Designing sonic spaces

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    Chueng, P., Marsden, P., Designing Auditory Spaces to Support Sense of Place: The Role of Expectation. Position paper for  The Role of

    Place in On-line Communities Workshop, CSCW2002, New Orleans, November 2002. http://scom.hud.ac.uk/scompc2/research.htm 

    Designing Auditory Spaces to Support Sense of Place:

    The Role of Expectation

    Priscilla Chueng & Phil MarsdenInteractive Technology Research Group

    School of Computing and Engineering

    University of Huddersfield

    Huddersfield, West Yorkshire, UK

    {p.chueng; p.h.marsden @hud.ac.uk}

     

    ABSTRACT

    This paper reviews current approaches to designing virtual

    environments and investigates aspects of influence in

    designing auditory spaces to support novel forms ofinteraction in virtual places. Initial research on human

    imagined sounds from places has identified ‘expectation’ as

    an important psychological construct, which must be

    considered when designing sounds for virtual places. The

    research work continues to provide evidence that there are

    differences between sounds people expect to hear in places

    and sounds recorded in real life places. Instead of designing

    realistic virtual spaces, the paper suggests a user’s sense of

     presence as a measure of the user’s experience in virtual

    environment. The results indicate that using highly

    expected sounds increases users’ sense of presence. As

    such, it is to propose that designing auditory spaces using

    expectations as perceived affordance is perhaps a minimalway to design auditory spaces that support sense of place,

    hence provoke the emergence of virtual communities.

    Future work of the project is discussed.

    Keywords

    Audio, Auditory Display, Sound, Place, VirtualEnvironments, Presence

    INTRODUCTION

    Modern communication technologies, like virtual

    environments, aim to create virtual spaces in which people

    can exchange ideas. These virtual environments support

    social interaction in many different forms through thesupporting of the emergence of virtual places.

    There are various types of virtual environments deriving

    from such diverse origins of technological platforms and

    design of applications. Collaborative virtual environments

    such as DIVE [15] and MASSIVE [25], support group work

    through spatial virtual worlds which allow embodied

    interaction. Workspaces can be enhanced through media-

    spaces, which aim to support peripheral awareness whilst

    maintaining working relationships between physically

    remote colleagues through audio video communication

    facilities [6]. While tele-presence systems try to imitate

    reality for users to experience a remote physical space

    through an immersive display, augmented reality systems

    integrate virtual and physical space for a combination of

    digital and physical information.Despite their deviated natures of design, these virtual

    environments mainly 1) aim to create virtual, hybrid spaces

    or space-less systems [27] in order to support people’s

    daily lives and work through novel forms of social

    interaction among virtual communities, 2) allow the use of

    multimedia communication through human sensory

    channels such as vision, auditory, haptic, etc.

    USER’S EXPERIENCE IN VIRTUAL SPACES

    Humans have a tendency to imitate reality. Early designs of

    simulators and tele-operations mainly focus on emulating

    real task. These historical influences have resulted in

    current research focusing on the design of virtual systems,which centralize around spatial models of interaction [3] and

    real life metaphors, in particularly designing affordances for

    virtual space. The design involves implementation of

    spatial topographical data and is heavily dependent upon

    environmental stimuli and users’ perception and imagery. In

    these environments, recognition and interpretation of

    stimuli input that registers our senses are taken as important

    aspects to optimise the virtual experience.

    However, perceptual realism attained through accurate

     perspective projection may not always be the best approach

    to effectively convey information. For example, intentional

    distortion is employed in cartography to exaggerate features

    [30] and artistic dis tortion to represent a realistic‘appearance’ [24]. Furthermore, Gaver suggested that

    collaborative systems using audio-visual technologies have

    different properties for perception and interaction [19]. The

    nature of collaboration can be very different from those

    happening in our everyday world, which is rich in

     perceptual information from objects and events. In such,

    virtual environments can be designed with challenges and

    opportunities this technology has to offer.

    “After all, it is humans who are interacting in the virtual

    environment”. Dourish’s notion of ‘place’ [27] puts forward

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    Chueng, P., Marsden, P., Designing Auditory Spaces to Support Sense of Place: The Role of Expectation. Position paper for  The Role of

    Place in On-line Communities Workshop, CSCW2002, New Orleans, November 2002. http://scom.hud.ac.uk/scompc2/research.htm 

    the idea that the properties of space have little bearing on

    shaping virtual communities, but only on our behaviour and

    actions within them. As he states: “Space is the

    opportunity; place is the understood reality”. We design

    space by mean of appropriate behavioural framing” [27] for

    action and behaviour to happen in the space.

    We can argue that designing virtual environments, which

    mimic spatial orientation of the real world, is perhaps too

    simplistic a technological solution. A deviation from

    realistic patterns of information representation may allow

    virtual experience to be more effective than reality itself. In

    such, the concept of ‘presence’ is introduced as a minimal

    approach to designing virtual environments, taking away

    the realism goal of conventional virtual design.

    The concept of presence [29] has becoming well accepted

    as the key concept to redefine virtual environments.

    ‘Presence’ is defined as the perceptual illusion of "being

    there" in a mediated environment [29,34] for an engagingexperience. An illusion of non-mediation occurs when user

    fails to perceive or acknowledge the existence of a medium

    in the environment and responds as if the medium were not

    there.

    Indeed, we need not denied one or another of the above

    approaches. Aimed at combining useful elements from each

    of the approaches mentioned for an engaging virtual

    experience, this project explores an alternative way of using

    auditory space to support sense of place, hence provoke

    the emergence of virtual communities. It is important to

    understand the users’ perceptual responses to auditory

    cues, when they are combined with the understanding ofcontext awareness for interaction in virtual spaces.

    AUDITORY SPACES

    Although vision tends to be the dominant sensory channel,

    it is reported that auditory cues are important to the

    establishment of a ‘full’ sense of presence in virtual

    environments. Research on suddenly deafened adults

    reported that subjects feel a sense of disconnection from

    their surrounding [23]. Sound conveys a wide range of

    information about events and surroundings, providing

    timely information and constant awareness of people and

     background events [32,11]. The "Cocktail Party Effect"

    noted that our auditory channel monitors several audio

    streams simultaneously, selectively focusing on any one,

    and placing the rest into the background of our awareness

    [26]. Not only that but sound is temporal, it is perceived

    spatially in relation to the listener’s location [36]. Absence

    of sound in the environment can result in inaccurate spatial

    orientation [21]. This unique characteristic of sound helps

    users’ navigation in a virtual system [13] and also assists in

    identifying the directions and locations of rooms, objects or

    even events in virtual spaces [2].

    Work done by acoustics research, outlined above is further

    compliment by the notion that auditory space is a truly

    shared space, which can be all pervasive [27]. For example,

     people may attend to different visual presentation but at the

    same time, share the same auditory space. Furthermore

    sound from one space can reach out to another space in a

    way that visual stimulus cannot.

    The ecological approach to auditory perception

    The ecological approach to auditory perception [16,17]

    notes that although we understand scientific descriptions

    of auditory perception, phenomenally we don’t ‘hear’

    acoustic signals or sound waves but instead we hear events

    [16,17]: the sounds of people and things moving, changing,

     beginning and ending, forever interdependent of the

    dynamics of the present moment. We ‘hear’ the sound of

    silence for example. We hear the semantics of sound

     producing objects, events and the environment. This is

    what we call everyday listening. Ecological approach is the

    central approach of this research project.

    Acknowledging the importance of auditory channels, there

    has been an increasing activity in the area of auditorydisplay research. This research project focuses on the

    sound generated from surroundings, which has been termed

    ecological sound, environment sound, sound-scapes,

    ambient sound or everyday listening sounds, respectively.

    EMPIRICAL WORK

    The research aims to understand the users’ perceptual

    responses to auditory cues, when they are combined with

    the understanding of context awareness for interaction in

    virtual spaces, and how it can be used to support a sense of

     place in virtual spaces.

    The main contribution to knowledge made by the research

    will be to provide virtual environment designers withguidelines for designing sound for virtual spaces that will

     provoke a shared sense of place amongst virtual

    communities.

    A range of user studies and experiments has been carried

    out aiming to investigate guidelines to design minimal

    sound in virtual spaces that support sense of place among

    virtual communities.

    INITIAL STUDY: Sounds we imagine to hear in places

    The research work started off by studying user’s

    interpretations of experiencing real life auditory spaces. An

    open interview was carried out to investigate the sounds

    which people imagine they can hear in four different real life places, namely: a pub, a supermarket, a high street and a

     park.

    Results from the initial study [8] showed participants

    tended to report sounds according to the context of the

     place from sound producing objects and events, such as,

    ‘people talking’, ‘people shouting’, the’ wind’ etc. [16, 17].

    From these results, it is to propose that – expectation and

    discrimination  [8] can be the important perceived

    affordances of sound producing objects that contribute to

    sense of place for users and contribute to a feeling of

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    Chueng, P., Marsden, P., Designing Auditory Spaces to Support Sense of Place: The Role of Expectation. Position paper for  The Role of

    Place in On-line Communities Workshop, CSCW2002, New Orleans, November 2002. http://scom.hud.ac.uk/scompc2/research.htm 

     presence. Expectation defines the extent to which a person

    will expect to hear a sound in a particular place;

     Discrimination is the extent to which a sound will help to

    uniquely identify a particular place. As such, the most

    useful sounds are those that elicit either high expectation or

    high discrimination from the listener.

    ONLINE SURVEY: How much do we expect and

    discriminate sounds in places?

    We further confirmed this outcome with an online survey

    with aims at gathering quantitatively ratings of the range of

    highly expected and highly discriminated sound producing

    objects and events reported from the initial study. The place

    chosen for this study was the ‘Pub’.

    Method

    For each sound listed, 20 participants of age 18 to 40 years

    from the UK rated their expectation and discrimination by

    answering two questions related to the Pub. A sample of

    the questionnaire [10] can be seen at the web site ~

    http://www.supersurvey.com/cgi-bin/surveys/s10492.pl. No

    time restriction was placed on participant before stating

    their answers.

    Question for level of expectation: How frequently do you

    expect to hear each of these sounds? (Rating: High,

    moderately high, moderate, moderately low, low, not at all)

    Question for level of discrimination: Using your judgement,

    to what extent do you think each of these sounds is unique

    to a pub environment (Rating: High, moderately high,

    moderate, moderately low, low, not at all) .

    Data analysisData gathered from the initial study and from the online

    survey on the pub were analysed using quantitative and

    qualitative techniques. Figure 1 shows the comparison of

    expectation scores from the two studies.

    Sounds Expectation Discrimination

    initial

    study

    online

    survey

    initial

    study

    online

    survey

    people talking 4.75 4.55 1.00 2.55

    music 3.75 3.75 1.00 2.95

    foot steps 3.5 1.75 2.00 1.05

    glasses clink 3.5 3.05 5.00 3.7

    tills open & close 2 2.3 3.00 2.05

    chair & table move 1.75 2.6 4.00 2.55

    people laughing 2.25 3.85 3.00 3.2

    gambling machine 2 2.5 4.00 2.65

    traffic 0.75 1.15 3.00 0.7

    freezer humming 0.5 0.35 4.00 0.6

    Figure 1 Level of expectation from online survey.

    Expectation scores from initial study is generated by

    transformed mean of total count reported from participants

    on the particular sound into five points scale. Expectation

    scores from online survey shown are the means of ratings

    collected from participants.

    Discrimination scores of initial study are taken from

    qualitatively comparing count of the particular sound

    reported across four places and transformed into five pointsscale. Discrimination of online survey is the means of

    ratings collected from participants.

    Results

    Overall results show low differences between expectation

    scores between the two studies but higher differences

     between discrimination scores between two studies. T-tests

    shows that there are no significance differences between 1)

    expectation ratings from initial study and online survey (t=-

    0.395, df=9, p= 0.702); 2) discrimination ratings from initial

    study and online survey (t=1.545, df=9, p=0.157). As such,

    the online survey has proven the validity of the proposed

    expectation and discrimination as important roles on people

    sounds imagined in places from initial study.

    COMPARISON STUDY: Real life auditory spaces vs.

    expected auditory spaces.

    Analysis from the above user studies [8,9] suggests that

    what people expect to hear in real life places can be

    significantly different from what they actually hear in real

    life places. Expectation as a dimension for sound design is

    not new for film sound designers [7]. For example, the

    dinosaur’s foot steps in the movie “Jurassic Park” was

    created by recording the sound of a heavy weight being

    dropping from a great height. There is however no empirical

    work to date carried out on this area. Thus, this study aims

    to investigate the differences between sounds recordedfrom real life places and sounds reported from people’s

    expectation. The pub is picked as one of the places for this

    study for its variety of sound producing objects in a closure

    environment. We reported the qualitative analysis of this

    study on Pub.

    Method 

    Four places are chosen to analyse: Pub, Supermarket. High

    Street and Train Station. To reproduce realistic sound,

     binaural recording [5,22] methods were used for recording.

    A pair of mini microphones made by AKG model 417pp was

    attached to both ears of the sound engineer who stands in

    the middle of the places to imitate real life hearing of participants. Sound clips with length of ten minutes were

    digitised to 44khz and 16 bit from a DAT tape to a Cd -ROM.

    Sound clips were played back using headphones make by

    Sennheiser model eH2270.

    Data analysis and Result

    Analysis on recorded sound is done in three fold. We

    investigates 1) sounds that happened continuously

    through out not less then two third of the duration of

    recordings. 2) forefront sounds which catches the most

    attention 3) sounds happened in serendipity. We then

    compare the data to the sounds reported from initial study.

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    Chueng, P., Marsden, P., Designing Auditory Spaces to Support Sense of Place: The Role of Expectation. Position paper for  The Role of

    Place in On-line Communities Workshop, CSCW2002, New Orleans, November 2002. http://scom.hud.ac.uk/scompc2/research.htm 

    Preliminary result from qualitative study by listening to

    recorded pub shown some differences between real life

    sound and people’s expectation. Qualitative analysis on

    sounds recorded from real life places have shown many

    layers of information depending on the sound producing

    objects in the environment. Sounds that people expect to

    hear are consists of 1) sounds profoundly heard from a

     place which generated from typical activity that

    characterised the place and 2) sound heard continuously,

    generated from a sound producing object. The major

    differences are drawn by the difference between 1) the

    hearing dominance of a sound-producing object in real life

    in comparison to people’s expectation and 2) the degree of

    contextual information relevant to the places.

    EXPERIMENT: The effect of expectation on people’s

    sense of presence.

    From previous studies, expectation is identified as an

    important construct to be considered in sound design. Theaim of this experiment was to investigate if the expectation

    of sounds in places, influence people’s sense of the

     presence. During the experiment, participants’ mental

    models are prompted by still image of places while listening

    to audio clip recorded from real life places. Initially, four

     places from the initial study were chosen for this

    experiment. : Pub, Supermarket, High Street and Park.

    However we encountered difficulty in recording clarity of

    sound from a park. It was therefore decided that train

    station was chosen to replace the Park and the Park is used

    for familiarisation of participants at the beginning of each

    experiment. 

    Hypotheses

    The main hypothesis for this experiment is that a person’s

    sense of presence will increase with high expectation. This

    is achieved by displaying matching visual images together

    with matching audio clips. Secondly, correct responses of

     people’s memory task collected from places-related

    questions of both sounds and visuals are expected to be

    higher with high expectation. Thirdly, low expectation

    (mismatched audio-visual) will result people’s irritation and

    hence participants’ parasympathetic reading will be higher.

    Method 

    The experiment uses a two factorial within subjects design.

    The dependent variables are (1) total weight collected fromsense of presence questionnaire (rank with the scale of

    five). (2) Number of correct responses collected from places -

    related questions of sounds and visuals. 3) Electro dermal

    reading.

    To reproduce realistic sound, binaural recording [5,22]

    methods were used for recording. A pair of mini

    microphones made by AKG model 417pp was attached to

     both ears of the sound engineer who stands in the middle of

    the places to imitate real life hearing of participants. Sound

    clips with length of 60 seconds were digitised to 44khz and

    16 bit from a DAT tape to a PC computer. Images sized 800 x

    600 pixels were captured by digital camera.

    During the experiment, the facilitator uses a Multimedia

    Pentium PC computer to play back sequence of audio and

    visual images through Macromedia Director. Images were

     projected to a white screen in a darken room using a digital

     projector whilst sound clips were played back using

    headphones make by Sennheiser model eH2270.

    Twenty participants took part in this experiment. They were

    a mixture of students and staff with a variant age of 22 to 50

    from schools of computing, engineering and music, at the

    University of Huddersfield. None had hearing problems andall either had normal vision or wore prescribed corrective

    lenses.  Participants are exposed to matching or

    mismatching visual stimuli while listening to sound clips

    recorded from real life places.

    There are four variations of audio-visual pairs combination.

    Five participants were chosen randomly for each variation.

    Every variation consists of two pairs of matching audio-

    visuals and two pairs mismatching audio-visuals, non-

    repeated in random order. They are asked to 1) record their sense of presence by

    answering a sound related presence questionnaire, 2)

    answer place-related questions from each sound listened to

    and each image viewed. During every audio-visual display,

    their readings of parasympathetic responses of arousal are

    recorded using psycho-physiological sensors.

    Each participant takes approximately twenty minutes to

    finish viewing five audio-visual displays. Audio-visual

    stimuli of the park were used for familiarisation purpose.

    Following each display, they answer nine sounds-related

     presence questionnaire taken from SVUP [28] with five-

    scale rating, and places-related questions (three taken from

    information of sound clip and three taken from information

    of visual displayed) using paper and pen. Parasympathetic

    Pub Supermarket

    High Street Train Station

    Figure 2 Visual images of real life places.

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    Chueng, P., Marsden, P., Designing Auditory Spaces to Support Sense of Place: The Role of Expectation. Position paper for  The Role of

    Place in On-line Communities Workshop, CSCW2002, New Orleans, November 2002. http://scom.hud.ac.uk/scompc2/research.htm 

    responses of Galvanic Skin Resistance (GSR) and Blood

    Volume Pulse (BVP) are captured using Datalab 2000 and

    software Biobench.

    Results

    The overall mean of presence score is higher for matchingaudio-visual than mismatching audio-visual. T-test (t=5.990,

    df=78, p

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    Chueng, P., Marsden, P., Designing Auditory Spaces to Support Sense of Place: The Role of Expectation. Position paper for  The Role of

    Place in On-line Communities Workshop, CSCW2002, New Orleans, November 2002. http://scom.hud.ac.uk/scompc2/research.htm 

    completion of user’s navigation task, b) user’s sense of

     presence c) the ability of user to identify a virtual place.

    2) Non-verbal sound generated by users in multi-user

    virtual environments such as footsteps and rustling of

    clothes is the key element to investigate in this work.The study aims to identify minimum sounds needed to

     provoke users co-presence.

    An evaluation study will conclude the research project by

     building virtual auditory spaces in virtual environments

     based on the outcomes gathered from our previous studies

    and experiments. The research will provide guidelines for

    future virtual environments developers with regard to

    designing minimum auditory space to support virtual places

    for an effective user experience.

    ACKNOWLEDGMENTS

    This project is funded by the DRIVE project grant,

    University of Huddersfield held by Janet Finlay and Phil

    Marsden. I am grateful to Jacqueline Brodie from Brunel

    University for valuable discussions about place and virtual

    communities and added readability of the initial submission

    of this paper. I also thank Andrew Monk from the

    University of York for valuable comments on the paper.

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