The following paper presents a cross-disciplinary snapshot of 21st century research in sonification and leverages the review to identify a new immersive exocentric approach to studying human capacity to perceive spatial aural cues. The paper further defines immersive exocentric sonification, highlights its unique affordances, and presents an argument for its potential to fundamentally change the way we understand and study the human capacity for location-aware audio pattern recognition. Finally, the paper describes an example of an externally funded research project that aims to tackle this newfound research whitespace.
Faced with the challenges of understanding the source code of a program, software developers are assisted by a wealth of software visualization research. This work explores how visualization can be supplemented by sonification as a cognitive tool for code comprehension. By engaging the programmer's auditory senses, sonification can improve the utility of program comprehension tools. This paper reports on our experiences of creating and evaluating a program comprehension prototype tool that employs sonification to assist program understanding by rendering sonic cues. Our empirical evaluation of the efficacy of information sonification indicates that this cognitive aid can effectively complement visualization when trying to understand an unfamiliar code base. Based on our experiences, we then propose a set of guidelines for the design of a new generation of tools that increase their information utility by combining visualization and sonification.
The Cube is a recently built facility that features a high-density loudspeaker array. The Cube is designed to support spatial computer music research and performance, art installations, immersive environments, scientific research, and all manner of experimental formats and projects. We recount here the design process, implementation, and initial projects undertaken in the Cube during the years 2013–2015.
The following paper introduces a new Layer Based Amplitude Panning algorithm and supporting D4 library of rapid prototyping tools for the 3D time-based data representation using sound. The algorithm is designed to scale and support a broad array of configurations, with particular focus on High Density Loudspeaker Arrays (HDLAs). The supporting rapid prototyping tools are designed to leverage oculocentric strategies to importing, editing, and rendering data, offering an array of innovative approaches to spatial data editing and representation through the use of sound in HDLA scenarios. The ensuing D4 ecosystem aims to address the shortcomings of existing approaches to spatial aural representation of data, offers unique opportunities for furthering research in the spatial data audification and sonification, as well as transportable and scalable spatial media creation and production.
This experience report presents the planning, execution and results of an exploratory 5-day musical instrument MAKErs camp for K-12 students. Students used various hardware sensors, a graphical programming environment and different physical prototyping techniques to create musical instruments. The design of a musical instrument introduces students to the full spectrum of the design process including form factor and function. Throughout the camp, students shared and performed in front of their peers to gain feedback as they iterated through the design of a musical instrument.
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