Sonic Augmented Reality

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Sonic Augmented Reality Urban sound classification, machine-learning, and Neural networks as an assistant for the frequent headphone-user.

Florian Wachter Interaction Design and Technology Chalmers University of Technology Email: info@florianwachter.com with cars, public transport, or other moving Objects in an urban environment. According to the research of the University of Maryland (USA), which investigated the risk of injury through the wearing of headphones or earphones by pedestrians. Between 2004 and 2011, 116 reports of death or injury of pedestrians with headphones or earphones. 68 percent of the victims were males and 67 percent of them were under 30 years old. 89 percent of all the reported victims took place in urban areas and 55 percent involved trains. ”Many cases (29 percent) mentioned that a warning was sounded before the crash.”[16] Surrounding sounds are very important for humans to navigate and interact in their environment. On the other hand, humans derive pleasure from this behavior which makes it hard to implement change. In order to find a solution, I tried to focus on a solution which assists in creating awareness of surrounding.

Abstract—This project considers the rising effect of people wearing headphones or ear pods and putting them-self in risk by isolation from the sonic urban environment. This project seeks to find out whether ”Machine Learning” (ML) with ”Urban Sound Classification” could be an effective tool to find a solution that minimizes the risks of accidents involving urban moving objects such as cars, trams, bicycles, etc. in order not to take away the pleasure of listening to music. Via my study, I assume that I may have found a new augmentation in sound, which I call ”Sonic Augmented Reality.” Sonic Augmented Reality, is the technology of combining ”sonic interactions” (convey information and meaning through interactive context) from our technologydriven environment with computer-generated sound information as a second layer on top of our consumption of music. Keywords—Frequent Headphone User, Urban sound Classification, Machine Learning (ML), Neural Network (NN), Sonic Augmented Reality, Noise Pollution

I.

I NTRODUCTION

The access to music nowadays (2018/2019) through streaming services like Spotify, iTunes, etc. creates a new way of how (every time, everywhere) people consume music. According to the newly published data from ”Nielsen”[39], the average music consumer uses 3.4 devices and listens around 5h per day (35.7 hours per week) to music. In addition, development of headphones and earbuds has risen parallel. The offers for headphones on the market is overwhelming. II.

P ROBLEM

With the advent of music streaming services and the oversupply of headphones, it seems people see this as an opportunity to use headphones more frequently in the urban environment. However, I discovered through interviews, that people listen so frequently to music in the urban environment because of the underlying problem of ”Noise Pollution” in the urban environment. The frequent consumption of music in an urban environment is a subconscious reaction to noise pollution. Noise pollution is affecting both health and behavior because noise pollution can cause hypertension, high stress levels, tinnitus, and more. This explains why people like it to isolate themselves with headphones in public transport, etc. The headphone industry recognized this effect for quite a while and added new features like over-ear headphones, in-ear headphones (ear pots), and noise-canceling to there devices. However, this causes a new problem in the field. The problem deals with accidents in urban environment by lost sensation (see fig:1) for surrounding sonic interactions and hearing damage. This can result in assimilate accidents

Fig. 1.

Frequent headphone use in urban environment.

III.

P ROCESS

For the process, I used the structure of ”Design Thinking” [3] and focuses on ”Activities Centered Design” [14] and ”User Experience Design” but more about in the chapter: X. Theory. A. Stakeholders The Stakeholders are people who using headphones in an urban environment and it does not matter if frequently or not. Software development companies which acting in the field of portable music player (Spotify, Itunes, etc.) could be interested in a solution as a feature in their products. Headphone producer 1


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