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Figure 1. SonicData interaction techniques: (a) responding to traffic updates from a TV and suggesting a new route; (b) showing received charity advertisement on the status bar; (c) notifying a final boarding call; (d) suggesting powering off before taking off.
This paper discusses work being carried out by the Vocate module of the LOK8 project. The LOK8 project seeks to develop location-based services within intelligent social environments, such as museums, art galleries, office buildings, and so on. It seeks to do this using a wide range of media and devices employing multiple modalities. The Vocate module is responsible for the auditory aspect of the LOK8 environment and will seek to exploit the natural strengths afforded by the auditory modality to make the LOK8 system user-friendly in multiple scenarios, including instances where the user needs to be hands-free or eyes-free, or when screen size on a mobile device might be an issue. We look at what kinds of services the Vocate module will be seeking to implement within the LOK8 environment and discuss the strengths and weaknesses of three possible approaches - sonification, auditory user interfaces, and speech interfaces.
IBM Systems Journal, 2000
2012
When visiting new places you want information about restaurants, shopping, places of historic in- terest etc. Smartphones are perfect tools for de- livering such location-based information, but the risk is that users get absorbed by texts, maps, videos etc. on the device screen and get a second- hand experience of the environment they are vis- iting rather than the sought-after first-hand expe- rience. One problem is that the users’ eyes often are directed to the device screen, rather than to the surrounding environment. Another problem is that interpreting more or less abstract informa- tion on maps, texts, images etc. may take up sig- nificant shares of the users’ overall cognitive re- sources. The work presented here tried to overcome these two problems by studying design for human-computer interaction based on the users’ everyday abilities such as directional hearing and point and sweep gestures. Today’s smartphones know where you are, in what direction you are pointing the devi...
Personal and Ubiquitous Computing
2010
Although nowadays technology shapes our lives in many ways, in some cases, our lifestyle requires more than the technical devices are designed for. Mobility is the major paradigm of our times; nevertheless, many of our mobile devices, like mobile phones or personal digital ...
International journal of engineering research and technology, 2018
Project Soli, developed at Google ATAP is a novel application that fits in the domain of Internet of Things (IoT) domain. It uses radar to enable new types of touch less interactions to control devices like computers, smart phones etc. IoT is at a stage where disparate networks and a multitude of sensors must come together and inter-operate under a common set of standards. In, this paper, we concoct the methodology of Project Soli, to a smart mobile phone and control it’s audio by adjusting basic sound functions like tuning volume from high to low and vice-versa and pertain mute or intensify volume operation with specific human gestures. This application uses a smart portable radar sensor to recognize human gestures. The intent to this work is to make hold true of concoct project soli application in a cost and energy efficient way, so that a common man can use and get benefited with the incredible developments of IoT. Keywords—Project Soli; Internet of Things; Mobile phone; Arduino ...
2001
Quiet Calls is a technology allowing mobile telephone users to respond to telephone conversations without talking aloud. QC-Hold, a Quiet Calls prototype, combines three buttons for responding to calls with a PDA/mobile phone unit to silently send pre-recorded audio directly into the phone. This permits a mixed-mode communication where callers in public settings use a quiet means of communication, and other callers experience a voice telephone call. An evaluation of QC-Hold shows that it is easily used and suggests ways in which Quiet Calls offers a new form of communication, extending the choices offered by synchronous phone calling and asynchronous voicemail.
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2012
Gesture is becoming an increasingly popular means of interacting with computers. However, it is still relatively costly to deploy robust gesture recognition sensors in existing mobile platforms. We present SoundWave, a technique that leverages the speaker and microphone already embedded in most commodity devices to sense in-air gestures around the device. To do this, we generate an inaudible tone, which gets frequency-shifted when it reflects off moving objects like the hand. We measure this shift with the microphone to infer various gestures. In this note, we describe the phenomena and detection algorithm, demonstrate a variety of gestures, and present an informal evaluation on the robustness of this approach across different devices and people.
This project deals with the topic of social interrelations; its aim is to achieve a deeper understanding of the underlying mechanisms of these relations through the use of sound and mobile devices/ubiquitous computing. The proposed framework follows two interdependent directions: 1) using environmental sounds as input data for context analysis, 2) using sound as an output to express results (sonification).
Proceedings of the 9th …, 2007
The proposed demonstration is based on the work performed in the PERCI project and presents a generic framework to access and interact with Web Services through mobile interaction with real world objects. The demonstration will put a focus on the front-end of the framework that comprises augmented posters for mobile ticketing as well as a mobile client application for the interaction with associated services. By supporting Physical Mobile Interaction techniques such as Touching or Pointing, the framework tries to make mobile service interaction more intuitive and shift its focus from the menus of mobile devices to augmented physical objects.
| IEEE MultiMedia, 2009
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2014
This paper presents an enhanced sonic data communication method using TAPIR (Theoretically Audible, but Practically Inaudible Range: frequencies above 18kHz) sound and a software toolkit as its implementation. Using inaudible sound as a data medium, a digital data network among the audience and performer can be easily built with microphones and speakers, without requiring any additional hardware. ``TAPIR Sound Tag" is a smart device framework for inaudible data communication that can be easily embedded in audience participatory performances and interactive arts. With a bandwidth of 900 Hz, a high transmission rate of 200 bps can be achieved, enabling peer-to-peer or broadcasting real-time data communication among smart devices. This system can be used without any advanced knowledge in signal processing and communication system theory; simply specifying carrier frequency and bandwidth with a few lines of code can start data communication. Several usage scenarios of the system ar...
2016 IEEE Wireless Communications and Networking Conference, 2016
Location-Based services are gaining momentum as an important advancement in context aware services. That is, empowering users to identify potential services in their current space, and the prospect for services that are able to target local users, are pushing interest in research and industry alike. This paper explores the use of non-audible sound as a communication medium to tag and access location based services and gain access to their pertinent information. We propose and demonstrate the indoor implementation of a prototype of a location-based serviceenabling system for hand-held devices. The system allows users to use their hand-held devices to search and interact with available services in their surroundings. A beacon placed in the service location broadcasts a service code mappable to the services particular to that location, and encoded via an ultrasound signal. The hand-held device can then identify that signal and prompt the user with the available services. We detail the novel system design and the ensuing architecture, and demonstrate the viability of the system which is tested over a variety of environments and scenarios. We conclude with an overview of the wide range of applications of this system, and note how it can enhance the way clients access location based services.
2009
Top end mobile phones include a number of specialized (e.g., accelerometer, compass, GPS) and general purpose sensors (e.g., microphone, camera) that enable new people-centric sensing applications. Perhaps the most ubiquitous and unexploited sensor on mobile phones is the microphone -a powerful sensor that is capable of making sophisticated inferences about human activity, location, and social events from sound. In this paper, we exploit this untapped sensor not in the context of human communications but as an enabler of new sensing applications. We propose SoundSense, a scalable framework for modeling sound events on mobile phones. SoundSense is implemented on the Apple iPhone and represents the first general purpose sound sensing system specifically designed to work on resource limited phones. The architecture and algorithms are designed for scalability and SoundSense uses a combination of supervised and unsupervised learning techniques to classify both general sound types (e.g., music, voice) and discover novel sound events specific to individual users. The system runs solely on the mobile phone with no back-end interactions. Through implementation and evaluation of two proof of concept peoplecentric sensing applications, we demonstrate that Sound-Sense is capable of recognizing meaningful sound events that occur in users' everyday lives.
2008 IEEE Wireless Communications and Networking Conference, 2008
A powerful use case for voice recording is the case of meetings and other social events. A single recorder is a point device which has a local perspective of the event, meaning that it can record the voice of people nearby but cannot accurately record audio events that happen further away. By letting smart phones record audio content point-wise and exchange the locally recorded content to other smart phones over ad-hoc proximity connections, each smart phone will gain a broader perspective and a consistent audio representation of the entire event. In this paper we analyze such a scenario in which Symbian S60 platforms with Bluetooth version 1.2 stack were used. A distributed recording and content delivery framework is proposed and its performance analyzed by means of simulation and measurements. The validation of our algorithm has been performed using a prototype implementation over these platforms.
2001
There have been many attempts to support awareness and lightweight interactions using video and audio, but few have been built on widely available infrastructure. Text-based systems have become more popular, but few support awareness, opportunistic conversations, and mobility, three important elements of helping distributed groups coordinate. We built on the popularity of text-based Instant Messengers (IM) by building a mobile IM called Hubbub that tries to provide all three, notably through the use of musical sounds. In a 5.5-month use study, we found that Hubbub helped people feel connected to others in different locations and supported opportunistic interactions. Sound was a useful cue for helping people feel connected, although some found it annoying. It was more important to support graceful transitions between multiple fixed locations than to support wireless access, although both were useful.
2010
User participation has transformed the way news travel the globe. With the rise of the 'Web 2.0' phenomenon users have been empowered with the means of creating and distributing informational items, which we call social feeds. Platforms like Twitter 1 and Facebook 2 provide a variety of tools to facilitate real-time communication among people. But social sites are not limited to personal chat; they also provide an effective means for organizing large groups of people in response to catastrophic disasters. Monitoring these feeds can provide time-critical information, but can easily lead to information overload due to the large amount of data being shared.
International Journal of Mobile Human Computer Interaction
Audio-based mobile technology is opening up a range of new interactive possibilities. This paper brings some of those possibilities to light by offering a range of perspectives based in this area. It is not only the technical systems that are developing, but novel approaches to the design and understanding of audio-based mobile systems are evolving to offer new perspectives on interaction and design and support such systems to be applied in areas, such as the humanities.
The auditory modality has a number of unique advantages over other modalities, such as a fast neural processing rate and focus-independence. As part of the LOK8 project’s aim to develop location-based services, the Vocate module will be seeking to exploit these advantages to augment the overall usability of the LOK8 interface and also to deliver scalable content in scenarios where the user may be in transit or requires focus-independence. This paper discusses these advantages and outlines three possible approaches that the Vocate module may take within the LOK8 project: speech interfaces, auditory user interfaces, and sonification.
Proceedings of the international conference on Multimedia - MM '10, 2010
User participation has transformed the way news travel the globe. With the rise of the 'Web 2.0' phenomenon users have been empowered with the means of creating and distributing informational items, which we call social feeds. Platforms like Twitter 1 and Facebook 2 provide a variety of tools to facilitate real-time communication among people. But social sites are not limited to personal chat; they also provide an effective means for organizing large groups of people in response to catastrophic disasters. Monitoring these feeds can provide time-critical information, but can easily lead to information overload due to the large amount of data being shared.
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