Proceedings of the 8th Audio Mostly Conference 2013
DOI: 10.1145/2544114.2544117
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Designing auditory pointers

Abstract: Sound can be used to give orientation, drag the listener's attention into a certain direction and provide navigational cues in virtual, as well as in physical environments. In analogy to the concept of visual pointers we call such sounds Auditory Pointers. While previous work mainly focused on the spacial localization property of sounds, we would like to complement this by using properties of the sound itself. Properties, like loudness, timbre, and pitch, can be used to sonify distance and direction to a targe… Show more

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Cited by 2 publications
(3 citation statements)
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“…They also computed the directional accuracy, which is the mean deviation of the angle between the optimal and the real direction of mouse movement. Based on these measurements, Lorenz and Schuster conclude that tempo, pitch and timbre performs best while "stereo panning [...] seem[s] hardly suitable for navigation tasks" [7]. Of course their navigation task was clearly different than ours.…”
Section: Navigation In Virtual Audio Environmentsmentioning
confidence: 78%
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“…They also computed the directional accuracy, which is the mean deviation of the angle between the optimal and the real direction of mouse movement. Based on these measurements, Lorenz and Schuster conclude that tempo, pitch and timbre performs best while "stereo panning [...] seem[s] hardly suitable for navigation tasks" [7]. Of course their navigation task was clearly different than ours.…”
Section: Navigation In Virtual Audio Environmentsmentioning
confidence: 78%
“…An example of an audio board games is "Blind Gamers Hearts". 7 It is an adaptation of the card game "Hearts" where a computer voice announces the active player and his placed card. The player then uses the arrow keys to scroll through his cards, each card being read aloud.…”
Section: Board Gamesmentioning
confidence: 99%
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