kan, A.</AUTHOR>
		<AUTHOR>Lin, D.</AUTHOR>
		<AUTHOR>van Schaik, A.</AUTHOR>
		<AUTHOR>Smith, K.</AUTHOR>
		<AUTHOR>McGinity, M.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Real-time, head-tracked 3D audio with unlimited simultaneous sounds</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>308-311</PAGES>
	<ABSTRACT>This research presents a novel 3D audio playback method in which real-time head-tracking is maintained with an unlimited number of simultaneous sound sources. The method presented relies on using a 500-900MByte sound buffer which contains binaural data for 385 head orientations and a processing platform with two hard disks in a RAID 0 configuration that can stream data at a rate of 80-100 MBytes/s. We discuss issues related to how the number of head-orientations influences a smooth presentation, how the window length influences smooth transitions between different head-orientations and the file format used for storing the sounds. The new 3D audio playback method was incorporated into a 3D audio playback engine (3DApe) which can: play a 3D audio soundtrack consisting of an unlimited number of simultaneous sound sources, switch between different 3D audio soundtracks, play back up to 8 simultaneous and instantaneous sound sources on command, use a head-tracker interface via the virtual reality peripheral network (VRPN), supply 3D audio communication using voice over IP, and interface with a Virtools graphical software engine. 3DApe was demonstrated as part of an interactive 3D cinematic artwork, entitled Conversations, that was on display at the Powerhouse Museum in Sydney in December 2004 [1].</ABSTRACT>
	<URL>Proceedings/2005/JinTan2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Bower, J. E.</AUTHOR>
		<AUTHOR>Lindroth, S.</AUTHOR>
		<AUTHOR>Burchett, J.</AUTHOR>
		<AUTHOR>Feller, S. D.</AUTHOR>
		<AUTHOR>Brady, D. J.</AUTHOR>
		<AUTHOR>Brady, R.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Soundsense: Sonifying pryroelectric sensor data for an interactive media event</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>113-120</PAGES>
	<ABSTRACT>Collaborations between artists, engineers, and scientists often occur when creating new media works. These interdisciplinary efforts must overcome the ideals and practical-limitations inherent in both artistic and research pursuits. In turn, successful projects may truly be greater than the sum of their parts, enabling each collaborator to gain insight into their own work. soundSense, a cooperative effort between engineers, composers, and other specialists, sonifies pyroelectic sensor data to create a novel interactive-media event. Signals generated by multiplexing pyroelectric detectors inform datadriven audio and visual displays articulating &acirc;€“ in real-time &acirc;€“ the presence and motion of individuals within the sensed space.</ABSTRACT>
	<URL>Proceedings/2005/BowerLindroth2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Bruce, J. W.</AUTHOR>
		<AUTHOR>Palmer, N. T.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>SIFT: Sonification integrable flexible toolkit</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>256-259</PAGES>
	<ABSTRACT>This paper describes work-in-progress on a platformindependent toolkit for sonification of scientific data. The data being displayed and the sonification control information can be provided in real-time and distributed over a wide area via Ethernet. The toolkit allows the designer to process, scale, and map data to a wide variety of sonification parameters and methods. Sonification processing and control commands are stored in standard XML syntax files and can be applied or modified in real-time. The toolkit described here is easily added to existing visualization applications and can be quickly expanded to use new data formats and sonification modalities. Early results of interactive auditory and visual analysis of an example domain are described, and extensive user tests are being planned.</ABSTRACT>
	<URL>Proceedings/2005/BrucePalmer2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Daye, C.</AUTHOR>
		<AUTHOR>Fleck, C.</AUTHOR>
		<AUTHOR>de Campo, A.</AUTHOR>
		<AUTHOR>Edelmayer, G.</AUTHOR>
		<AUTHOR>Mayer, P.</AUTHOR>
		<AUTHOR>Panek, P.</AUTHOR>
		<AUTHOR>de Campo, M. E.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Sonification as a tool to reconstruct user's actions in unobservabe areas</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>328-331</PAGES>
	<ABSTRACT>This paper deals with the sonification of log data gathered during a field test of an innovative toilet system. These tests have been carried out in a day care center for multiple sclerosis patients in winter 2004/05 in the framework of the EU funded Friendly Rest Room project (FRR). For ethical reasons, no direct observational data are at hand to validate the design concept. We will show a way to solve this dilemma by sonification of the log data. This sonification must be designed in a way that enables the researcher to reconstruct the user&amp;#39;s actions s/he could not directly observe.</ABSTRACT>
	<URL>Proceedings/2005/DayeFleck2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>de Campo, A.</AUTHOR>
		<AUTHOR>Frauenberger, C.</AUTHOR>
		<AUTHOR>Hoeldrich, R.</AUTHOR>
		<AUTHOR>Melde, T.</AUTHOR>
		<AUTHOR>Plessas, W.</AUTHOR>
		<AUTHOR>Sengl, B.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Sonification of quantum spectra</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>304-307</PAGES>
	<ABSTRACT>Quantum spectra provide an interesting field for auditory display due to the richness of their data sets. Here, we are concerned with the sonification of quantum-mechanical spectra of baryons, the most fundamental particles of subatomic physics observed in nature. The data under investigation stem from different competing theoretical models designed for the description of baryon properties. We report on first attempts towards finding valid and useful strategies for displaying, comparing and exploring various model predictions in relation to experimentally measured data by means of sonification. The aim is to investigate the possibilities of sonification in order to develop them as a tool for classifying and explaining baryon properties in the context of present particle theory.</ABSTRACT>
	<URL>Proceedings/2005/deCampoFrauenberger2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Fox, J.</AUTHOR>
		<AUTHOR>Carlile, J.</AUTHOR>
		<AUTHOR>Berger, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Sonimime: Sonification of fine motor skills</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>316-318</PAGES>
	<ABSTRACT>This paper describes the design of SoniMime, a system for the soni cation of hand motion. Among SoniMime's applications is the use of auditory feedback to re ne ne motor skills in a wide variety of tasks. Our primary soni cation method involves mapping movement to timbre parameters. Speci cally, we explore the application of the tristimulus timbre model for the soni cation of gestural data, working toward the goals of assisting a user to learn a particular motion or gesture with minimal deviation. We also explore real-time timbre shaping and its possible use as an intuitive soni cation tool related to formant synthesis and human vowel recognition. SoniMime uses two 3-D accelerometers connected to an Atmel microprocessor which outputs OSC control messages. Data ltering, parameter mapping, and sound synthesis take place in Pd running on a Linux computer.</ABSTRACT>
	<URL>Proceedings/2005/FoxCarlile2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Lee, K.</AUTHOR>
		<AUTHOR>Sell, G.</AUTHOR>
		<AUTHOR>Berger, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Sonification using digital waveguides and 2- and 3-dimensional digital waveguide mesh</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>140-145</PAGES>
	<ABSTRACT>We describe a method of auditory display of complex data, object identification, and classification using digital waveguides and waveguide mesh. Our overall goal is to distinguish highly dimensional data sets from one another in such a way that reveals meaningful differences in a particular context. In this paper we provide a summary of the application of waveguide and waveguide mesh architectures to sonification, and demonstrate the digital waveguide, 2- and 3-dimensional mesh in a variety of sonification tasks.</ABSTRACT>
	<URL>Proceedings/2005/LeeSell2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Martens, W. L.</AUTHOR>
		<AUTHOR>Braasch, J.</AUTHOR>
		<AUTHOR>Ryan, T. J.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Spatial auditory display using multiple subwoofers in two different reverberant reproduction environments</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>30-36</PAGES>
	<ABSTRACT>Spatial auditory displays that use multichannel loudspeaker arrays in reverberant reproduction environments often use single subwoofers to reproduce all the low frequency content to be presented to the listener, consistent with consumer home theater practices. However, even in small reverberant listening rooms, such as those of the typical home theater, it is possible to display a greater variety of clear distinctions in resulting spatial auditory imagery when using laterally positioned subwoofers to present two different signals. This study investigated listeners' ability to discriminate between correlated and decorrelated low-frequency audio signals, emanating from multiple subwoofers located in two different reverberant environments, characterized as ``home'' versus ``lab.'' Octave-band noise samples, with center frequencies ranging in third-octave steps from 40 Hz to 100 Hz, were presented via a pair of subwoofers poitioned relative to the listener either in a left-right (LR) orientation, or in a front-back (FB) orientation. When delivered via subwoofers in the FB orientation, in each of the two reproduction envirnoments, discrimination between correlated and decorrelated low-frequency signals was at chance levels (i.e., the discrimination was effectively impossible). When delivered via the laterally positioned subwoofers (orientation LR) in the acoustically-controlled laboratory environment, the signals could be perfectly and easily discriminated. In constrast, when tests were run in the small and highly reverberant (i.e., home) environment, the decorrelated signals were not so easily distinguished from those that were correlated at the subwoofers, with performance gradually falling to chance levels as the center frequency of the stimulus was decreased below 50 Hz.</ABSTRACT>
	<URL>Proceedings/2005/MartensBraasch2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Nickerson, L. V.</AUTHOR>
		<AUTHOR>Stockman, T.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Sonically exposing the desktop space to non-visual users: an experiment in overview information presentation</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>319-322</PAGES>
	<ABSTRACT>The vast majority of computer interfaces do not translate well onto non-visual displays (e.g. for blind users, wearable/mobile computing, etc). Screen readers are the most prevalent aural technology to expose graphical user interfaces to the visually impaired. However, they eliminate many of the advantages of direct manipulation and WYSIWYG applications. While the use of sound in interfaces has become more prevalent due to advancement in sound cards for computers, it is still primarily for alerts and status-reporting. The use of sound can be expanded to enhance or replace a GUI by providing a 3D auditory environment. However, users of this environment would need a reliable and effective method of navigation. Little is known of the usability of a system based on sound identification and localisation. In this work, we describe an experiment which will examine users' ability to navigate a 3D auditory environment based on these concepts.</ABSTRACT>
	<URL>Proceedings/2005/NickersonStockman2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Best, V.</AUTHOR>
		<AUTHOR>Ihlefeld, A.</AUTHOR>
		<AUTHOR>Shinn-Cunningham, B.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>The effect of auditory spatial layout in a divided attention task</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>17-22</PAGES>
	<ABSTRACT>The effect of spatial separation on the ability of listeners to report keywords from two simultaneous talkers was examined. The talkers were presented with equal intensity at a clearly audible level, and were designed to have little spectral overlap in order to reduce energetic interference. The two talkers were presented in a virtual auditory environment with various angular separations around references of -45&Acirc;&ordm;, 0&Acirc;&ordm;, or 45&Acirc;&ordm; azimuth. In Experiment 1, the virtual space was created using head-related transfer functions (HRTFs) which contained natural energy variations as a function of location. In Experiment 2, these energy variations were removed and the virtual space was created using only interaural time differences (ITDs). Overall, performance did not vary dramatically but depended on spatial separation, reference direction, and type of simulation. Around the 0&Acirc;&ordm; reference azimuth, performance in the HRTF condition tended to first increase and then decrease with increasing separation. This effect was greatly reduced in the ITD condition and thus appears to be related primarily to energy variations at the two ears. For sources around the $\pm$ 45&Acirc;&ordm; reference azimuths, there was an advantage to separating the two sources in both HRTF and ITD conditions, suggesting that perceived spatial separation is advantageous in a divided attention task, at least for lateral sources.</ABSTRACT>
	<URL>Proceedings/2005/BestIhlefeld2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Bovermann, T.</AUTHOR>
		<AUTHOR>Hermann, T.</AUTHOR>
		<AUTHOR>Ritter, H.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>The local heat exploration model for interactive sonification</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>85-91</PAGES>
	<KEYWORDS>
		<KEYWORD>Sonification,</KEYWORD>
		<KEYWORD>Exploratory</KEYWORD>
		<KEYWORD>Data</KEYWORD>
		<KEYWORD>Analysis,</KEYWORD>
		<KEYWORD>Interaction,</KEYWORD>
		<KEYWORD>Multi-modal</KEYWORD>
		<KEYWORD>Computer</KEYWORD>
		<KEYWORD>Interfaces</KEYWORD>
	</KEYWORDS>
	<ABSTRACT>This paper presents a new sonification model for the exploration of topographically ordered high-dimensional data (multi-parameter maps, volume data) where each data item consists of a position and feature vector. The sonification model implements a common metaphor from thermodynamics that heat can be interpreted as stochastic motion of 'molecules'. The latter are determined by the data under examination, and 'live' only in the feature space. Heat-induced interactions cause acoustic events that fuse to a granular sound texture which conveys meaningful information about the underlying distribution in feature space. As a second ingredient of the model, data selection is achieved by a separated navigation process in position space using a dynamic aura model, such that heat can be induced locally. Both, a visual and an auditory display are driven by the underlying model. We exemplify the sonification by means of interaction examples for different high-dimensional distributions.</ABSTRACT>
	<URL>Proceedings/2005/BovermanHermann2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Brungart, D. S.</AUTHOR>
		<AUTHOR>Simpson, B. D.</AUTHOR>
		<AUTHOR>Kordik, A. J.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>The detectability of headtracker latency in virtual audio displays</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>37-42</PAGES>
	<ABSTRACT>A critical engineering parameter in the design of interactive virtual audio displays is the maximum amount of latency that can be tolerated between the movement of the listener's head and the corresponding change in the spatial audio signal presented to the listener's ears. In this study, subjects using a virtual audio display were asked to detect the difference between a control stimulus that had the lowest possible latency value for the display system (11.7 ms) and a test stimulus that had an artificially increased headtracker latency ranging from 36 to 203 ms. In a standard listening configuration with only a single virtual sound source, the results show that typical listeners are unable to reliably detect the presence of headtracker latencies smaller than 80 ms, and that even the best listeners are unable to detect changes smaller than 60 ms. However, the addition of low-latency reference tone at the same location of the target signal decreases the minimum threshold for latency detection by about 25 ms. This result suggests that augmented reality systems may require headtracker latencies smaller than 30 ms to ensure the delays are undetectable to all users in all listening environments.</ABSTRACT>
	<URL>Proceedings/2005/BrungartSimpson2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Cullen, C.</AUTHOR>
		<AUTHOR>Coyle, E.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>TrioSon: A graphical user interface for pattern sonification</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>198-205</PAGES>
	<ABSTRACT>The TrioSon software allows users to map musical patterns to input data variables via a graphical user interface (GUI). The application is a Java routine designed to take input files of standard Comma Separated Values (CSV) format and output Standard Midi Files (SMF) using the internal Java Sound API. TrioSon renders output Sonifications from input data files for up to 3 user-defined parameters, allocated as bass, chord and melody instruments for the purposes of arrangement. In this manner each parameter concerned is distinguished by its individual instrumental timbre, with the option of rendering any combination of 1 to 3 parameters as required. The software parses indexed input data relating to individual variables for each user-defined parameter, and provides the means to allocate musical patterns to each variable for Sonification using drag and drop functionality. Control over the Rhythmic Parsing of the Sonification is provided, alongside individual control of the volume, panning, muting and timbre of each instrument in the trio. Sonifications can be rendered as full output files of the entire data, or can also be auditioned by index as required. This feature is designed to allow the user complete control over the data they are sonifying- either on an individual or collective basis. Context for each output Sonification is provided by Midi events defined by the index of the input data, which are mapped to percussive timbres in the final SMF (via track 10). Java development provides the added advantage of portability, with the final application being small enough (200kb) to attach in an email document. It is hoped that the compact and intuitive nature of the application will make it a straightforward means of investigating the Sonification of data sets.</ABSTRACT>
	<URL>Proceedings/2005/CullenCoyle2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Finlayson, J. L.</AUTHOR>
		<AUTHOR>Mellish, C.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>The 'audioview' - providing a glance at Java source code</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>127-133</PAGES>
	<ABSTRACT>Having an overview of the structure of information has been shown to be necessary to effectively approach the reading of it. This paper describes how programming constructs can be represented using speech and non-speech audio to provide an important `glance' at program source code prior to reading it. Three methods of representing program code are investigated, using pure speech, non-speech and a combination of speech and non-speech to determine the most effective method to convey this type of information. On the basis of these results, this paper concludes that nonspeech sounds are able to successfully convey information about program structure. However, significantly better results are achieved when using speech output, either alone or in combination with the non-speech audio, with a significantly lower mental workload. These results suggest that earcons and non-speech sounds be used as a supplement to speech representations, rather than as an alternative.</ABSTRACT>
	<URL>Proceedings/2005/FinlaysonMellish2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Flowers, J. H.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Thirteen years of reflection on auditory graphing: Promises, pitfalls, and potential new directions</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>406-409</PAGES>
	<ABSTRACT>While developments in sound production hardware now make the creation of auditory graphs possible for casual users of personal computers, some of the same pitfalls to effective auditory display development that arose in the early 1990's continue to impede effective applications of this promising technology. Most of these pitfalls stem from lack of adequate understanding about key properties of auditory perception and attention and from inappropriate generalizations of existing data visualization practices. At the same time, however, we now know about some strategies that appear to work and offer promise for making sonification a useful and accepted tool for data exploration and decision making. The present paper summarizes several selected examples in each of these categories, along some suggestions for future research directions.</ABSTRACT>
	<URL>Proceedings/2005/Flowers2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>Gossmann, J.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>Towards an auditory representation of complexity</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>264-268</PAGES>
	<ABSTRACT>In applications of sonification, the information inferred by the sonification strategy applied often supersedes the amount of information which can be retrieved by the ear about the object of sonification. This paper focuses on the representation of complex geometric formation through sound, drawing on the development of an interactive installation sonifying escape time fractals as an example. The terms ``auditory emergence and formation'' are introduced and an attempt is made to interpret them for music composition, data display and information theory. The example application,. ``Audio Fraktal'', is a public installation in the permanent exhibition of the Museum for Media Art at ZKM, Karlsruhe. The design of the audiovisual display system that allows the shared experience of interactive spatial auditory formation is described. The work was produced by the author at the Institute for Music and Acoustics at ZKM, Karlsruhe.</ABSTRACT>
	<URL>Proceedings/2005/Gossman2005.pdf</URL>
</RECORD>
<RECORD>
	<REFERENCE_TYPE>3</REFERENCE_TYPE>
	<AUTHORS>
		<AUTHOR>McClimens, B.</AUTHOR>
		<AUTHOR>Nevitt, J.</AUTHOR>
		<AUTHOR>Zhao, C.</AUTHOR>
		<AUTHOR>Brock, D.</AUTHOR>
		<AUTHOR>Ballas, J. A.</AUTHOR>
	</AUTHORS>
	<YEAR>2005</YEAR>
	<TITLE>The effect of pitch shifts on the identification of environmental sounds: Design considerations for the modification of sounds in auditory displays</TITLE>
	<SECONDARY_AUTHORS>
		<SECONDARY_AUTHOR>Brazil, Eoin</SECONDARY_AUTHOR>
	</SECONDARY_AUTHORS>
	<SECONDARY_TITLE>Proceedings of the 11th International Conference on Auditory Display (ICAD2005)</SECONDARY_TITLE>
	<PLACE_PUBLISHED>Limerick, Ireland</PLACE_PUBLISHED>
	<PUBLISHER>Department of Computer Science and Information Systems, University of Limerick</PUBLISHER>
	<PAGES>332-335</PAGES>
	<ABSTRACT>To examine the plausibility of dynamically adjusting the sounds presented by an auditory display, a study addressing the effects of pitch shifting on the identifiability of a set of forty-one environmental sounds was carried out. The sounds were shifted both up and down in pitch and presented to listeners who were asked to identify them. Results show that pitch shifting is detrimental to the identifica