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- research-articleOctober 2024
AutoSFX: Automatic Sound Effect Generation for Videos
MM '24: Proceedings of the 32nd ACM International Conference on MultimediaPages 9923–9932https://doi.org/10.1145/3664647.3681109Sound Effect (SFX) generation, primarily aims to automatically produce sound waves for sounding visual objects in images or videos. Rather than learning an automatic solution to this task, we aim to propose a much broader system, AutoSFX, designed to ...
- research-articleOctober 2024
Juicy Audio: Audio Designers' Conceptualization of the Term in Video Games
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue CHI PLAYArticle No.: 319, Pages 1–28https://doi.org/10.1145/3677084While juiciness in games has previously been explored in the context of visual embellishments, less is known about whether and how the concept is leveraged in the context of audio and sound design. In our work, we address this issue through in-depth ...
- research-articleOctober 2024
Clothing Sounds in Games: Generation Procedure and Impact on Player Experience
NordiCHI '24: Proceedings of the 13th Nordic Conference on Human-Computer InteractionArticle No.: 43, Pages 1–16https://doi.org/10.1145/3679318.3685378Plausible soundscapes positively contribute to the overall player experience. They consist of several little details, such as footsteps or the breathing sounds of the avatar. Our work contributes to the quality of such soundscapes by adding noises ...
- research-articleSeptember 2024
Sound design ideation: a structured and systematic analysis
AM '24: Proceedings of the 19th International Audio Mostly Conference: Explorations in Sonic CulturesPages 492–501https://doi.org/10.1145/3678299.3678350Recent research identified sixteen dimensions along which sound designers make decisions when ideating and sketching sounds. These 16 dimensions can be grouped into “Overarching strategies”, “Design Strategies” and “Approaches to sound”. In this paper, ...
- research-articleSeptember 2024
Aural Architects: Exploring Professional Practice in Videogame Audio
AM '24: Proceedings of the 19th International Audio Mostly Conference: Explorations in Sonic CulturesPages 174–180https://doi.org/10.1145/3678299.3678316The videogame medium is young and rapidly evolving, and many areas of videogame audio practice are under explored. This project utilises qualitative semi-structured interviews with current industry professionals as a means of uncovering and comparing ...
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- research-articleJuly 2024
All Is Heard: Reimagining The Sounds of Home With Care
DIS '24: Proceedings of the 2024 ACM Designing Interactive Systems ConferencePages 2708–2718https://doi.org/10.1145/3643834.3660686As interactive sounds become embedded in our homes, we turn to the lens of care for exploring our audible relationships with home's nonhuman things, thereby revealing the potential of reimagining with care the design of domestic sound interactions. This ...
- research-articleDecember 2023
Probing Aesthetics Strategies for Robot Sound: Complexity and Materiality in Movement Sonification
ACM Transactions on Human-Robot Interaction (THRI), Volume 12, Issue 4Article No.: 52, Pages 1–22https://doi.org/10.1145/3585277This article presents three studies where we probe aesthetics strategies of sound produced by movement sonification of a Pepper robot by mapping its movements to sound models.
We developed two sets of sound models. The first set was made by two sound ...
- research-articleNovember 2023
Listening to the Future: Using Participatory Sound Fiction to Engage Young People in Urban Design
Mindtrek '23: Proceedings of the 26th International Academic Mindtrek ConferencePages 223–232https://doi.org/10.1145/3616961.3616981In spatial planning of urban areas, there is a need for new methods for meaningful inclusion of less represented voices as those of young people. This study focuses on how participatory design, design fiction and sound design can be combined to engage ...
- research-articleOctober 2023
Affective Conditional Modifiers in Adaptive Video Game Music
AM '23: Proceedings of the 18th International Audio Mostly ConferencePages 17–23https://doi.org/10.1145/3616195.3616222This paper presents an application of affective conditional modifiers (ACMs) in adaptive video game music – a technique whereby the emotional intent of background music is adapted, based on biofeedback, to enforce a target emotion state in the player, ...
- research-articleOctober 2023
Towards a Framework of Aesthetics in Sonic Interaction
AM '23: Proceedings of the 18th International Audio Mostly ConferencePages 109–115https://doi.org/10.1145/3616195.3616219As interaction design has advanced, increased attention has been directed to the role that aesthetics play in shaping factors of user experience. Historically stemming from philosophy and the arts, aesthetics in interaction design has gravitated ...
- research-articleMarch 2023
Designing Robot Sound-In-Interaction: The Case of Autonomous Public Transport Shuttle Buses
HRI '23: Proceedings of the 2023 ACM/IEEE International Conference on Human-Robot InteractionPages 172–182https://doi.org/10.1145/3568162.3576979Horns and sirens are important tools for communicating on the road, which are still understudied in autonomous vehicles. While HRI has explored different ways in which robots could sound, we focus on the range of actions that a single sound can ...
- abstractNovember 2022
Spatial Audio Designer
Web3D '22: Proceedings of the 27th International Conference on 3D Web TechnologyArticle No.: 16, Pages 1–4https://doi.org/10.1145/3564533.3564563The Web Audio API is an underutilized technology that provides a potential for rich interactive control over sound generation and rendering. Our team made use of the API in combination with Web3D technologies to create a spatial audio design tool for ...
- short-paperOctober 2022
Lundheim: Exploring Affective Audio Techniques in an Action-Adventure Video Game
AM '22: Proceedings of the 17th International Audio Mostly ConferencePages 155–158https://doi.org/10.1145/3561212.3561234This paper discusses Lundheim, a video game prototype made in Unity that incorporates interactive mechanisms based on affective computing techniques, which are used to control audio-visual aspects of the game. The project is based on a fictitious Old ...
- research-articleOctober 2021
Streaaam: A fully automated experimental audio streaming server
AM '21: Proceedings of the 16th International Audio Mostly ConferencePages 161–168https://doi.org/10.1145/3478384.3478426Streaaam is a fully automated experimental audio streaming server, built from Free/Libre Open Source Software in a higher education context. Some of its features include an automatic synthesized-speech moderator; real-time data integration via web APIs; ...
- research-articleJune 2021Best Paper
A Taxonomy of Sounds in Virtual Reality
- Dhruv Jain,
- Sasa Junuzovic,
- Eyal Ofek,
- Mike Sinclair,
- John Porter,
- Chris Yoon,
- Swetha Machanavajhala,
- Meredith Ringel Morris
DIS '21: Proceedings of the 2021 ACM Designing Interactive Systems ConferencePages 160–170https://doi.org/10.1145/3461778.3462106Virtual reality (VR) leverages human sight, hearing and touch senses to convey virtual experiences. For d/Deaf and hard of hearing (DHH) people, information conveyed through sound may not be accessible. To help with future design of accessible VR sound ...
- short-paperDecember 2020
Investigating the Influence of Sound Design for Inducing Anxiety in Virtual Public Speaking
ICMI '20 Companion: Companion Publication of the 2020 International Conference on Multimodal InteractionPages 492–496https://doi.org/10.1145/3395035.3425227Virtual reality has demonstrated successful outcomes for treating social anxiety disorders, or helping to improve social skills. Some studies showed that various factors can impact the level of participants' anxiety during public speaking. However, the ...
- research-articleSeptember 2020
How do you sound design?: an exploratory investigation of sound design process visualizations
AM '20: Proceedings of the 15th International Audio Mostly ConferencePages 114–121https://doi.org/10.1145/3411109.3411144Sound design is increasingly diversifying into many areas beyond its traditional domains in film, television, radio or theatre. This leads to sound designers being confronted with a multitude of design and development processes. The related ...
- research-articleSeptember 2020
Effect of various spatial auditory cues on the perception of threat in a first-person shooter video game
AM '20: Proceedings of the 15th International Audio Mostly ConferencePages 22–29https://doi.org/10.1145/3411109.3411119This study interviewed game audio professionals to establish the implementation requirements for an experiment to ascertain the effect of different spatial audio localisation systems on the perception of threat in a first-person shooter. In addition, a ...
- research-articleSeptember 2020
Surround sound spreads visual attention and increases cognitive effort in immersive media reproductions
AM '20: Proceedings of the 15th International Audio Mostly ConferencePages 16–21https://doi.org/10.1145/3411109.3411118The goal of this study was to explore the effects of different spatial sound configurations on visual attention and cognitive effort in an immersive environment. For that purpose, different groups of people were exposed to the same immersive video, but ...
- abstractApril 2020
SONŌ
HRI '20: Companion of the 2020 ACM/IEEE International Conference on Human-Robot InteractionPage 639https://doi.org/10.1145/3371382.3378399In the course of the past ten years, soft robotics has become a growing field of research. This video presents SONŌ, a soft robot that features real-time sound generation based on FM synthesis in accordance with its movements. The system was constructed ...