25 resultados para Sounds(waterways)
em Universidad Politécnica de Madrid
Resumo:
This paper shows the influence of the semantic content of urban sounds in the subjective evaluation of outer spaces. The study is based on the analysis conducted in three neighboring and integrated urban spaces with a different form of social ownership in the city of Cordoba, Argentina. It shows that the type of sound source present at each site influence, by its semantic content, in the user´s identification and permanence in the place. The noise present in a soundscape is able to have a high semantic content, and therefore the sound has a particular meaning for the perceiver. Every particular social group influences the production of their own sounds and how they perceive them. This allows to consider the sound as one of the factors that define the sense of "place" or "no place" of a certain urban space. Evidently the sounds, and their ability to evoke and characterize the environment, cannot be ignored in the construction and recovery of anthropological sites. This urban culture is unique and specific to every society. Thepublic spaces, with their soundscape, are part of the construction of the urban identity of a city. It is shown that for identical general sound levels present in each of the spaces, the level of annoyance or discomfort, in relation to the subjective acoustic quality, is different. This is the result of the influence of semantic content of the sounds present in each urban space. Coinciding with other similar research, the level of discomfort or annoyance decreases as the presence of natural sounds such as water, the wind in the trees or the birds singing increases, even when the objective values of noise level of natural sounds are higher.
Resumo:
The introduction of open-plan offices in the 1960s with the intent of making the workplace more flexible, efficient, and team-oriented resulted in a higher noise floor level, which not only made concentrated work more difficult, but also caused physiological problems, such as increased stress, in addition to a loss of speech privacy. Irrelevant background human speech, in particular, has proven to be a major factor in disrupting concentration and lowering performance. Therefore, reducing the intelligibility of speech and has been a goal of increasing importance in recent years. One method employed to do so is the use of masking noises, which consists in emitting a continuous noise signal over a loudspeaker system that conceals the perturbing speech. Studies have shown that while effective, the maskers employed to date – normally filtered pink noise – are generally poorly accepted by users. The collaborative "Private Workspace" project, within the scope of which this thesis was carried out, attempts to develop a coupled, adaptive noise masking system along with a physical structure to be used for open-plan offices so as to combat these issues. There is evidence to suggest that nature sounds might be more accepted as masker, in part because they can have a visual object that acts as the source for the sound. Direct audio recordings are not recommended for various reasons, and thus the nature sounds must be synthesized. This work done consists of the synthesis of a sound texture to be used as a masker as well as its evaluation. The sound texture is composed of two parts: a wind-like noise synthesized with subtractive synthesis, and a leaf-like noise synthesized through granular synthesis. Different combinations of these two noises produced five variations of the masker, which were evaluated at different levels along with white noise and pink noise using a modified version of an Oldenburger Satztest to test for an affect on speech intelligibility and a questionnaire to asses its subjective acceptance. The goal was to find which of the synthesized noises works best as a speech masker. This thesis first uses a theoretical introduction to establish the basics of sound perception, psychoacoustic masking, and sound texture synthesis. The design of each of the noises, as well as their respective implementations in MATLAB, is explained, followed by the procedures used to evaluate the maskers. The results obtained in the evaluation are analyzed. Lastly, conclusions are drawn and future work is and modifications to the masker are proposed. RESUMEN. La introducción de las oficinas abiertas en los años 60 tenía como objeto flexibilizar el ambiente laboral, hacerlo más eficiente y que estuviera más orientado al trabajo en equipo. Como consecuencia, subió el nivel de ruido de fondo, que no sólo dificulta la concentración, sino que causa problemas fisiológicos, como el aumento del estrés, además de reducir la privacidad. Hay estudios que prueban que las conversaciones de fondo en particular tienen un efecto negativo en el nivel de concentración y disminuyen el rendimiento de los trabajadores. Por lo tanto, reducir la inteligibilidad del habla es uno de los principales objetivos en la actualidad. Un método empleado para hacerlo ha sido el uso de ruido enmascarante, que consiste en reproducir señales continuas de ruido a través de un sistema de altavoces que enmascare el habla. Aunque diversos estudios demuestran que es un método eficaz, los ruidos utilizados hasta la fecha (normalmente ruido rosa filtrado), no son muy bien aceptados por los usuarios. El proyecto colaborativo "Private Workspace", dentro del cual se engloba el trabajo realizado en este Proyecto Fin de Grado, tiene por objeto desarrollar un sistema de ruido enmascarador acoplado y adaptativo, además de una estructura física, para su uso en oficinas abiertas con el fin de combatir los problemas descritos anteriormente. Existen indicios de que los sonidos naturales son mejor aceptados, en parte porque pueden tener una estructura física que simule ser la fuente de los mismos. La utilización de grabaciones directas de estos sonidos no está recomendada por varios motivos, y por lo tanto los sonidos naturales deben ser sintetizados. El presente trabajo consiste en la síntesis de una textura de sonido (en inglés sound texture) para ser usada como ruido enmascarador, además de su evaluación. La textura está compuesta de dos partes: un sonido de viento sintetizado mediante síntesis sustractiva y un sonido de hojas sintetizado mediante síntesis granular. Diferentes combinaciones de estos dos sonidos producen cinco variaciones de ruido enmascarador. Estos cinco ruidos han sido evaluados a diferentes niveles, junto con ruido blanco y ruido rosa, mediante una versión modificada de un Oldenburger Satztest para comprobar cómo afectan a la inteligibilidad del habla, y mediante un cuestionario para una evaluación subjetiva de su aceptación. El objetivo era encontrar qué ruido de los que se han sintetizado funciona mejor como enmascarador del habla. El proyecto consiste en una introducción teórica que establece las bases de la percepción del sonido, el enmascaramiento psicoacústico, y la síntesis de texturas de sonido. Se explica a continuación el diseño de cada uno de los ruidos, así como su implementación en MATLAB. Posteriormente se detallan los procedimientos empleados para evaluarlos. Los resultados obtenidos se analizan y se extraen conclusiones. Por último, se propone un posible trabajo futuro y mejoras al ruido sintetizado.
Resumo:
Technological progress in the area of informatics and human interface platforms create a window of opportunities for the neurorehablitation of patients with motor impairments. The CogWatch project (www.cogwatch.eu) aims to create an intelligent assistance system to improve motor planning and execution in patients with apraxia during their daily activities. Due to the brain damage caused by cardiovascular incident these patients suffer from impairments in the ability to use tools, and to sequence actions during daily tasks (such as making breakfast). Based on the common coding theory (Hommel et al., 2001) and mirror neuron primate research (Rizzolatti et al., 2001) we aim to explore use of cues, which incorporate aspects of biological motion from healthy adults performing everyday tasks requiring tool use and ecological sounds linked to the action goal. We hypothesize that patients with apraxia will benefit from supplementary sensory information relevant to the task, which will reinforce the selection of the appropriate motor plan. Findings from this study determine the type of sensory guidance in the CogWatch interface. Rationale for the experimental design is presented and the relevant literature is discussed.
Resumo:
This paper is a first step of a research about the analysis of the richness of the existing sounds in the Plaza Mayor, due to the old and traditional shops and bars under its porticoes together with the huge daily affluence of people. In this paper we study the sound preferences of the salesmen and bar tenders at those traditional shops. These sound preferences include particular sounds, time of occurrence and date of specific annoying and pleasant sounds perceived at the square and the shops surrounding it. To carry out this study, several noise level measurements and socio-acoustic surveys were held. We will also try to correlate sound preferences and annoyance with noise levels of specific events existing at this particular square.
Resumo:
Palatal clicks are most interesting for human echolocation. Moreover, these sounds are suitable for other acoustic applications due to their regular mathematical properties and reproducibility. Simple and nondestructive techniques, bioinspired by synthetized pulses whose form reproduces the best features of palatal clicks, can be developed. The use of synthetic palatal pulses also allows detailed studies of the real possibilities of acoustic human echolocation without the problems associated with subjective individual differences. These techniques are being applied to the study of wood. As an example, a comparison of the performance of both natural and synthetic human echolocation to identify three different species of wood is presented. The results show that human echolocation has a vast potential.
Resumo:
Los fármacos en el agua han sido considerados en los últimos años un problema medioambiental grave, y se ha incrementado el interés por los efectos que pueden producirse en el medio acuático. Aunado a este problema se encuentra el consumo excesivo de medicamentos no controlados, los cuales pueden ser desechados sin tener el tratamiento adecuado; por lo que se ingresan a los cursos de agua. Estos contaminantes emergentes son compuestos cuyo vertido supone un problema sanitario y ambiental. Se trata de contaminantes solubles en agua por lo que son capaces de estar presentes en todas las etapas del ciclo del agua. Han sido numerosos estudios los que se han realizado en diferentes países, ya que su presencia se ha convertido en un tema emergente en la química del medio ambiente, debido a que en las investigaciones realizadas muestran que no hay una eliminación completa a pesar de los distintos procesos que se aplican en las plantas de tratamiento de aguas residuales. Esta contaminación, incrementa la necesidad de conocer cuál es el efecto toxicológico sobre los organismos acuáticos y, en consecuencia, en las personas. La bacteria Escherichia Coli, es un organismo muy estudiado, debido a que se encuentra en los intestinos de los animales y humanos y por lo consiguiente en las aguas negras. Teniendo en cuenta la crítica situación, se planteó estudiar el efecto sobre la bacteria E. coli de 4 fármacos: Atenolol, Azitromicina, Estradiol e Ibuprofeno, para conocer cual era su comportamiento y el efecto que podían producir la presencia de los fármacos en la eliminación por procesos de oxidación. Así también, los efectos producidos sobre E. Coli, después de estar en contacto con los fármacos 1, 3 y 7 días. Se observó que los fármacos tienen efectos en el aumento o eliminación de los microrganismos dependiendo de los tiempos de exposición y la concentración del fármaco. Así mismo se observó que los microorganismos asimilan mejor las concentraciones menores de fármacos, a tiempos de contacto mayores de 24 horas. Con todos los desinfectantes de estudio se observaron ligeras resistencias de la bacteria ante la presencia de los fármacos. Drugs in water have been considered in recent years a serious environmental problem, and has increased interest in the effects that may occur in the aquatic environment. Added to this problem is the excessive consumption of non-controlled drugs, which can be disposed of without proper treatment, so they enter waterways. These are compounds emerging contaminants being discharged is a health and environmental problem. It is water soluble contaminants and are therefore able to be present in all stages of the water cycle. There have been numerous studies conducted in different countries, since their presence has become an emerging issue in environmental chemistry, because in the research shows that there isn’t a removal despite the different processes used in wastewater treatment plants. This contamination, increases the need to know what is the toxicological effects on aquatic organisms and, consequently, in people. The bacterium Escherichia coli, is a well-studied organism because it is found in the intestines of animals and humans and is therefore in the wastewater. Given the critical situation, was proposed to study the effect on the bacterium E. coli of 4 drugs: Atenolol, Azithromycin, Estradiol and Ibuprofen, to know what his behavior and the effect it could produce the presence of drugs in the removal by oxidation processes. Also, the effects on E. Coli, after being in contact with the drug 1, 3 and 7 days. It was noted that the drugs have effects on the growth or elimination of microorganisms depending on exposure time and the drug concentration. Also it was observed that the microorganisms assimilate lower concentrations of drug better over 24 hours. With all disinfectants study were observed resistances of the bacteria in the presence of the drugs.
Resumo:
El estudio de materiales, especialmente biológicos, por medios no destructivos está adquiriendo una importancia creciente tanto en las aplicaciones científicas como industriales. Las ventajas económicas de los métodos no destructivos son múltiples. Existen numerosos procedimientos físicos capaces de extraer información detallada de las superficie de la madera con escaso o nulo tratamiento previo y mínima intrusión en el material. Entre los diversos métodos destacan las técnicas ópticas y las acústicas por su gran versatilidad, relativa sencillez y bajo coste. Esta tesis pretende establecer desde la aplicación de principios simples de física, de medición directa y superficial, a través del desarrollo de los algoritmos de decisión mas adecuados basados en la estadística, unas soluciones tecnológicas simples y en esencia, de coste mínimo, para su posible aplicación en la determinación de la especie y los defectos superficiales de la madera de cada muestra tratando, en la medida de lo posible, no alterar su geometría de trabajo. Los análisis desarrollados han sido los tres siguientes: El primer método óptico utiliza las propiedades de la luz dispersada por la superficie de la madera cuando es iluminada por un laser difuso. Esta dispersión produce un moteado luminoso (speckle) cuyas propiedades estadísticas permiten extraer propiedades muy precisas de la estructura tanto microscópica como macroscópica de la madera. El análisis de las propiedades espectrales de la luz laser dispersada genera ciertos patrones mas o menos regulares relacionados con la estructura anatómica, composición, procesado y textura superficial de la madera bajo estudio que ponen de manifiesto características del material o de la calidad de los procesos a los que ha sido sometido. El uso de este tipo de láseres implica también la posibilidad de realizar monitorizaciones de procesos industriales en tiempo real y a distancia sin interferir con otros sensores. La segunda técnica óptica que emplearemos hace uso del estudio estadístico y matemático de las propiedades de las imágenes digitales obtenidas de la superficie de la madera a través de un sistema de scanner de alta resolución. Después de aislar los detalles mas relevantes de las imágenes, diversos algoritmos de clasificacion automatica se encargan de generar bases de datos con las diversas especies de maderas a las que pertenecían las imágenes, junto con los márgenes de error de tales clasificaciones. Una parte fundamental de las herramientas de clasificacion se basa en el estudio preciso de las bandas de color de las diversas maderas. Finalmente, numerosas técnicas acústicas, tales como el análisis de pulsos por impacto acústico, permiten complementar y afinar los resultados obtenidos con los métodos ópticos descritos, identificando estructuras superficiales y profundas en la madera así como patologías o deformaciones, aspectos de especial utilidad en usos de la madera en estructuras. La utilidad de estas técnicas esta mas que demostrada en el campo industrial aun cuando su aplicación carece de la suficiente expansión debido a sus altos costes y falta de normalización de los procesos, lo cual hace que cada análisis no sea comparable con su teórico equivalente de mercado. En la actualidad gran parte de los esfuerzos de investigación tienden a dar por supuesto que la diferenciación entre especies es un mecanismo de reconocimiento propio del ser humano y concentran las tecnologías en la definición de parámetros físicos (módulos de elasticidad, conductividad eléctrica o acústica, etc.), utilizando aparatos muy costosos y en muchos casos complejos en su aplicación de campo. Abstract The study of materials, especially the biological ones, by non-destructive techniques is becoming increasingly important in both scientific and industrial applications. The economic advantages of non-destructive methods are multiple and clear due to the related costs and resources necessaries. There are many physical processes capable of extracting detailed information on the wood surface with little or no previous treatment and minimal intrusion into the material. Among the various methods stand out acoustic and optical techniques for their great versatility, relative simplicity and low cost. This thesis aims to establish from the application of simple principles of physics, surface direct measurement and through the development of the more appropriate decision algorithms based on statistics, a simple technological solutions with the minimum cost for possible application in determining the species and the wood surface defects of each sample. Looking for a reasonable accuracy without altering their work-location or properties is the main objetive. There are three different work lines: Empirical characterization of wood surfaces by means of iterative autocorrelation of laser speckle patterns: A simple and inexpensive method for the qualitative characterization of wood surfaces is presented. it is based on the iterative autocorrelation of laser speckle patterns produced by diffuse laser illumination of the wood surfaces. The method exploits the high spatial frequency content of speckle images. A similar approach with raw conventional photographs taken with ordinary light would be very difficult. A few iterations of the algorithm are necessary, typically three or four, in order to visualize the most important periodic features of the surface. The processed patterns help in the study of surface parameters, to design new scattering models and to classify the wood species. Fractal-based image enhancement techniques inspired by differential interference contrast microscopy: Differential interference contrast microscopy is a very powerful optical technique for microscopic imaging. Inspired by the physics of this type of microscope, we have developed a series of image processing algorithms aimed at the magnification, noise reduction, contrast enhancement and tissue analysis of biological samples. These algorithms use fractal convolution schemes which provide fast and accurate results with a performance comparable to the best present image enhancement algorithms. These techniques can be used as post processing tools for advanced microscopy or as a means to improve the performance of less expensive visualization instruments. Several examples of the use of these algorithms to visualize microscopic images of raw pine wood samples with a simple desktop scanner are provided. Wood species identification using stress-wave analysis in the audible range: Stress-wave analysis is a powerful and flexible technique to study mechanical properties of many materials. We present a simple technique to obtain information about the species of wood samples using stress-wave sounds in the audible range generated by collision with a small pendulum. Stress-wave analysis has been used for flaw detection and quality control for decades, but its use for material identification and classification is less cited in the literature. Accurate wood species identification is a time consuming task for highly trained human experts. For this reason, the development of cost effective techniques for automatic wood classification is a desirable goal. Our proposed approach is fully non-invasive and non-destructive, reducing significantly the cost and complexity of the identification and classification process.
Resumo:
When two pure tones of slightly different frequency are presented separately to each ear, the listener perceives a third single tone with amplitude variations at a frequency that equals the difference between the two tones, this perceptual illusion is known as binaural auditory beat. There are anecdotal reports that suggest that the binaural beat can entrain EEG activity and may affect the arousal levels, although few studies have been published. There is a need for double-blind, well-designed studies in order to establish a solid foundation for these sounds, as most of the documented benefits come from self-reported cases that could be affected by placebo effect. As BB’s are a cheap technology (it even exists a free open source programmable bin aural-beat generator on the internet named Gnaural), any achievement in this area could be of public interest. The aim in our research was to explore the potential of BB’s in a particular field: tasks that require focus and concentration. In order to detect changes in the brain waves that could relate to any particular improvement, EEG recordings of a small sample of individuals were also obtained. In this study we compare the effect of different binaural stimulation in 7 EEG frequency ranges, 78 participants were exposed to 20 min binaural beat stimulation. The effects were obtained both qualitative with cognitive test and quantitative with EEG analysis. Results suggest no significant statistical improvement in 20 min stimulation.
Resumo:
This paper presents the main results of a comparative evaluation of some acoustical parameters with the user´s perception of urban sounds. The study was carried out in three open spaces integrated with different environmental characteristics but similar objective conditions of urban noise. The subjective evaluation was done by means of a survey simultaneously with the objective measurements. The results of the crossed analysis confirmed that in environments with similar noise levels not always exists direct correlation between the objetive indicators and the acoustic comfort of the people. To predict the acustical quality of the soundscape it is necessary to consider aspects such as the background noise and the perception of natural or technological sounds as complements of the general sound level.
Resumo:
Este proyecto consiste en el diseño y construcción de un sintetizador basado en el chip 6581 Sound Interface Device (SID). Este chip era el encargado de la generación de sonido en el Commodore 64, ordenador personal comercializado en 1982, y fue el primer sintetizador complejo construido para ordenador. El chip en cuestión es un sintetizador de tres voces, cada una de ellas capaz de generar cuatro diferentes formas de onda. Cada voz tiene control independiente de varios parámetros, permitiendo una relativamente amplia variedad de sonidos y efectos, muy útil para su uso en videojuegos. Además está dotado de un filtro programable para conseguir distintos timbres mediante síntesis sustractiva. El sintetizador se ha construido sobre Arduino, una plataforma de electrónica abierta concebida para la creación de prototipos, consistente en una placa de circuito impreso con un microcontrolador, programable desde un PC para que realice múltiples funciones (desde encender LEDs hasta controlar servomecanismos en robótica, procesado y transmisión de datos, etc.). El sintetizador es controlable vía MIDI, por ejemplo, desde un teclado de piano. A través de MIDI recibe información tal como qué notas debe tocar, o los valores de los parámetros del SID que modifican las propiedades del sonido. Además, toda esa información también la puede recibir de un PC mediante una conexión USB. Se han construido dos versiones del sintetizador: una versión “hardware”, que utiliza el SID para la generación de sonido, y otra “software”, que reemplaza el SID por un emulador, es decir, un programa que se comporta (en la medida de lo posible) de la misma manera que el SID. El emulador se ha implementado en un microcontrolador Atmega 168 de Atmel, el mismo que utiliza Arduino. ABSTRACT. This project consists on design and construction of a synthesizer which is based on chip 6581 Sound Interface Device (SID). This chip was used for sound generation on the Commodore 64, a home computer presented in 1982, and it was the first complex synthesizer built for computers. The chip is a three-voice synthesizer, each voice capable of generating four different waveforms. Each voice has independent control of several parameters, allowing a relatively wide variety of sounds and effects, very useful for its use on videogames. It also includes a programmable filter, allowing more timbre control via subtractive synthesis. The synthesizer has been built on Arduino, an open-source electronics prototyping platform that consists on a printed circuit board with a microcontroller, which is programmable with a computer to do several functions (lighting LEDs, controlling servomechanisms on robotics, data processing or transmission, etc.). The synthesizer is controlled via MIDI, in example, from a piano-type keyboard. It receives from MIDI information such as the notes that should be played or SID’s parameter values that modify the sound. It also can receive that information from a PC via USB connection. Two versions of the synthesizer have been built: a hardware one that uses the SID chip for sound generation, and a software one that replaces SID by an emulator, it is, a program that behaves (as far as possible) in the same way the SID would. The emulator is implemented on an Atmel’s Atmega 168 microcontroller, the same one that is used on Arduino.
Resumo:
En este proyecto se realiza un estudio sobre herramientas que facilitan la creación y distribución de aplicaciones en distintas plataformas móviles, con el fin de poder seleccionar la herramienta más apropiada en función del proyecto a desarrollar. Previo al estudio de las herramientas para el desarrollo en plataformas múltiples se realiza un estudio de las herramientas y metodologías que facilitan los propietarios de los entornos IOS y Android. Este estudio previo permitirá al lector conocer en más detalle las particularidades de cada uno de estos dos entornos, así como las pautas y buenas prácticas a seguir en el desarrollo de aplicaciones para dispositivos móviles. Una vez finalizado el estudio, el lector sabrá escoger una herramienta de desarrollo adaptada a cada proyecto en función de su objeto, los recursos disponibles y las habilidades de los miembros del equipo de desarrollo. Adicionalmente al estudio, y como ejemplo de aplicación, en el proyecto se realiza un caso práctico de selección de herramienta y aplicación de la herramienta seleccionada a un proyecto de desarrollo concreto. El caso práctico consiste en la creación de un entorno que permite generar aplicaciones para la visualización de apuntes. Las aplicaciones permitirán ver contenidos de tipo multimedia como ficheros de texto, sonidos, imágenes, vídeos y enlaces a contenidos externos. Además estas aplicaciones se generarán sin que el autor de las mismas tenga que modificar alguna de las líneas del código. Para ello, se han definido una serie de ficheros de configuración en los que el autor de la aplicación deberá indicar los contenidos a mostrar y su ubicación. Se han seleccionado recursos de tipo “código abierto” para el desarrollo del caso práctico, con el fin de evitar los costes asociados a las posibles licencias. El equipo de desarrollo del caso práctico estará formado únicamente por el autor de este proyecto de fin de grado, lo que hace del caso de estudio un desarrollo sencillo, de manera que su futuro mantenimiento y escalabilidad no deberían verse afectados por la necesidad de contar con equipos de desarrolladores con conocimientos específicos o complejos. ABSTRACT. This document contains a study of tools that ease the creation and the distribution of the applications through different mobile platforms. The objective o this document is to allow the selection of the most appropriate tool, depending on the development objectives. Previous to this study about the tools for developing on multiple platforms, a study of IOS and Android tools and their methodologies is included on this document. This previous analysis will allow the reader to know in more detail the peculiarities of each of these environments, together with theirs requirements and the best practices of the applications development for mobile devices. By the end of this document the reader would be able to choose the adequate development tool for a project depending of its objective, its available resources and the developers team’s capabilities. Beside this study and as example of case study this final project includes a practical case of tool selection and its application to a specific development. The case study consists in the creation of an environment that allows generating applications to visualise notes. These applications will allow seeing contents of multimedia type such as: text files, sounds, images, videos, and links to external content. Furthermore these applications will be generated without their author having to modify any line of code, because a group of configuration files will be defined for such purpose. The author of the application only has to update this configuration with the content to show by the application and its location. The selected resources for the case study were of the type “open source” in order to avoid the cost associated to the potential licenses. The developers’ team for this case study has only one member, the author of this final project document and practical case developer. As a result the case study is a very simple development in a way that the future potential maintenance and scalability should not depend on the necessity of a highly qualified developers’ teams with a very specific knowledge on mobile platforms development.
Resumo:
Several groups all over the world are researching in several ways to render 3D sounds. One way to achieve this is to use Head Related Transfer Functions (HRTFs). These measurements contain the Frequency Response of the human head and torso for each angle. Some years ago, was only possible to measure these Frequency Responses only in the horizontal plane. Nowadays, several improvements have made possible to measure and use 3D data for this purpose. The problem was that the groups didn't have a standard format file to store the data. That was a problem when a third part wanted to use some different HRTFs for 3D audio rendering. Every of them have different ways to store the data. The Spatially Oriented Format for Acoustics or SOFA was created to provide a solution to this problem. It is a format definition to unify all the previous different ways of storing any kind of acoustics data. At the moment of this project they have defined some basis for the format and some recommendations to store HRTFs. It is actually under development, so several changes could come. The SOFA[1] file format uses a numeric container called netCDF[2], specifically the Enhaced data model described in netCDF 4 that is based on HDF5[3]. The SoundScape Renderer (SSR) is a tool for real-time spatial audio reproduction providing a variety of rendering algorithms. The SSR was developed at the Quality and Usability Lab at TU Berlin and is now further developed at the Institut für Nachrichtentechnik at Universität Rostock [4]. This project is intended to be an introduction to the use of SOFA files, providing a C++ API to manipulate them and adapt the binaural renderer of the SSR for working with the SOFA format. RESUMEN. El SSR (SoundScape Renderer) es un programa que está siendo desarrollado actualmente por la Universität Rostock, y previamente por la Technische Universität Berlin. El SSR es una herramienta diseñada para la reproducción y renderización de audio 2D en tiempo real. Para ello utiliza diversos algoritmos, algunos orientados a sistemas formados por arrays de altavoces en diferentes configuraciones y otros algoritmos diseñados para cascos. El principal objetivo de este proyecto es dotar al SSR de la capacidad de renderizar sonidos binaurales en 3D. Este proyecto está centrado en el binaural renderer del SSR. Este algoritmo se basa en el uso de HRTFs (Head Related Transfer Function). Las HRTFs representan la función de transferencia del sistema formado por la cabeza y el torso del oyente. Esta función es medida desde diferentes ángulos. Con estos datos el binaural renderer puede generar audio en tiempo real simulando la posición de diferentes fuentes. Para poder incluir una base de datos con HRTFs en 3D se ha hecho uso del nuevo formato SOFA (Spatially Oriented Format for Acoustics). Este nuevo formato se encuentra en una fase bastante temprana de su desarrollo. Está pensado para servir como formato estándar para almacenar HRTFs y cualquier otro tipo de medidas acústicas, ya que actualmente cada laboratorio cuenta con su propio formato de almacenamiento y esto hace bastante difícil usar varias bases de datos diferentes en un mismo proyecto. El formato SOFA hace uso del contenedor numérico netCDF, que a su vez esta basado en un contenedor más básico llamado HRTF-5. Para poder incluir el formato SOFA en el binaural renderer del SSR se ha desarrollado una API en C++ para poder crear y leer archivos SOFA con el fin de utilizar los datos contenidos en ellos dentro del SSR.
Resumo:
Modern object oriented languages like C# and JAVA enable developers to build complex application in less time. These languages are based on selecting heap allocated pass-by-reference objects for user defined data structures. This simplifies programming by automatically managing memory allocation and deallocation in conjunction with automated garbage collection. This simplification of programming comes at the cost of performance. Using pass-by-reference objects instead of lighter weight pass-by value structs can have memory impact in some cases. These costs can be critical when these application runs on limited resource environments such as mobile devices and cloud computing systems. We explore the problem by using the simple and uniform memory model to improve the performance. In this work we address this problem by providing an automated and sounds static conversion analysis which identifies if a by reference type can be safely converted to a by value type where the conversion may result in performance improvements. This works focus on C# programs. Our approach is based on a combination of syntactic and semantic checks to identify classes that are safe to convert. We evaluate the effectiveness of our work in identifying convertible types and impact of this transformation. The result shows that the transformation of reference type to value type can have substantial performance impact in practice. In our case studies we optimize the performance in Barnes-Hut program which shows total memory allocation decreased by 93% and execution time also reduced by 15%.
Resumo:
When two pure tones of slightly different frequency are presented separately to each ear, the listener perceives a third single tone with amplitude variations at a frequency that equals the difference between the two tones; this perceptual illusion is known as the binaural auditory beat (BB). There are anecdotal reports that suggest that the binaural beat can entrain EEG activity and may affect the arousal levels, although few studies have been published. There is a need for double-blind, well-designed studies in order to establish a solid foundation for these sounds, as most of the documented benefits come from self-reported cases that could be affected by placebo effect. As BBs are a cheap technology (it even exists a free open source programmable binaural- beat generator on the Internet named Gnaural), any achievement in this area could be of public interest. The aim in our research was to explore the potential of BBs in a particular field: tasks that require focus and concentration. In order to detect changes in the brain waves that could relate to any particular improvement, EEG recordings of a small sample of individuals were also obtained. In this study we compare the effect of different binaural stimulation in 7 EEG frequency ranges. 78 participants were exposed to 20-min binaural beat stimulation. The effects were obtained both quali- tative with cognitive test and quantitative with EEG analysis. Results suggest no significant statistical improvement in 20-min stimulation.
Resumo:
Este proyecto consiste en crear una serie de tres pequeños videojuegos incluidos en una sola aplicación, para plataformas móviles Android, que permitan en cualquier lugar entrenar la estética de la voz del paciente con problemas de fonación. Dependiendo de los aspectos de la voz (sonidos sonoros y sordos, el pitch y la intensidad) a trabajar se le asignará un ejercicio u otro. En primer lugar se introduce el concepto de rehabilitación de la voz y en qué casos es necesario. Seguidamente se realiza un trabajo de búsqueda en el que se identifican las distintas plataformas de desarrollo de videojuegos que son compatibles con los sistemas Android, así como para la captura de audio y las librerías de procesado de señal. A continuación se eligen las herramientas que presentan las mejores capacidades y con las que se va a trabajar. Estas son el motor de juego Andengine, para la parte gráfica, el entorno Java específico de Android, para la captura de muestras de audio y la librería JTransforms que realiza transformadas de Fourier permitiendo procesar el audio para la detección de pitch. Al desarrollar y ensamblar los distintos bloques se prioriza el funcionamiento en tiempo real de la aplicación. Las líneas de mejora y conclusiones se comentan en el último capítulo del trabajo así como el manual de usuario para mayor comprensión. ABSTRACT. The main aim of this project is to create an application for mobile devices which includes three small speech therapy videogames for the Android OS. These videogames allow patients to train certain voice parameters (such as voice and unvoiced sounds, pitch and intensity) wherever they want and need to. First, an overview of the concept of voice rehabilitation and its uses for patients with speech disorders is given. Secondly a study has been made to identify the most suitable video game engine for the Android OS, the best possible way to capture audio from the device and the audio processing library which will combine with the latter. Therefore, the chosen tools are exposed. Andengine has been selected regarding the game engine, Android’s Java framework for audio capture and the fast Fourier transform library, JTransforms, for pitch detection. Real time processing is vital for the proper functioning of the application. Lines of improvement and other conclusions are discussed in the last part of this dissertation paper.