Sound can convey information about the materials composing an object that are often not directly available to the visual system. Material and geometric properties of synthesized impacted bars with a tube resonator were varied, their perceptual structure was inferred from multidimensional scaling of dissimilarity judgments, and the psychophysical relations between the two were quantified. Constant cross-section bars varying in mass density and viscoelastic damping coefficient were synthesized with a physical model in experiment 1. A two-dimensional perceptual space resulted, and the dimensions were correlated with the mechanical parameters after applying a power-law transformation. Variable cross-section bars varying in length and viscoelastic damping coefficient were synthesized in experiment 2 with two sets of lengths creating high- and low-pitched bars. In the low-pitched bars, there was a coupling between the bar and the resonator that modified the decay characteristics. Perceptual dimensions again corresponded to the mechanical parameters. A set of potential temporal, spectral, and spectrotemporal correlates of the auditory representation were derived from the signal. The dimensions related to mass density and bar length were correlated with the frequency of the lowest partial and are related to pitch perception. The correlate most likely to represent the viscoelastic damping coefficient across all three stimulus sets is a linear combination of a decay constant derived from the temporal envelope and the spectral center of gravity derived from a cochlear representation of the signal. These results attest to the perceptual salience of energy-loss phenomena in sound source behavior.
Sounds convey information about the materials composing an object. Stimuli were synthesized using a computer model of impacted plates that varied their material properties: viscoelastic and thermoelastic damping and wave velocity (related to elasticity and mass density). The range of damping properties represented a continuum between materials with predominant viscoelastic and thermoelastic damping (glass and aluminum, respectively). The perceptual structure of the sounds was inferred from multidimensional scaling of dissimilarity judgments and from their categorization as glass or aluminum. Dissimilarity ratings revealed dimensions that were closely related to mechanical properties: a wave-velocity-related dimension associated with pitch and a damping-related dimension associated with timbre and duration. When asked to categorize sounds, however, listeners ignored the cues related to wave velocity and focused on cues related to damping. In both dissimilarity-rating and identification experiments, the results were independent of the material of the mallet striking the plate (rubber or wood). Listeners thus appear to select acoustical information that is reliable for a given perceptual task. Because the frequency changes responsible for detecting changes in wave velocity can also be due to changes in geometry, they are not as reliable for material identification as are damping cues.
This paper presents a preliminary study of the use of Virtual Reality for the simulation of a particular driving task: the control recovery of a semi-autonomous vehicle by a driver engaged in an attention-demanding secondary activity. In this paper the authors describe a fully immersive simulator for semi-autonomous vehicles and present the pilot study that has been conducted for determining the most appropriate interface to interact with the simulator. The interaction with the simulator is not only limited to the actual car control; it also concerns the execution of a secondary activity which aims to put the driver out of the loop by distracting him/her from the main driving task. This study evaluates the role of a realistic interface and a 6-DoF controllerbased interaction on objective and subjective measures. Preliminary results suggest that subjective indicators related to comfort, ease of use and adaptation show a significant difference in favor of realistic interfaces. However, task achievement performances do not provide decisive parameters for determining the most adequate interaction modality. CCS Concepts • Human-centered computing➝Human computer interaction (HCI)➝Interaction devices • Human-centered computing ➝ Human computer interaction (HCI) ➝ Virtual Reality
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