5:30 - 7:00 Poster Session
Marlene Mathew
BSONIQ: A 3-D EEG Sound InstallationBSoniq is a multi-channel interactive bio-feedback installation which allows for real-time sonification and visualization of electroencephalogram (EEG) data. EEG data provides multivariate information about human brain activity. Here, a multivariate event-based sonification is proposed using 3D spatial location to provide cues about these particular events.
Yuanjing Sun, Jaclyn Barnes and Myounghoon Jeon
Multisensory Cue Congruency in the Lane Change TestDrivers interact with a number of systems while driving. Taking advantage of multiple modalities can reduce the cognitive effort of information processing and facilitate multitasking. The present study aims to investigate how and when auditory cues improve driver responses to a visual target. We manipulated three dimensions (spatial, semantic, and temporal) of verbal and nonverbal cues to interact with visual spatial instructions. Multimodal displays were compared with unimodal (visual-only) displays to see whether they would facilitate or degrade a vehicle control task. Twenty-six drivers participated in the Auditory-Spatial Stroop experiment using a lane change test (LCT). The preceding auditory cues improved response time over the visual-only condition. When dimensions conflicted, spatial (location) congruency had a stronger impact than semantic (meaning) congruency. The effects on accuracy was minimal, but there was a trend of speed-accuracy trade-offs. Results are discussed along with theoretical issues and future works.
Marcelo Ferranti and Rejane Spitz
Sounding objects: an overview towards sound methods and techniques to explore sound within design processesSound is a neglected subject of today’s products and services. Technology changed the way we interact with the world and people around us, thus designers should strive for projecting/planning/creating for all the senses. Since sound is an important expression, in order to change this scenario designers should be aware of the possibilities and attributes of sound and how to explore them. In this paper we first illustrate the importance of the design thinking process by showing two main approaches of design thinking: double-diamond and human-centered design. We then present a literature review on sound methods and techniques. Finally we match those findings with classic design methods, like personas, scenarios and experience maps to get twenty key/essential sound methods that could be applied in a design thinking context.
Peter Coppin, David Steinman, Daniel MacDonald and Richard Windeyer
Progress Toward Sonifying Napoleon’s March and Fluid Flow Simulations through Binaural HorizonsAccessible data analytics—that which can be rendered for experience through vision, hearing, and touch—poses a fundamental challenge to designers. It is also a human rights requirement because many societies mandate that all individuals have the right to experience products and services, yet not everyone accesses media visually. Non-linguistic sonification, such as parameter mapping, is a well researched means for non-visual pattern recognition but higher density datasets pose a challenge. Because human hearing is optimized for detecting locations on a horizontal plane, our approach recruits this optimization by employing an immersive binaural horizontal plane. Two case studies demonstrate our approach: A sonic transcreation of a map and a sonic transcreation of a computational fluid dynamics simulation.
Paulo Marins
Challenges and Constraints of Using Audio in Online Music EducationSeveral online music courses have been developed lately by educational companies. In addition, many universities have been offering music online degree programs. Since these courses and programs are taught through distance education, many ICTs are used such as: recorded video, online software, social networks, and audio. Although audio is widely used in the online courses and degree programs that aim to teach applied music, only a few research reports have been published recently about this subject. This paper intends to clarify – through a literature review - some questions concerning this use and also aims to provide a discussion regarding the challenges and constraints of using audio in online applied music lessons. It is also hoped that the discussions made in this paper may lead to the development of research in the area of online music education as well as in the specific field of sound in learning.
Wenyu Wu, Alexander Gotsis, Rudina Morina, Harsha Chivukula, Arley Schenker, Madeline Gardner, Felix Liu, Spencer Barton, Steven Woyach, Bruno Sinopoli, Pulkit Grover and Laurie Heller
Echoexplorer: A Game App for Understanding Echolocation and Learning to Navigate Using Echo CuesEcholocation -- the ability to detect objects in space through the perception of echoes from these object -- has been identified as a promising venue to help visually impaired individuals navigate within their environments. The interest is in part because a proof-of-concept exists: certain visually impaired individuals are able to navigate themselves using echolocation. Why, then is echolocation is not in widespread use among visually impaired individuals? This question is of central interest to our work. It is possible that echolocation is inherently a skill that can be learned only by certain talented individuals, but it is also possible that the lack of systematic echolocation training platforms has impeded individuals in picking up this skill. We designed a game-application that serves as a training platform for individuals, sighted or not, to train themselves to echolocate. While the game-app is currently being tested on several individuals, this paper reports the process of app design, the design decisions, and how feedback from visually impaired individuals influenced these.

The poster session will be held in the lobby of the Playhouse Theatre