WorldWideScience

Sample records for sound recordings games

  1. ABOUT SOUNDS IN VIDEO GAMES

    Directory of Open Access Journals (Sweden)

    Denikin Anton A.

    2012-12-01

    Full Text Available The article considers the aesthetical and practical possibilities for sounds (sound design in video games and interactive applications. Outlines the key features of the game sound, such as simulation, representativeness, interactivity, immersion, randomization, and audio-visuality. The author defines the basic terminology in study of game audio, as well as identifies significant aesthetic differences between film sounds and sounds in video game projects. It is an attempt to determine the techniques of art analysis for the approaches in study of video games including aesthetics of their sounds. The article offers a range of research methods, considering the video game scoring as a contemporary creative practice.

  2. Realtime synthesized sword-sounds in Wii computer games

    DEFF Research Database (Denmark)

    Böttcher, Niels

    This paper presents the current work carried out on an interactive sword fighting game, developed for the Wii controller. The aim of the work is to develop highly interactive action-sound, which is closely mapped to the physical actions of the player. The interactive sword sound is developed using...... a combination of granular synthesis and subtractive synthesis simulating wind. The aim of the work is to test if more interactive sound can affect the way humans interact physically with their body, when playing games with controllers such as the Wii remote....

  3. The science of sound recording

    CERN Document Server

    Kadis, Jay

    2012-01-01

    The Science of Sound Recording will provide you with more than just an introduction to sound and recording, it will allow you to dive right into some of the technical areas that often appear overwhelming to anyone without an electrical engineering or physics background.  The Science of Sound Recording helps you build a basic foundation of scientific principles, explaining how recording really works. Packed with valuable must know information, illustrations and examples of 'worked through' equations this book introduces the theory behind sound recording practices in a logical and prac

  4. Game Sound from Behind the Sofa

    DEFF Research Database (Denmark)

    Garner, Tom Alexander

    2013-01-01

    The central concern of this thesis is upon the processes by which human beings perceive sound and experience emotions within a computer video gameplay context. The potential of quantitative sound parameters to evoke and modulate emotional experience is explored, working towards the development...... that provide additional support of the hypothetical frameworks: an ecological process of fear, a fear-related model of virtual and real acoustic ecologies, and an embodied virtual acoustic ecology framework. It is intended that this thesis will clearly support more effective and efficient sound design...... practices and also improve awareness of the capacity of sound to generate significant emotional experiences during computer video gameplay. It is further hoped that this thesis will elucidate the potential of biometrics/psychophysiology to allow game designers to better understand the player and to move...

  5. Digital sound de-localisation as a game mechanic for novel bodily play

    DEFF Research Database (Denmark)

    Tiab, John; Rantakari, Juho; Halse, Mads Laurberg

    2016-01-01

    This paper describes an exertion gameplay mechanic involving player's partial control of their opponent's sound localization abilities. We developed this concept through designing and testing "The Boy and The Wolf" game. In this game, we combined deprivation of sight with a positional disparity...... between player bodily movement and sound. This facilitated intense gameplay supporting player creativity and spectator engagement. We use our observations and analysis of our game to offer a set of lessons learnt for designing engaging bodily play using disparity between sound and movement. Moreover, we...... describe our intended future explorations of this area....

  6. Sound, music and gender in mobile games

    DEFF Research Database (Denmark)

    Machin, David; Van Leeuwen, T.

    2016-01-01

    resource, they can communicate very specific meanings and carry ideologies. In this paper, using multimodal critical discourse analysis, we analyse the sounds and music in two proto-games that are played on mobile devices: Genie Palace Divine and Dragon Island Race. While visually the two games are highly...... and impersonal and specific kinds of social relations which, we show, is highly gendered. It can also signal priorities, ideas and values, which in both cases, we show, relate to a world where there is simply no time to stop and think. © 2016, equinox publishing....

  7. Teaching Validity and Soundness of Arguments Using the Board Game: "The Resistance"

    Science.gov (United States)

    Thompson, Derek

    2015-01-01

    The primary goal of this paper is to highlight the possibilities and benefits of incorporating games into college mathematics classrooms. This is illustrated through the personal success of using the board game "The Resistance" to teach validity and soundness of arguments in a discrete mathematics course. Along the way, we will give some…

  8. Sound and recording applications and theory

    CERN Document Server

    Rumsey, Francis

    2014-01-01

    Providing vital reading for audio students and trainee engineers, this guide is ideal for anyone who wants a solid grounding in both theory and industry practices in audio, sound and recording. There are many books on the market covering ""how to work it"" when it comes to audio equipment-but Sound and Recording isn't one of them. Instead, you'll gain an understanding of ""how it works"" with this approachable guide to audio systems.New to this edition:Digital audio section revised substantially to include the latest developments in audio networking (e.g. RAVENNA, AES X-192, AVB), high-resolut

  9. Engagement and EMG in serious gaming : Experimenting with sound and dynamics in the levee patroller training game

    NARCIS (Netherlands)

    Schuurink, E.L.; Houtkamp, J.; Toet, A.

    2008-01-01

    We measured the effects of sound and visual dynamic elements on user experience of a serious game, with special interest in engagement and arousal. Engagement was measured through questionnaires and arousal through the SAM and electromyography (EMG). We adopted the EMG of the corrugator (frown

  10. Low complexity lossless compression of underwater sound recordings.

    Science.gov (United States)

    Johnson, Mark; Partan, Jim; Hurst, Tom

    2013-03-01

    Autonomous listening devices are increasingly used to study vocal aquatic animals, and there is a constant need to record longer or with greater bandwidth, requiring efficient use of memory and battery power. Real-time compression of sound has the potential to extend recording durations and bandwidths at the expense of increased processing operations and therefore power consumption. Whereas lossy methods such as MP3 introduce undesirable artifacts, lossless compression algorithms (e.g., flac) guarantee exact data recovery. But these algorithms are relatively complex due to the wide variety of signals they are designed to compress. A simpler lossless algorithm is shown here to provide compression factors of three or more for underwater sound recordings over a range of noise environments. The compressor was evaluated using samples from drifting and animal-borne sound recorders with sampling rates of 16-240 kHz. It achieves >87% of the compression of more-complex methods but requires about 1/10 of the processing operations resulting in less than 1 mW power consumption at a sampling rate of 192 kHz on a low-power microprocessor. The potential to triple recording duration with a minor increase in power consumption and no loss in sound quality may be especially valuable for battery-limited tags and robotic vehicles.

  11. Automatic Bowel Motility Evaluation Technique for Noncontact Sound Recordings

    Directory of Open Access Journals (Sweden)

    Ryunosuke Sato

    2018-06-01

    Full Text Available Information on bowel motility can be obtained via magnetic resonance imaging (MRIs and X-ray imaging. However, these approaches require expensive medical instruments and are unsuitable for frequent monitoring. Bowel sounds (BS can be conveniently obtained using electronic stethoscopes and have recently been employed for the evaluation of bowel motility. More recently, our group proposed a novel method to evaluate bowel motility on the basis of BS acquired using a noncontact microphone. However, the method required manually detecting BS in the sound recordings, and manual segmentation is inconvenient and time consuming. To address this issue, herein, we propose a new method to automatically evaluate bowel motility for noncontact sound recordings. Using simulations for the sound recordings obtained from 20 human participants, we showed that the proposed method achieves an accuracy of approximately 90% in automatic bowel sound detection when acoustic feature power-normalized cepstral coefficients are used as inputs to artificial neural networks. Furthermore, we showed that bowel motility can be evaluated based on the three acoustic features in the time domain extracted by our method: BS per minute, signal-to-noise ratio, and sound-to-sound interval. The proposed method has the potential to contribute towards the development of noncontact evaluation methods for bowel motility.

  12. A description of externally recorded womb sounds in human subjects during gestation.

    Science.gov (United States)

    Parga, Joanna J; Daland, Robert; Kesavan, Kalpashri; Macey, Paul M; Zeltzer, Lonnie; Harper, Ronald M

    2018-01-01

    Reducing environmental noise benefits premature infants in neonatal intensive care units (NICU), but excessive reduction may lead to sensory deprivation, compromising development. Instead of minimal noise levels, environments that mimic intrauterine soundscapes may facilitate infant development by providing a sound environment reflecting fetal life. This soundscape may support autonomic and emotional development in preterm infants. We aimed to assess the efficacy and feasibility of external non-invasive recordings in pregnant women, endeavoring to capture intra-abdominal or womb sounds during pregnancy with electronic stethoscopes and build a womb sound library to assess sound trends with gestational development. We also compared these sounds to popular commercial womb sounds marketed to new parents. Intra-abdominal sounds from 50 mothers in their second and third trimester (13 to 40 weeks) of pregnancy were recorded for 6 minutes in a quiet clinic room with 4 electronic stethoscopes, placed in the right upper and lower quadrants, and left upper and lower quadrants of the abdomen. These recording were partitioned into 2-minute intervals in three different positions: standing, sitting and lying supine. Maternal and gestational age, Body Mass Index (BMI) and time since last meal were collected during recordings. Recordings were analyzed using long-term average spectral and waveform analysis, and compared to sounds from non-pregnant abdomens and commercially-marketed womb sounds selected for their availability, popularity, and claims they mimic the intrauterine environment. Maternal sounds shared certain common characteristics, but varied with gestational age. With fetal development, the maternal abdomen filtered high (500-5,000 Hz) and mid-frequency (100-500 Hz) energy bands, but no change appeared in contributions from low-frequency signals (10-100 Hz) with gestational age. Variation appeared between mothers, suggesting a resonant chamber role for intra

  13. Segmentation of heart sound recordings by a duration-dependent hidden Markov model

    International Nuclear Information System (INIS)

    Schmidt, S E; Graff, C; Toft, E; Struijk, J J; Holst-Hansen, C

    2010-01-01

    Digital stethoscopes offer new opportunities for computerized analysis of heart sounds. Segmentation of heart sound recordings into periods related to the first and second heart sound (S1 and S2) is fundamental in the analysis process. However, segmentation of heart sounds recorded with handheld stethoscopes in clinical environments is often complicated by background noise. A duration-dependent hidden Markov model (DHMM) is proposed for robust segmentation of heart sounds. The DHMM identifies the most likely sequence of physiological heart sounds, based on duration of the events, the amplitude of the signal envelope and a predefined model structure. The DHMM model was developed and tested with heart sounds recorded bedside with a commercially available handheld stethoscope from a population of patients referred for coronary arterioangiography. The DHMM identified 890 S1 and S2 sounds out of 901 which corresponds to 98.8% (CI: 97.8–99.3%) sensitivity in 73 test patients and 13 misplaced sounds out of 903 identified sounds which corresponds to 98.6% (CI: 97.6–99.1%) positive predictivity. These results indicate that the DHMM is an appropriate model of the heart cycle and suitable for segmentation of clinically recorded heart sounds

  14. 37 CFR 380.3 - Royalty fees for the public performance of sound recordings and for ephemeral recordings.

    Science.gov (United States)

    2010-07-01

    ... 37 Patents, Trademarks, and Copyrights 1 2010-07-01 2010-07-01 false Royalty fees for the public... EPHEMERAL REPRODUCTIONS § 380.3 Royalty fees for the public performance of sound recordings and for ephemeral recordings. (a) Royalty rates and fees for eligible digital transmissions of sound recordings made...

  15. The effects of 5.1 sound presentations on the perception of stereoscopic imagery in video games

    Science.gov (United States)

    Cullen, Brian; Galperin, Daniel; Collins, Karen; Hogue, Andrew; Kapralos, Bill

    2013-03-01

    Stereoscopic 3D (S3D) content in games, film and other audio-visual media has been steadily increasing over the past number of years. However, there are still open, fundamental questions regarding its implementation, particularly as it relates to a multi-modal experience that involves sound and haptics. Research has shown that sound has considerable impact on our perception of 2D phenomena, but very little research has considered how sound may influence stereoscopic 3D. Here we present the results of an experiment that examined the effects of 5.1 surround sound (5.1) and stereo loudspeaker setups on depth perception in relation to S3D imagery within a video game environment. Our aim was to answer the question: "can 5.1 surround sound enhance the participant's perception of depth in the stereoscopic field when compared to traditional stereo sound presentations?" In addition, our study examined how the presence or absence of Doppler frequency shift and frequency fall-off audio effects can also influence depth judgment under these conditions. Results suggest that 5.1 surround sound presentations enhance the apparent depth of stereoscopic imagery when compared to stereo presentations. Results also suggest that the addition of audio effects such as Doppler shift and frequency fall-off filters can influence the apparent depth of S3D objects.

  16. Sound Synthesis of Objects Swinging through Air Using Physical Models

    Directory of Open Access Journals (Sweden)

    Rod Selfridge

    2017-11-01

    Full Text Available A real-time physically-derived sound synthesis model is presented that replicates the sounds generated as an object swings through the air. Equations obtained from fluid dynamics are used to determine the sounds generated while exposing practical parameters for a user or game engine to vary. Listening tests reveal that for the majority of objects modelled, participants rated the sounds from our model as plausible as actual recordings. The sword sound effect performed worse than others, and it is speculated that one cause may be linked to the difference between expectations of a sound and the actual sound for a given object.

  17. The Danish game bag record and its role in wildlife management

    DEFF Research Database (Denmark)

    Asferg, Tommy

    2015-01-01

    The Danish Game Bag Record and its role in wildlife management The Danish Game Bag Record, i.e. the national hunting statistics database, was initiated in 1941. It is a compilation of annual, mandatory reports on bagged game (shot or trapped) from all hunting licence holders. Today, this database...... is reflected in the methods of collecting the hunting statistics but the basic principle of every hunter reporting his/hers personal game bag every year still applies. From 1941 onwards annual reports were delivered on paper forms, and since year 2000 it has been possible to report electronically via...... management is its ability to reflect changes in population size – at least for some game species – mainly on a nationwide scale, but for some of the more abundant species also on a regional scale. A few examples will be shown to illustrate this. Finally, a few suggestions for improvement of the bag record...

  18. The Aesthetic Experience of Sound

    DEFF Research Database (Denmark)

    Breinbjerg, Morten

    2005-01-01

    to react on. In an ecological understanding of hearing our detection of audible information affords us ways of responding to our environment. In my paper I will address both these ways of using sound in relation to computer games. Since a game player is responsible for the unfolding of the game, his......The use of sound in (3D) computer games basically falls in two. Sound is used as an element in the design of the set and as a narrative. As set design sound stages the nature of the environment, it brings it to life. As a narrative it brings us information that we can choose to or perhaps need...... exploration of the virtual space laid out before him is pertinent. In this mood of exploration sound is important and heavily contributing to the aesthetic of the experience....

  19. Positive Emotions Associated with "Counter-Strike" Game Playing.

    Science.gov (United States)

    Shin, Mirim; Heard, Rob; Suo, Chao; Chow, Chin Moi

    2012-10-01

    Digital game playing engages people for long periods of time. The pleasure offered by digital games may explain the players' consumption of this activity. Games may elicit both positive and negative emotions, which can be measured by encephalography (EEG). The EEG alpha asymmetry index (AI) is different in positive and negative emotions and so may be used to distinguish positive from negative emotions that occur during gaming. We hypothesized that the "Counter-Strike" (CS) game (Valve Software, Bellevue, WA) is pleasurable and demonstrable with a positive EEG AI. Twelve male participants ages 18-30 years underwent EEG recordings continuously during and postgame. EEG was also recorded pregame for control conditions of baseline (sitting on a chair staring at a blank wall), movement (moving fingers on the computer keyboard with a blank screen), sound (listening to the sound of the CS game with a blank screen), and screen (watching the CS game without playing). Self-ratings of emotional responses were completed at pre-, during, and postgame. A significant decrease in the EEG AI was observed under the screen condition compared with baseline, whereas an increase was observed postgame compared with the screen condition. The participants demonstrated a positive EEG AI following the "shoot" events (shoot opponents) and negative emotions after the "being shot" events. Subjective ratings of emotional response indicated happiness during and postgame, but anger and arousal were reported only during the game. The overall results are consistent with the hypothesis that predominantly positive emotional reactions are elicited from playing the CS game and concur with positive subjective ratings of happiness. Future studies may explore the relationship of game pleasure and obsessive game play.

  20. Noise detection during heart sound recording using periodicity signatures

    International Nuclear Information System (INIS)

    Kumar, D; Carvalho, P; Paiva, R P; Henriques, J; Antunes, M

    2011-01-01

    Heart sound is a valuable biosignal for diagnosis of a large set of cardiac diseases. Ambient and physiological noise interference is one of the most usual and highly probable incidents during heart sound acquisition. It tends to change the morphological characteristics of heart sound that may carry important information for heart disease diagnosis. In this paper, we propose a new method applicable in real time to detect ambient and internal body noises manifested in heart sound during acquisition. The algorithm is developed on the basis of the periodic nature of heart sounds and physiologically inspired criteria. A small segment of uncontaminated heart sound exhibiting periodicity in time as well as in the time-frequency domain is first detected and applied as a reference signal in discriminating noise from the sound. The proposed technique has been tested with a database of heart sounds collected from 71 subjects with several types of heart disease inducing several noises during recording. The achieved average sensitivity and specificity are 95.88% and 97.56%, respectively

  1. Optical Reading and Playing of Sound Signals from Vinyl Records

    OpenAIRE

    Hensman, Arnold; Casey, Kevin

    2007-01-01

    While advanced digital music systems such as compact disk players and MP3 have become the standard in sound reproduction technology, critics claim that conversion to digital often results in a loss of sound quality and richness. For this reason, vinyl records remain the medium of choice for many audiophiles involved in specialist areas. The waveform cut into a vinyl record is an exact replica of the analogue version from the original source. However, while some perceive this media as reproduc...

  2. Recent paleoseismicity record in Prince William Sound, Alaska, USA

    Science.gov (United States)

    Kuehl, Steven A.; Miller, Eric J.; Marshall, Nicole R.; Dellapenna, Timothy M.

    2017-12-01

    Sedimentological and geochemical investigation of sediment cores collected in the deep (>400 m) central basin of Prince William Sound, along with geochemical fingerprinting of sediment source areas, are used to identify earthquake-generated sediment gravity flows. Prince William Sound receives sediment from two distinct sources: from offshore (primarily Copper River) through Hinchinbrook Inlet, and from sources within the Sound (primarily Columbia Glacier). These sources are found to have diagnostic elemental ratios indicative of provenance; Copper River Basin sediments were significantly higher in Sr/Pb and Cu/Pb, whereas Prince William Sound sediments were significantly higher in K/Ca and Rb/Sr. Within the past century, sediment gravity flows deposited within the deep central channel of Prince William Sound have robust geochemical (provenance) signatures that can be correlated with known moderate to large earthquakes in the region. Given the thick Holocene sequence in the Sound ( 200 m) and correspondingly high sedimentation rates (>1 cm year-1), this relationship suggests that sediments within the central basin of Prince William Sound may contain an extraordinary high-resolution record of paleoseismicity in the region.

  3. Audio Interaction in Computer Mediated Games

    Directory of Open Access Journals (Sweden)

    J. R. Parker

    2008-01-01

    Full Text Available The use of sound in an interactive media environment has not been advanced, as a technology, as far as graphics or artificial intelligence. This discussion will explore the use of sound as a way to influence the player of a computer game, will show ways that a game can use sound as input, and will describe ways that the player can influence sound in a game. The role of sound in computer games will be explored some practical design ideas that can be used to improve the current state of the art will be given.

  4. Similarity and pleasantness assessments of water-fountain sounds recorded in urban public spaces.

    Science.gov (United States)

    Ekman, Maria Rådsten; Lundén, Peter; Nilsson, Mats E

    2015-11-01

    Water fountains are potential tools for soundscape improvement, but little is known about their perceptual properties. To explore this, sounds were recorded from 32 fountains installed in urban parks. The sounds were recorded with a sound-field microphone and were reproduced using an ambisonic loudspeaker setup. Fifty-seven listeners assessed the sounds with regard to similarity and pleasantness. Multidimensional scaling of similarity data revealed distinct groups of soft variable and loud steady-state sounds. Acoustically, the soft variable sounds were characterized by low overall levels and high temporal variability, whereas the opposite pattern characterized the loud steady-state sounds. The perceived pleasantness of the sounds was negatively related to their overall level and positively related to their temporal variability, whereas spectral centroid was weakly correlated to pleasantness. However, the results of an additional experiment, using the same sounds set equal in overall level, found a negative relationship between pleasantness and spectral centroid, suggesting that spectral factors may influence pleasantness scores in experiments where overall level does not dominate pleasantness assessments. The equal-level experiment also showed that several loud steady-state sounds remained unpleasant, suggesting an inherently unpleasant sound character. From a soundscape design perspective, it may be advisable to avoid fountains generating such sounds.

  5. Material sound source localization through headphones

    Science.gov (United States)

    Dunai, Larisa; Peris-Fajarnes, Guillermo; Lengua, Ismael Lengua; Montaña, Ignacio Tortajada

    2012-09-01

    In the present paper a study of sound localization is carried out, considering two different sounds emitted from different hit materials (wood and bongo) as well as a Delta sound. The motivation of this research is to study how humans localize sounds coming from different materials, with the purpose of a future implementation of the acoustic sounds with better localization features in navigation aid systems or training audio-games suited for blind people. Wood and bongo sounds are recorded after hitting two objects made of these materials. Afterwards, they are analysed and processed. On the other hand, the Delta sound (click) is generated by using the Adobe Audition software, considering a frequency of 44.1 kHz. All sounds are analysed and convolved with previously measured non-individual Head-Related Transfer Functions both for an anechoic environment and for an environment with reverberation. The First Choice method is used in this experiment. Subjects are asked to localize the source position of the sound listened through the headphones, by using a graphic user interface. The analyses of the recorded data reveal that no significant differences are obtained either when considering the nature of the sounds (wood, bongo, Delta) or their environmental context (with or without reverberation). The localization accuracies for the anechoic sounds are: wood 90.19%, bongo 92.96% and Delta sound 89.59%, whereas for the sounds with reverberation the results are: wood 90.59%, bongo 92.63% and Delta sound 90.91%. According to these data, we can conclude that even when considering the reverberation effect, the localization accuracy does not significantly increase.

  6. Evaluating Motivation for the Use of an Electronic Health Record Simulation Game.

    Science.gov (United States)

    McLeod, Alexander; Hewitt, Barbara; Gibbs, David; Kristof, Caitlin

    2017-01-01

    Experiential learning via simulation offers a variety of benefits including reduced risks, repetitive exposure, and mastery of complex processes. How to motivate people to engage in and enjoy playing games is an important concept in the creation of serious games focused on learning new skills. This study sought to determine the motivators that increase users' pleasurable experience when playing an electronic health record simulation game. To examine how intrinsic and extrinsic motivation affected both engagement and enjoyment, we surveyed students of health professions at one university. Results indicate that while both forms of motivation are significant in increasing engagement and enjoyment, extrinsic motivation such as badges, points, and scoreboards were much more important than internal motivations for our participants. These findings have implications for the development of an electronic health record simulation game.

  7. Tipping point analysis of a large ocean ambient sound record

    Science.gov (United States)

    Livina, Valerie N.; Harris, Peter; Brower, Albert; Wang, Lian; Sotirakopoulos, Kostas; Robinson, Stephen

    2017-04-01

    We study a long (2003-2015) high-resolution (250Hz) sound pressure record provided by the Comprehensive Nuclear-Test-Ban Treaty Organisation (CTBTO) from the hydro-acoustic station Cape Leeuwin (Australia). We transform the hydrophone waveforms into five bands of 10-min-average sound pressure levels (including the third-octave band) and apply tipping point analysis techniques [1-3]. We report the results of the analysis of fluctuations and trends in the data and discuss the BigData challenges in processing this record, including handling data segments of large size and possible HPC solutions. References: [1] Livina et al, GRL 2007, [2] Livina et al, Climate of the Past 2010, [3] Livina et al, Chaos 2015.

  8. 37 CFR 262.3 - Royalty fees for public performances of sound recordings and for ephemeral recordings.

    Science.gov (United States)

    2010-07-01

    ... 37 Patents, Trademarks, and Copyrights 1 2010-07-01 2010-07-01 false Royalty fees for public... MAKING OF EPHEMERAL REPRODUCTIONS § 262.3 Royalty fees for public performances of sound recordings and for ephemeral recordings. (a) Basic royalty rate. Royalty rates and fees for eligible nonsubscription...

  9. 37 CFR 261.3 - Royalty fees for public performances of sound recordings and for ephemeral recordings.

    Science.gov (United States)

    2010-07-01

    ... 37 Patents, Trademarks, and Copyrights 1 2010-07-01 2010-07-01 false Royalty fees for public... § 261.3 Royalty fees for public performances of sound recordings and for ephemeral recordings. (a) For the period October 28, 1998, through December 31, 2002, royalty rates and fees for eligible digital...

  10. The Role of Auditory Features Within Slot-Themed Social Casino Games and Online Slot Machine Games.

    Science.gov (United States)

    Bramley, Stephanie; Gainsbury, Sally M

    2015-12-01

    Over the last few years playing social casino games has become a popular entertainment activity. Social casino games are offered via social media platforms and mobile apps and resemble gambling activities. However, social casino games are not classified as gambling as they can be played for free, outcomes may not be determined by chance, and players receive no monetary payouts. Social casino games appear to be somewhat similar to online gambling activities in terms of their visual and auditory features, but to date little research has investigated the cross over between these games. This study examines the auditory features of slot-themed social casino games and online slot machine games using a case study design. An example of each game type was played on three separate occasions during which, the auditory features (i.e., music, speech, sound effects, and the absence of sound) within the games were logged. The online slot-themed game was played in demo mode. This is the first study to provide a qualitative account of the role of auditory features within a slot-themed social casino game and an online slot machine game. Our results found many similarities between how sound is utilised within the two games. Therefore the sounds within these games may serve functions including: setting the scene for gaming, creating an image, demarcating space, interacting with visual features, prompting players to act, communicating achievements to players, providing reinforcement, heightening player emotions and the gaming experience. As a result this may reduce the ability of players to make a clear distinction between these two activities, which may facilitate migration between games.

  11. The Technique of the Sound Studio: Radio, Record Production, Television, and Film. Revised Edition.

    Science.gov (United States)

    Nisbett, Alec

    Detailed explanations of the studio techniques used in radio, record, television, and film sound production are presented in as non-technical language as possible. An introductory chapter discusses the physics and physiology of sound. Subsequent chapters detail standards for sound control in the studio; explain the planning and routine of a sound…

  12. 37 CFR 270.2 - Reports of use of sound recordings under statutory license for preexisting subscription services.

    Science.gov (United States)

    2010-07-01

    ... “Intended Playlists” for each channel and each day of the reported month. The “Intended Playlists” shall...; (2) The channel; (3) The sound recording title; (4) The featured recording artist, group, or... sound recording); (6) The marketing label of the commercially available album or other product on which...

  13. 37 CFR 370.3 - Reports of use of sound recordings under statutory license for preexisting subscription services.

    Science.gov (United States)

    2010-07-01

    ... “Intended Playlists” for each channel and each day of the reported month. The “Intended Playlists” shall...; (2) The channel; (3) The sound recording title; (4) The featured recording artist, group, or... sound recording); (6) The marketing label of the commercially available album or other product on which...

  14. Sound recordings of road maintenance equipment on the Lincoln National Forest, New Mexico

    Science.gov (United States)

    D. K. Delaney; T. G. Grubb

    2004-01-01

    The purpose of this pilot study was to record, characterize, and quantify road maintenance activity in Mexican spotted owl (Strix occidentalis lucida) habitat to gauge potential sound level exposure for owls during road maintenance activities. We measured sound levels from three different types of road maintenance equipment (rock crusherlloader,...

  15. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

    they can use audio in video games. The conclusion of this study is that the current models' view of the diegetic spaces, used to categorize video game audio, is not t to categorize all sounds. This can however possibly be changed though a rethinking of how the player interprets audio.......This paper dives into the subject of video game audio and how it can be categorized in order to deliver a message to a player in the most precise way. A new categorization, with a new take on the diegetic spaces, can be used a tool of inspiration for sound- and game-designers to rethink how...

  16. Multi-Century Record of Anthropogenic Impacts on an Urbanized Mesotidal Estuary: Salem Sound, MA

    Science.gov (United States)

    Salem, MA, located north of Boston, has a rich, well-documented history dating back to settlement in 1626 CE, but the associated anthropogenic impacts on Salem Sound are poorly constrained. This project utilized dated sediment cores from the sound to assess the proxy record of an...

  17. Comparison of snoring sounds between natural and drug-induced sleep recorded using a smartphone.

    Science.gov (United States)

    Koo, Soo Kweon; Kwon, Soon Bok; Moon, Ji Seung; Lee, Sang Hoon; Lee, Ho Byung; Lee, Sang Jun

    2018-08-01

    Snoring is an important clinical feature of obstructive sleep apnea (OSA), and recent studies suggest that the acoustic quality of snoring sounds is markedly different in drug-induced sleep compared with natural sleep. However, considering differences in sound recording methods and analysis parameters, further studies are required. This study explored whether acoustic analysis of drug-induced sleep is useful as a screening test that reflects the characteristics of natural sleep in snoring patients. The snoring sounds of 30 male subjects (mean age=41.8years) were recorded using a smartphone during natural and induced sleep, with the site of vibration noted during drug-induced sleep endoscopy (DISE); then, we compared the sound intensity (dB), formant frequencies, and spectrograms of snoring sounds. Regarding the intensity of snoring sounds, there were minor differences within the retrolingual level obstruction group, but there was no significant difference between natural and induced sleep at either obstruction site. There was no significant difference in the F 1 and F 2 formant frequencies of snoring sounds between natural sleep and induced sleep at either obstruction site. Compared with natural sleep, induced sleep was slightly more irregular, with a stronger intensity on the spectrogram, but the spectrograms showed the same pattern at both obstruction sites. Although further studies are required, the spectrograms and formant frequencies of the snoring sounds of induced sleep did not differ significantly from those of natural sleep, and may be used as a screening test that reflects the characteristics of natural sleep according to the obstruction site. Copyright © 2017 Elsevier B.V. All rights reserved.

  18. Video Game Preservation in the UK: A Survey of Records Management Practices

    Directory of Open Access Journals (Sweden)

    Alasdair Bachell

    2014-10-01

    Full Text Available Video games are a cultural phenomenon; a medium like no other that has become one of the largest entertainment sectors in the world. While the UK boasts an enviable games development heritage, it risks losing a major part of its cultural output through an inability to preserve the games that are created by the country’s independent games developers. The issues go deeper than bit rot and other problems that affect all digital media; loss of context, copyright and legal issues, and the throwaway culture of the ‘next’ game all hinder the ability of fans and academics to preserve video games and make them accessible in the future. This study looked at the current attitudes towards preservation in the UK’s independent (‘indie’ video games industry by examining current record-keeping practices and analysing the views of games developers. The results show that there is an interest in preserving games, and possibly a desire to do so, but issues of piracy and cost prevent the industry from undertaking preservation work internally, and from allowing others to assume such responsibility. The recommendation made by this paper is not simply for preservation professionals and enthusiasts to collaborate with the industry, but to do so by advocating the commercial benefits that preservation may offer to the industry.

  19. 77 FR 47120 - Distribution of 2011 DART Sound Recordings Fund Royalties

    Science.gov (United States)

    2012-08-07

    ... the motion to ascertain whether any claimant entitled to receive such royalty fees has a reasonable... LIBRARY OF CONGRESS Copyright Royalty Board [Docket No. 2012-3 CRB DD 2011] Distribution of 2011 DART Sound Recordings Fund Royalties AGENCY: Copyright Royalty Board, Library of Congress. ACTION...

  20. The Sound Games: Introducing Gamification into Stanford's Orientation on Emergency Ultrasound.

    Science.gov (United States)

    Lobo, Viveta; Stromberg, Andrew Q; Rosston, Peter

    2017-09-18

    Point-of-care ultrasound is a critical component of graduate medical training in emergency medicine. Innovation in ultrasound teaching methods is greatly needed to keep up with a changing medical landscape. A field-wide trend promoting simulation and technology-enhanced learning is underway in an effort to improve patient care, as well as patient safety. In an effort to both motivate students and increase their skill retention, training methods are shifting towards a friendly competition model and are gaining popularity nationwide. In line with this emerging trend, Stanford incorporated the Sound Games - an educational ultrasound event with a distinctly competitive thread - within its existing two-day point-of-care ultrasound orientation course for emergency medicine interns. In this study, we demonstrate successful implementation of the orientation program, significant learning gains in participants, and overall student satisfaction with the course.

  1. 37 CFR 382.12 - Royalty fees for the public performance of sound recordings and the making of ephemeral recordings.

    Science.gov (United States)

    2010-07-01

    ... 37 Patents, Trademarks, and Copyrights 1 2010-07-01 2010-07-01 false Royalty fees for the public... Preexisting Satellite Digital Audio Radio Services § 382.12 Royalty fees for the public performance of sound recordings and the making of ephemeral recordings. (a) In general. The monthly royalty fee to be paid by a...

  2. 75 FR 3666 - Digital Performance Right in Sound Recordings and Ephemeral Recordings for a New Subscription...

    Science.gov (United States)

    2010-01-22

    ... additions to Sec. 383.3 read as follows: Sec. 383.3 Royalty fees for public performances of sound recordings.... 383.4 to read as follows: Sec. 383.4 Terms for making payment of royalty fees. (a) Terms in general... Collective, late fees, statements of account, audit and verification of royalty payments and distributions...

  3. 76 FR 56483 - Distribution of 2010 DART Sound Recordings Fund Royalties

    Science.gov (United States)

    2011-09-13

    ... responses to the motion to ascertain whether any claimant entitled to receive such royalty fees has a... LIBRARY OF CONGRESS Copyright Royalty Board [Docket No. 2011-6 CRB DD 2010] Distribution of 2010 DART Sound Recordings Fund Royalties AGENCY: Copyright Royalty Board, Library of Congress. ACTION...

  4. 2D flight shooting game design and implementation

    Institute of Scientific and Technical Information of China (English)

    Luo Yunqing

    2016-01-01

    The game, which is already one of the most popular entertainment, brings us a lot of fun.A lot of big games are great (plot, graphics, sound effects, etc.), but it takes time. So a simple, playable game is also very popular.This game is in Windows 7, with Visual Studio 2013 as the editor, in c + + as the scripting language, and a flying shooter game designed by the Unity3D game engine. Mainly implements a simple flight shooting, recruit, UI text display function, but not too much pains in the interface and the picture and sound effects, can realize the basic function of the game, and game for hardware requirement is not high also, entertainment and games also is beter. It's a casual game that is simple and fun to play, and it's a great way to bring happiness to people.

  5. Computer analysis of sound recordings from two Anasazi sites in northwestern New Mexico

    Science.gov (United States)

    Loose, Richard

    2002-11-01

    Sound recordings were made at a natural outdoor amphitheater in Chaco Canyon and in a reconstructed great kiva at Aztec Ruins. Recordings included computer-generated tones and swept sine waves, classical concert flute, Native American flute, conch shell trumpet, and prerecorded music. Recording equipment included analog tape deck, digital minidisk recorder, and direct digital recording to a laptop computer disk. Microphones and geophones were used as transducers. The natural amphitheater lies between the ruins of Pueblo Bonito and Chetro Ketl. It is a semicircular arc in a sandstone cliff measuring 500 ft. wide and 75 ft. high. The radius of the arc was verified with aerial photography, and an acoustic ray trace was generated using cad software. The arc is in an overhanging cliff face and brings distant sounds to a line focus. Along this line, there are unusual acoustic effects at conjugate foci. Time history analysis of recordings from both sites showed that a 60-dB reverb decay lasted from 1.8 to 2.0 s, nearly ideal for public performances of music. Echoes from the amphitheater were perceived to be upshifted in pitch, but this was not seen in FFT analysis. Geophones placed on the floor of the great kiva showed a resonance at 95 Hz.

  6. 37 CFR 260.2 - Royalty fees for the digital performance of sound recordings and the making of ephemeral...

    Science.gov (United States)

    2010-07-01

    ... 37 Patents, Trademarks, and Copyrights 1 2010-07-01 2010-07-01 false Royalty fees for the digital... Licensee's monthly royalty fee for the public performance of sound recordings pursuant to 17 U.S.C. 114(d..., 2007, a Licensee's monthly royalty fee for the public performance of sound recordings pursuant to 17 U...

  7. Surround by Sound: A Review of Spatial Audio Recording and Reproduction

    Directory of Open Access Journals (Sweden)

    Wen Zhang

    2017-05-01

    Full Text Available In this article, a systematic overview of various recording and reproduction techniques for spatial audio is presented. While binaural recording and rendering is designed to resemble the human two-ear auditory system and reproduce sounds specifically for a listener’s two ears, soundfield recording and reproduction using a large number of microphones and loudspeakers replicate an acoustic scene within a region. These two fundamentally different types of techniques are discussed in the paper. A recent popular area, multi-zone reproduction, is also briefly reviewed in the paper. The paper is concluded with a discussion of the current state of the field and open problems.

  8. Introduction: towards a polyphonic approach to games and music studies

    Directory of Open Access Journals (Sweden)

    Hillegonda Rietveld

    2017-12-01

    Full Text Available Sound has, of course, always been a crucial aspect of gaming audio-visuals. Far from merely accompanying a game, the auditory elements bring life into the game interface. There is a growing recognition of the role of music in games by the gaming industry, game fans, and journalists. Several conferences have been established on the roles of music and sound in video games, such as the industry-focused GameSoundCon, first initiated in Los Angeles in 2009, and Game Music Connect, that has taken place annually between 2013-15 in London. Simultaneously, the study of music and audio in games is gaining interest in game studies. For example, Rob Hubbard, most famous for his work on the Commodore 64 system, has been recognized with an honorary degree by Abertay University in Dundee, Scotland (Wawro, 2016. The tendency, however, is not only in response to the industry. It is also in line with an “Auditory Turn” in the humanities and social sciences, providing an alternative sensory approach to a notable visual dominance in the humanities and in media and cultural studies (Herzogenrath, 2017.

  9. 37 CFR 270.1 - Notice of use of sound recordings under statutory license.

    Science.gov (United States)

    2010-07-01

    ..., and the primary purpose of the service is not to sell, advertise, or promote particular products or services other than sound recordings, live concerts, or other music-related events. (iv) A new subscription...

  10. Playing Muller Games in a Hurry

    Directory of Open Access Journals (Sweden)

    John Fearnley

    2010-06-01

    Full Text Available This work studies the following question: can plays in a Muller game be stopped after a finite number of moves and a winner be declared. A criterion to do this is sound if Player 0 wins an infinite-duration Muller game if and only if she wins the finite-duration version. A sound criterion is presented that stops a play after at most 3^n moves, where n is the size of the arena. This improves the bound (n!+1^n obtained by McNaughton and the bound n!+1 derived from a reduction to parity games.

  11. Playing Muller Games in a Hurry

    OpenAIRE

    Fearnley, John; Zimmermann, Martin

    2010-01-01

    This work studies the following question: can plays in a Muller game be stopped after a finite number of moves and a winner be declared. A criterion to do this is sound if Player 0 wins an infinite-duration Muller game if and only if she wins the finite-duration version. A sound criterion is presented that stops a play after at most 3^n moves, where n is the size of the arena. This improves the bound (n!+1)^n obtained by McNaughton and the bound n!+1 derived from a reduction to parity games.

  12. The game of method: board games as support for teaching research courses

    Directory of Open Access Journals (Sweden)

    Felipe Drude Almeida

    2017-10-01

    Full Text Available This article proposes a board game to support the teaching of the principles of scientific research. Its methodology involves literature review, game testing, and game design. Its objective is to define good practices for the use of these games (analog or digital in the teaching of Scientific Methodology. The literature review identified some board games developed for this purpose: Snakes and Ladders, Defense of Hidgeon, The Game of Research and Cheats and Geeks. These games were evaluated through several game design and educational design categories, such as narrative, usability/interface, mechanics, gameplay, art/aesthetics, learning, sound, balance between entertainment/education and time to play. The article suggests good practices for the design of educational board games and presents the proposal of a board game for the teaching of scientific methodology.

  13. Learning with Sound Recordings: A History of Suzuki's Mediated Pedagogy

    Science.gov (United States)

    Thibeault, Matthew D.

    2018-01-01

    This article presents a history of mediated pedagogy in the Suzuki Method, the first widespread approach to learning an instrument in which sound recordings were central. Media are conceptualized as socially constituted: philosophical ideas, pedagogic practices, and cultural values that together form a contingent and changing technological…

  14. 3D-Audio Matting, Postediting, and Rerendering from Field Recordings

    Directory of Open Access Journals (Sweden)

    Guillaume Lemaitre

    2007-01-01

    Full Text Available We present a novel approach to real-time spatial rendering of realistic auditory environments and sound sources recorded live, in the field. Using a set of standard microphones distributed throughout a real-world environment, we record the sound field simultaneously from several locations. After spatial calibration, we segment from this set of recordings a number of auditory components, together with their location. We compare existing time delay of arrival estimation techniques between pairs of widely spaced microphones and introduce a novel efficient hierarchical localization algorithm. Using the high-level representation thus obtained, we can edit and rerender the acquired auditory scene over a variety of listening setups. In particular, we can move or alter the different sound sources and arbitrarily choose the listening position. We can also composite elements of different scenes together in a spatially consistent way. Our approach provides efficient rendering of complex soundscapes which would be challenging to model using discrete point sources and traditional virtual acoustics techniques. We demonstrate a wide range of possible applications for games, virtual and augmented reality, and audio visual post production.

  15. Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception

    Directory of Open Access Journals (Sweden)

    Niels Böttcher

    2013-01-01

    Full Text Available A study has been conducted into whether the use of procedural audio affects players in computer games using motion controllers. It was investigated whether or not (1 players perceive a difference between detailed and interactive procedural audio and prerecorded audio, (2 the use of procedural audio affects their motor-behavior, and (3 procedural audio affects their perception of control. Three experimental surveys were devised, two consisting of game sessions and the third consisting of watching videos of gameplay. A skiing game controlled by a Nintendo Wii balance board and a sword-fighting game controlled by a Wii remote were implemented with two versions of sound, one sample based and the other procedural based. The procedural models were designed using a perceptual approach and by alternative combinations of well-known synthesis techniques. The experimental results showed that, when being actively involved in playing or purely observing a video recording of a game, the majority of participants did not notice any difference in sound. Additionally, it was not possible to show that the use of procedural audio caused any consistent change in the motor behavior. In the skiing experiment, a portion of players perceived the control of the procedural version as being more sensitive.

  16. 37 CFR 383.3 - Royalty fees for public performances of sound recordings and the making of ephemeral recordings.

    Science.gov (United States)

    2010-07-01

    ... 37 Patents, Trademarks, and Copyrights 1 2010-07-01 2010-07-01 false Royalty fees for public... SUBSCRIPTION SERVICES § 383.3 Royalty fees for public performances of sound recordings and the making of... regulations for all years 2007 and earlier. Such fee shall be recoupable and credited against royalties due in...

  17. Dynamic Lighting for Tension in Games

    OpenAIRE

    Seif El-Nasr, Magy; Niedenthal, Simon; Kenz, Igor; Almeida, Priya; Zupko, Joseph

    2006-01-01

    Video and computer games are among the most complex forms of interactive media. Games simulate many elements of traditional media, such as plot, characters, sound and music, lighting and mise-en-scene. However, games are digital artifacts played through graphic interfaces and controllers. As interactive experiences, games are a host of player challenges ranging from more deliberate decision-making and problem solving strategies, to the immediate charge of reflex action. Games, thus, draw upon...

  18. Wheezing recognition algorithm using recordings of respiratory sounds at the mouth in a pediatric population.

    Science.gov (United States)

    Bokov, Plamen; Mahut, Bruno; Flaud, Patrice; Delclaux, Christophe

    2016-03-01

    Respiratory diseases in children are a common reason for physician visits. A diagnostic difficulty arises when parents hear wheezing that is no longer present during the medical consultation. Thus, an outpatient objective tool for recognition of wheezing is of clinical value. We developed a wheezing recognition algorithm from recorded respiratory sounds with a Smartphone placed near the mouth. A total of 186 recordings were obtained in a pediatric emergency department, mostly in toddlers (mean age 20 months). After exclusion of recordings with artefacts and those with a single clinical operator auscultation, 95 recordings with the agreement of two operators on auscultation diagnosis (27 with wheezing and 68 without) were subjected to a two phase algorithm (signal analysis and pattern classifier using machine learning algorithms) to classify records. The best performance (71.4% sensitivity and 88.9% specificity) was observed with a Support Vector Machine-based algorithm. We further tested the algorithm over a set of 39 recordings having a single operator and found a fair agreement (kappa=0.28, CI95% [0.12, 0.45]) between the algorithm and the operator. The main advantage of such an algorithm is its use in contact-free sound recording, thus valuable in the pediatric population. Copyright © 2016 Elsevier Ltd. All rights reserved.

  19. The Physiology of Fear and Sound

    DEFF Research Database (Denmark)

    Garner, Tom Alexander; Grimshaw, Mark

    2013-01-01

    and systematically altering the game environment in response. This article presents empirical data the analysis of which advocates electrodermal activity and electromyography as suitable physiological measures to work effectively within a computer video game-based biometric feedback loop, within which sound......The potential value of a looping biometric feedback system as a key component of adaptive computer video games is significant. Psychophysiological measures are essential to the development of an automated emotion recognition program, capable of interpreting physiological data into models of affect...

  20. Game programming gems

    CERN Document Server

    DeLoura, Mark

    2000-01-01

    For the countless tasks involved in creating a game engine there are an equal number of possible solutions. But instead of spending hours and hours trying to develop your own answers, now you can find out how the pros do it! Game Programming Gems is a hands-on, comprehensive resource packed with a variety of game programming algorithms written by experts from the game industry and edited by Mark DeLoura, former software engineering lead for Nintendo of America, Inc. and now the newly appointed editor-in-chief of Game Developer magazine. From animation and artificial intelligence to Z-buffering, lighting calculations, weather effects, curved surfaces, mutliple layer Internet gaming, to music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. Game Programming Gems is written in a style accessible to individuals with a range of expertise levels. All of the source code for each algorithm is included and can be used by advanced programmers immediately. For aspir...

  1. New musical organology : the audio-games

    OpenAIRE

    Zénouda , Hervé

    2012-01-01

    International audience; This article aims to shed light on a new and emerging creative field: " Audio Games, " a crossroad between video games and computer music. Today, a plethora of tiny applications, which propose entertaining audiovisual experiences with a preponderant sound dimension, are available for game consoles, computers, and mobile phones. These experiences represent a new universe where the gameplay of video games is applied to musical composition, hence creating new links betwee...

  2. DESIGN AND APPLICATION OF SENSOR FOR RECORDING SOUNDS OVER HUMAN EYE AND NOSE

    NARCIS (Netherlands)

    JOURNEE, HL; VANBRUGGEN, AC; VANDERMEER, JJ; DEJONGE, AB; MOOIJ, JJA

    The recording of sounds over the oribt of the eye has been found to be useful in the detection of intracranial aneurysms. A hydrophone for auscultation over the eye has been developed and is tested under controlled conditions. The tests consist of measurement over the eyes in three healthy

  3. Presence and biofeedback in first-person perspective computer games

    DEFF Research Database (Denmark)

    Grimshaw-Aagaard, Mark Nicholas

    2019-01-01

    . Following the line taken by presence theorists, I differentiate between immersion, an objective measure such that computer game technology can be less or more immersive, and presence, a subjective, human response to that technology. The third section looks at current possibilities for biofeedback...... in relation to sound design for first-person perspective computer games; in line with the first section, biofeedback devices are treated as an immersive technology. I close the chapter by suggesting ways in which sound design in such games might make use of biofeedback to enhance the perception of presence...

  4. Automatic pitch detection for a computer game interface

    International Nuclear Information System (INIS)

    Fonseca Solis, Juan M.

    2015-01-01

    A software able to recognize notes played by musical instruments is created through automatic pitch recognition. A pitch recognition algorithm is embedded into a software project, using the C implementation of SWIPEP. A memory game is chosen for project. A sequence of notes is listened and played by user to the computer, using a soprano recorder flute. The basic concepts to understand the acoustic phenomena involved are explained. The paper is aimed for all students with basic programming knowledge and want to incorporate sound processing to their projects. (author) [es

  5. Healthy Gaming - Video Game Design to promote Health.

    Science.gov (United States)

    Brox, E; Fernandez-Luque, L; Tøllefsen, T

    2011-01-01

    There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.

  6. Exploring a Large Space of Small Games

    DEFF Research Database (Denmark)

    Barros, Gabriella; Togelius, Julian

    We explore the soundness and playability of randomly generated games expressed in the Video Game Description Language (VGDL). A grammar is defined for VGDL, which is able to express a large variety of simple arcade-like games, and random expansions of this grammar are fed to a VGDL interpreter...... and played with off the shelf agents. We see this work as the first step towards generating complete, playable games....

  7. Acoustic analysis of snoring sounds recorded with a smartphone according to obstruction site in OSAS patients.

    Science.gov (United States)

    Koo, Soo Kweon; Kwon, Soon Bok; Kim, Yang Jae; Moon, J I Seung; Kim, Young Jun; Jung, Sung Hoon

    2017-03-01

    Snoring is a sign of increased upper airway resistance and is the most common symptom suggestive of obstructive sleep apnea. Acoustic analysis of snoring sounds is a non-invasive diagnostic technique and may provide a screening test that can determine the location of obstruction sites. We recorded snoring sounds according to obstruction level, measured by DISE, using a smartphone and focused on the analysis of formant frequencies. The study group comprised 32 male patients (mean age 42.9 years). The spectrogram pattern, intensity (dB), fundamental frequencies (F 0 ), and formant frequencies (F 1 , F 2 , and F 3 ) of the snoring sounds were analyzed for each subject. On spectrographic analysis, retropalatal level obstruction tended to produce sharp and regular peaks, while retrolingual level obstruction tended to show peaks with a gradual onset and decay. On formant frequency analysis, F 1 (retropalatal level vs. retrolingual level: 488.1 ± 125.8 vs. 634.7 ± 196.6 Hz) and F 2 (retropalatal level vs. retrolingual level: 1267.3 ± 306.6 vs. 1723.7 ± 550.0 Hz) of retrolingual level obstructions showed significantly higher values than retropalatal level obstruction (p smartphone can be effective for recording snoring sounds.

  8. Healthy Gaming – Video Game Design to promote Health

    Science.gov (United States)

    Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.

    2011-01-01

    Background There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion. PMID:23616865

  9. 76 FR 45695 - Notice and Recordkeeping for Use of Sound Recordings Under Statutory License

    Science.gov (United States)

    2011-08-01

    ... operating under these licenses are required to, among other things, pay royalty fees and report to copyright... LIBRARY OF CONGRESS Copyright Royalty Board 37 CFR Parts 370 and 382 [Docket No. RM 2011-5] Notice and Recordkeeping for Use of Sound Recordings Under Statutory License AGENCY: Copyright Royalty Board...

  10. Noise detection in heart sound recordings.

    Science.gov (United States)

    Zia, Mohammad K; Griffel, Benjamin; Fridman, Vladimir; Saponieri, Cesare; Semmlow, John L

    2011-01-01

    Coronary artery disease (CAD) is the leading cause of death in the United States. Although progression of CAD can be controlled using drugs and diet, it is usually detected in advanced stages when invasive treatment is required. Current methods to detect CAD are invasive and/or costly, hence not suitable as a regular screening tool to detect CAD in early stages. Currently, we are developing a noninvasive and cost-effective system to detect CAD using the acoustic approach. This method identifies sounds generated by turbulent flow through partially narrowed coronary arteries to detect CAD. The limiting factor of this method is sensitivity to noises commonly encountered in the clinical setting. Because the CAD sounds are faint, these noises can easily obscure the CAD sounds and make detection impossible. In this paper, we propose a method to detect and eliminate noise encountered in the clinical setting using a reference channel. We show that our method is effective in detecting noise, which is essential to the success of the acoustic approach.

  11. Michael Jackson's Sound Stages

    OpenAIRE

    Morten Michelsen

    2012-01-01

    In order to discuss analytically spatial aspects of recorded sound William Moylan’s concept of ‘sound stage’ is developed within a musicological framework as part of a sound paradigm which includes timbre, texture and sound stage. Two Michael Jackson songs (‘The Lady in My Life’ from 1982 and ‘Scream’ from 1995) are used to: a) demonstrate the value of such a conceptualisation, and b) demonstrate that the model has its limits, as record producers in the 1990s began ignoring the conventions of...

  12. Building HTML5 games with ImpactJS an introduction on HTML5 game development

    CERN Document Server

    Freeman, Jesse

    2012-01-01

    Create a real 2D game from start to finish with ImpactJS, the JavaScript game framework that works with the HTML5's Canvas element. Making video games is hard work that requires technical skills, a lot of planning, and-most critically-a commitment to completing the project. With this hands-on guide, you'll learn how to use Impact with other technologies step-by-step. You'll pick up important tips about game design, and discover how to publish Impact games to the Web, desktop, and mobile-including a method to package your game as a native iOS app. Packed with screen shots and sample code, this book is ideal for game developers of all levels. Set up your development environment and discover Impact's advantagesBuild a complete game with core logic, collision detection, and player and monster behaviorLearn why a game design document is critical before you start buildingDisplay and animate game artwork with sprite sheetsAdd sound effects, background music, and textCreate screens to display stats and in-game statu...

  13. Playing new music with old games: The chiptune subculture

    Directory of Open Access Journals (Sweden)

    Israel Márquez

    2014-03-01

    Full Text Available Although video games have been studied from a wide range of perspectives, from film to literature, little attention has been given to the role of music and sound in games. Not only to the role of music and sound within games, but also to the many different forms in which video games are influencing the development of popular music. One of these forms is the so-called “chiptune music”. Chiptune (also known as chip music or 8-bit music is electronic music that uses the microchip-based audio hardware of early home computers and gaming consoles and repurposes it for artistic expression. Chiptune artists reinvent the technology found in old computers such as Commodore 64, Amiga and ZX Spectrum as well as in outdated video game consoles such as Nintendo Game Boy or Mega Drive/Genesis in order to create new music. This paper is an attempt to document the chiptune phenomena and the subculture scene that has been created around it during the last years: a subculture that is resuscitating and redefining old and “dead” gaming devices to play new music at the periphery of mainstream culture.

  14. NOAA Climate Data Record (CDR) of Advanced Microwave Sounding Unit (AMSU)-A Brightness Temperature, Version 1

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — The NOAA Climate Data Record (CDR) for Advanced Microwave Sounding Unit-A (AMSU-A) brightness temperature in "window channels". The data cover a time period from...

  15. Interactive Sound Propagation using Precomputation and Statistical Approximations

    Science.gov (United States)

    Antani, Lakulish

    Acoustic phenomena such as early reflections, diffraction, and reverberation have been shown to improve the user experience in interactive virtual environments and video games. These effects arise due to repeated interactions between sound waves and objects in the environment. In interactive applications, these effects must be simulated within a prescribed time budget. We present two complementary approaches for computing such acoustic effects in real time, with plausible variation in the sound field throughout the scene. The first approach, Precomputed Acoustic Radiance Transfer, precomputes a matrix that accounts for multiple acoustic interactions between all scene objects. The matrix is used at run time to provide sound propagation effects that vary smoothly as sources and listeners move. The second approach couples two techniques---Ambient Reverberance, and Aural Proxies---to provide approximate sound propagation effects in real time, based on only the portion of the environment immediately visible to the listener. These approaches lie at different ends of a space of interactive sound propagation techniques for modeling sound propagation effects in interactive applications. The first approach emphasizes accuracy by modeling acoustic interactions between all parts of the scene; the second approach emphasizes efficiency by only taking the local environment of the listener into account. These methods have been used to efficiently generate acoustic walkthroughs of architectural models. They have also been integrated into a modern game engine, and can enable realistic, interactive sound propagation on commodity desktop PCs.

  16. Uncanny behaviour in survival horror games

    DEFF Research Database (Denmark)

    Tinwell, Angela; Grimshaw, Mark Nicholas; Williams, Andrew

    2010-01-01

    . The results indicate that attributes of motion and sound do exaggerate the uncanny phenomenon and how frightening that character is perceived to be. Strong correlations were identified for the perceived strangeness of a character with how human-like a character?s voice sounded, how human-like the facial...... expression appeared and how synchronized the character?s sound was with lip movement; characters rated as the least synchronized were perceived to be the most frightening. Based on the results of this study, this article seeks to define an initial set of hypotheses for the fear-evoking aspects of character...... facial rendering and vocalization in survival horror games that can be used by game designers seeking to increase the fear factor in the genre, and that will form the basis of further experiments, which, it is hoped, will lead to a conceptual framework for the uncanny....

  17. Automated signal quality assessment of mobile phone-recorded heart sound signals.

    Science.gov (United States)

    Springer, David B; Brennan, Thomas; Ntusi, Ntobeko; Abdelrahman, Hassan Y; Zühlke, Liesl J; Mayosi, Bongani M; Tarassenko, Lionel; Clifford, Gari D

    Mobile phones, due to their audio processing capabilities, have the potential to facilitate the diagnosis of heart disease through automated auscultation. However, such a platform is likely to be used by non-experts, and hence, it is essential that such a device is able to automatically differentiate poor quality from diagnostically useful recordings since non-experts are more likely to make poor-quality recordings. This paper investigates the automated signal quality assessment of heart sound recordings performed using both mobile phone-based and commercial medical-grade electronic stethoscopes. The recordings, each 60 s long, were taken from 151 random adult individuals with varying diagnoses referred to a cardiac clinic and were professionally annotated by five experts. A mean voting procedure was used to compute a final quality label for each recording. Nine signal quality indices were defined and calculated for each recording. A logistic regression model for classifying binary quality was then trained and tested. The inter-rater agreement level for the stethoscope and mobile phone recordings was measured using Conger's kappa for multiclass sets and found to be 0.24 and 0.54, respectively. One-third of all the mobile phone-recorded phonocardiogram (PCG) signals were found to be of sufficient quality for analysis. The classifier was able to distinguish good- and poor-quality mobile phone recordings with 82.2% accuracy, and those made with the electronic stethoscope with an accuracy of 86.5%. We conclude that our classification approach provides a mechanism for substantially improving auscultation recordings by non-experts. This work is the first systematic evaluation of a PCG signal quality classification algorithm (using a separate test dataset) and assessment of the quality of PCG recordings captured by non-experts, using both a medical-grade digital stethoscope and a mobile phone.

  18. Comparing Feedback Types in Multimedia Learning of Speech by Young Children With Common Speech Sound Disorders: Research Protocol for a Pretest Posttest Independent Measures Control Trial.

    Science.gov (United States)

    Doubé, Wendy; Carding, Paul; Flanagan, Kieran; Kaufman, Jordy; Armitage, Hannah

    2018-01-01

    Children with speech sound disorders benefit from feedback about the accuracy of sounds they make. Home practice can reinforce feedback received from speech pathologists. Games in mobile device applications could encourage home practice, but those currently available are of limited value because they are unlikely to elaborate "Correct"/"Incorrect" feedback with information that can assist in improving the accuracy of the sound. This protocol proposes a "Wizard of Oz" experiment that aims to provide evidence for the provision of effective multimedia feedback for speech sound development. Children with two common speech sound disorders will play a game on a mobile device and make speech sounds when prompted by the game. A human "Wizard" will provide feedback on the accuracy of the sound but the children will perceive the feedback as coming from the game. Groups of 30 young children will be randomly allocated to one of five conditions: four types of feedback and a control which does not play the game. The results of this experiment will inform not only speech sound therapy, but also other types of language learning, both in general, and in multimedia applications. This experiment is a cost-effective precursor to the development of a mobile application that employs pedagogically and clinically sound processes for speech development in young children.

  19. Reduction of heart sound interference from lung sound signals using empirical mode decomposition technique.

    Science.gov (United States)

    Mondal, Ashok; Bhattacharya, P S; Saha, Goutam

    2011-01-01

    During the recording time of lung sound (LS) signals from the chest wall of a subject, there is always heart sound (HS) signal interfering with it. This obscures the features of lung sound signals and creates confusion on pathological states, if any, of the lungs. A novel method based on empirical mode decomposition (EMD) technique is proposed in this paper for reducing the undesired heart sound interference from the desired lung sound signals. In this, the mixed signal is split into several components. Some of these components contain larger proportions of interfering signals like heart sound, environmental noise etc. and are filtered out. Experiments have been conducted on simulated and real-time recorded mixed signals of heart sound and lung sound. The proposed method is found to be superior in terms of time domain, frequency domain, and time-frequency domain representations and also in listening test performed by pulmonologist.

  20. [Game addiction].

    Science.gov (United States)

    Mori, Akio; Iwadate, Masako; Minakawa, Nahoko T; Kawashima, Satoshi

    2015-09-01

    The purpose of this article is to analyze the South Korea and China of computer game research, and the current state of research in Japan. Excessive game actions were analyzed by PET-MRI, MRI, fMRI, NIRS, EEG. These results showed that the prefrontal cortical activity decreased during game play. Also, game addiction causes damage to the prefrontal cortex. The NIRS-EEG and simultaneous recording, during game play correspond well with the decrease of β band and oxygen-hemoglobin. The α band did not change with game play. However, oxygen-hemoglobin decreased during game play. South Korea, game addiction measures have been analyzed since 2002, but in Japan the research is recent.

  1. Video Game Accessibility: A Legal Approach

    Directory of Open Access Journals (Sweden)

    George Powers

    2015-02-01

    Full Text Available Video game accessibility may not seem of significance to some, and it may sound trivial to anyone who does not play video games. This assumption is false. With the digitalization of our culture, video games are an ever increasing part of our life. They contribute to peer to peer interactions, education, music and the arts. A video game can be created by hundreds of musicians and artists, and they can have production budgets that exceed modern blockbuster films. Inaccessible video games are analogous to movie theaters without closed captioning or accessible facilities. The movement to have accessible video games is small, unorganized and misdirected. Just like the other battles to make society accessible were accomplished through legislation and law, the battle for video game accessibility must be focused toward the law and not the market.

  2. The resonating spaces of First-Person Shooter games

    DEFF Research Database (Denmark)

    Grimshaw, Mark Nicholas

    2007-01-01

    In previous work I have provided a conceptual framework for the design and analysis of sound in First-Person Shooter games and have suggested that the relationship between player and soundscape in such games may be modeled as an acoustic ecology. This paper develops these ideas further and uses...

  3. Toward brain correlates of natural behavior: fMRI during violent video games.

    Science.gov (United States)

    Mathiak, Klaus; Weber, René

    2006-12-01

    Modern video games represent highly advanced virtual reality simulations and often contain virtual violence. In a significant amount of young males, playing video games is a quotidian activity, making it an almost natural behavior. Recordings of brain activation with functional magnetic resonance imaging (fMRI) during gameplay may reflect neuronal correlates of real-life behavior. We recorded 13 experienced gamers (18-26 years; average 14 hrs/week playing) while playing a violent first-person shooter game (a violent computer game played in self-perspective) by means of distortion and dephasing reduced fMRI (3 T; single-shot triple-echo echo-planar imaging [EPI]). Content analysis of the video and sound with 100 ms time resolution achieved relevant behavioral variables. These variables explained significant signal variance across large distributed networks. Occurrence of violent scenes revealed significant neuronal correlates in an event-related design. Activation of dorsal and deactivation of rostral anterior cingulate and amygdala characterized the mid-frontal pattern related to virtual violence. Statistics and effect sizes can be considered large at these areas. Optimized imaging strategies allowed for single-subject and for single-trial analysis with good image quality at basal brain structures. We propose that virtual environments can be used to study neuronal processes involved in semi-naturalistic behavior as determined by content analysis. Importantly, the activation pattern reflects brain-environment interactions rather than stimulus responses as observed in classical experimental designs. We relate our findings to the general discussion on social effects of playing first-person shooter games. (c) 2006 Wiley-Liss, Inc.

  4. [Encapsulated voices : Estonian sound recordings from the German prisoner-of-war camps in 1916-1918] / Tõnu Tannberg

    Index Scriptorium Estoniae

    Tannberg, Tõnu, 1961-

    2013-01-01

    Arvustus: Encapsulated voices : Estonian sound recordings from the German prisoner-of-war camps in 1916-1918 (Das Baltikum in Geschichte und Gegenwart, 5). Hrsg. von Jaan Ross. Böhlau Verlag. Köln, Weimar und Wien 2012

  5. Comparing Feedback Types in Multimedia Learning of Speech by Young Children With Common Speech Sound Disorders: Research Protocol for a Pretest Posttest Independent Measures Control Trial

    Science.gov (United States)

    Doubé, Wendy; Carding, Paul; Flanagan, Kieran; Kaufman, Jordy; Armitage, Hannah

    2018-01-01

    Children with speech sound disorders benefit from feedback about the accuracy of sounds they make. Home practice can reinforce feedback received from speech pathologists. Games in mobile device applications could encourage home practice, but those currently available are of limited value because they are unlikely to elaborate “Correct”/”Incorrect” feedback with information that can assist in improving the accuracy of the sound. This protocol proposes a “Wizard of Oz” experiment that aims to provide evidence for the provision of effective multimedia feedback for speech sound development. Children with two common speech sound disorders will play a game on a mobile device and make speech sounds when prompted by the game. A human “Wizard” will provide feedback on the accuracy of the sound but the children will perceive the feedback as coming from the game. Groups of 30 young children will be randomly allocated to one of five conditions: four types of feedback and a control which does not play the game. The results of this experiment will inform not only speech sound therapy, but also other types of language learning, both in general, and in multimedia applications. This experiment is a cost-effective precursor to the development of a mobile application that employs pedagogically and clinically sound processes for speech development in young children. PMID:29674986

  6. Comparing Feedback Types in Multimedia Learning of Speech by Young Children With Common Speech Sound Disorders: Research Protocol for a Pretest Posttest Independent Measures Control Trial

    Directory of Open Access Journals (Sweden)

    Wendy Doubé

    2018-04-01

    Full Text Available Children with speech sound disorders benefit from feedback about the accuracy of sounds they make. Home practice can reinforce feedback received from speech pathologists. Games in mobile device applications could encourage home practice, but those currently available are of limited value because they are unlikely to elaborate “Correct”/”Incorrect” feedback with information that can assist in improving the accuracy of the sound. This protocol proposes a “Wizard of Oz” experiment that aims to provide evidence for the provision of effective multimedia feedback for speech sound development. Children with two common speech sound disorders will play a game on a mobile device and make speech sounds when prompted by the game. A human “Wizard” will provide feedback on the accuracy of the sound but the children will perceive the feedback as coming from the game. Groups of 30 young children will be randomly allocated to one of five conditions: four types of feedback and a control which does not play the game. The results of this experiment will inform not only speech sound therapy, but also other types of language learning, both in general, and in multimedia applications. This experiment is a cost-effective precursor to the development of a mobile application that employs pedagogically and clinically sound processes for speech development in young children.

  7. The Effects of Musical Experience and Hearing Loss on Solving an Audio-Based Gaming Task

    Directory of Open Access Journals (Sweden)

    Kjetil Falkenberg Hansen

    2017-12-01

    Full Text Available We conducted an experiment using a purposefully designed audio-based game called the Music Puzzle with Japanese university students with different levels of hearing acuity and experience with music in order to determine the effects of these factors on solving such games. A group of hearing-impaired students (n = 12 was compared with two hearing control groups with the additional characteristic of having high (n = 12 or low (n = 12 engagement in musical activities. The game was played with three sound sets or modes; speech, music, and a mix of the two. The results showed that people with hearing loss had longer processing times for sounds when playing the game. Solving the game task in the speech mode was found particularly difficult for the group with hearing loss, and while they found the game difficult in general, they expressed a fondness for the game and a preference for music. Participants with less musical experience showed difficulties in playing the game with musical material. We were able to explain the impacts of hearing acuity and musical experience; furthermore, we can promote this kind of tool as a viable way to train hearing by focused listening to sound, particularly with music.

  8. Advanced game design with HTML5 and JavaScript

    CERN Document Server

    van der Spuy, Rex

    2015-01-01

    How do you make a video game? Advanced Game Design with HTML5 and JavaScript is a down to earth education in how to make video games from scratch, using the powerful HTML5 and JavaScript technologies. This book is a point-by-point round up of all the essential techniques that every game designer needs to know. You'll discover how to create and render game graphics, add interactivity, sound, and animation. You'll learn how to build your own custom game engine with reusable components so that you can quickly develop games with maximum impact and minimum code. You'll also learn the secrets o

  9. A Game-based Corpus for Analysing the Interplay between Game Context and Player Experience

    DEFF Research Database (Denmark)

    Shaker, Noor; Yannakakis, Georgios N.; Asteriadis, Stylianos

    2011-01-01

    present dierent types of information that have been extracted from game context, player preferences and perception of the game, as well as user features, automatically extracted from video recordings.We run a number of initial experiments to analyse players' behavior while playing video games as a case......Recognizing players' aective state while playing video games has been the focus of many recent research studies. In this paper we describe the process that has been followed to build a corpus based on game events and recorded video sessions from human players while playing Super Mario Bros. We...

  10. Efficient techniques for wave-based sound propagation in interactive applications

    Science.gov (United States)

    Mehra, Ravish

    -driven, rotating or time-varying directivity function at runtime. Unlike previous approaches, the listener directivity approach can be used to compute spatial audio (3D audio) for a moving, rotating listener at interactive rates. Lastly, we propose an efficient GPU-based time-domain solver for the wave equation that enables wave simulation up to the mid-frequency range in tens of minutes on a desktop computer. It is demonstrated that by carefully mapping all the components of the wave simulator to match the parallel processing capabilities of the graphics processors, significant improvement in performance can be achieved compared to the CPU-based simulators, while maintaining numerical accuracy. We validate these techniques with offline numerical simulations and measured data recorded in an outdoor scene. We present results of preliminary user evaluations conducted to study the impact of these techniques on user's immersion in virtual environment. We have integrated these techniques with the Half-Life 2 game engine, Oculus Rift head-mounted display, and Xbox game controller to enable users to experience high-quality acoustics effects and spatial audio in the virtual environment.

  11. Native Shellfish in Nearshore Ecosystems of Puget Sound

    Science.gov (United States)

    2006-04-01

    California Dungeness crabs (Cancer magister). California Fish and Game 63:43-51. Griffin, K. 1997. Commercial oyster cultivation and eelgrass...A.M. 2007. Great Blue Herons in Puget Sound. Puget Sound Nearshore Partnership Report No. 2007-06. Published by Seattle District, U.S. Army Corps of...non-native Pacific oyster, but more than $40 million is from native crabs , clams, and mussels. Recreationally, personal harvest of shellfish is a

  12. Fractal dimension to classify the heart sound recordings with KNN and fuzzy c-mean clustering methods

    Science.gov (United States)

    Juniati, D.; Khotimah, C.; Wardani, D. E. K.; Budayasa, K.

    2018-01-01

    The heart abnormalities can be detected from heart sound. A heart sound can be heard directly with a stethoscope or indirectly by a phonocardiograph, a machine of the heart sound recording. This paper presents the implementation of fractal dimension theory to make a classification of phonocardiograms into a normal heart sound, a murmur, or an extrasystole. The main algorithm used to calculate the fractal dimension was Higuchi’s Algorithm. There were two steps to make a classification of phonocardiograms, feature extraction, and classification. For feature extraction, we used Discrete Wavelet Transform to decompose the signal of heart sound into several sub-bands depending on the selected level. After the decomposition process, the signal was processed using Fast Fourier Transform (FFT) to determine the spectral frequency. The fractal dimension of the FFT output was calculated using Higuchi Algorithm. The classification of fractal dimension of all phonocardiograms was done with KNN and Fuzzy c-mean clustering methods. Based on the research results, the best accuracy obtained was 86.17%, the feature extraction by DWT decomposition level 3 with the value of kmax 50, using 5-fold cross validation and the number of neighbors was 5 at K-NN algorithm. Meanwhile, for fuzzy c-mean clustering, the accuracy was 78.56%.

  13. Mining Experiential Patterns from Game-Logs of Board Game

    Directory of Open Access Journals (Sweden)

    Liang Wang

    2015-01-01

    Full Text Available In board games, game-logs record past game processes, which can be regarded as an accumulation of experience. Similar to a real person, a computer player can gradually increase its skill by learning from game-logs. Therefore, the game becomes more interesting. This paper proposes an extensible approach to mine experiential patterns from increasing game-logs. The computer player improves its strategies by utilizing these growing patterns, just as it acquires experience. To evaluate the effect and performance of the approach, we designed a sample board game as a test platform and elaborated an experiment consisting of a series of tests. Experimental results show that our approach is effective and efficient.

  14. WAVE: Interactive Wave-based Sound Propagation for Virtual Environments.

    Science.gov (United States)

    Mehra, Ravish; Rungta, Atul; Golas, Abhinav; Ming Lin; Manocha, Dinesh

    2015-04-01

    We present an interactive wave-based sound propagation system that generates accurate, realistic sound in virtual environments for dynamic (moving) sources and listeners. We propose a novel algorithm to accurately solve the wave equation for dynamic sources and listeners using a combination of precomputation techniques and GPU-based runtime evaluation. Our system can handle large environments typically used in VR applications, compute spatial sound corresponding to listener's motion (including head tracking) and handle both omnidirectional and directional sources, all at interactive rates. As compared to prior wave-based techniques applied to large scenes with moving sources, we observe significant improvement in runtime memory. The overall sound-propagation and rendering system has been integrated with the Half-Life 2 game engine, Oculus-Rift head-mounted display, and the Xbox game controller to enable users to experience high-quality acoustic effects (e.g., amplification, diffraction low-passing, high-order scattering) and spatial audio, based on their interactions in the VR application. We provide the results of preliminary user evaluations, conducted to study the impact of wave-based acoustic effects and spatial audio on users' navigation performance in virtual environments.

  15. An 'Orca-stra' of Science and Sound: The Reverberations of Northeast Pacific Whales and How We're Helping People Understand Them Though Games, Demos and Listening

    Science.gov (United States)

    Pelz, M.; Dewey, R. K.; Hoeberechts, M.; Kanes, K.; Ewing, N.

    2015-12-01

    Presented by the Ocean Networks Canada (ONC) Leaning and Engagement team, this demonstration focuses on our strategy for engaging and inspiring the next generation of ocean advocates by introducing them to one of the ocean's most charismatic inhabitants: marine mammals (and don't worry, we don't need any tanks or neoprene suits to do it). Using bioacoustic data, we can bring the essence of the animals with us. ONC, an initiative of the University of Victoria, operates cabled ocean observatories which supply continuous power and Internet connectivity to a broad suite of subsea instruments from the coast to the deep sea. This Internet connectivity permits researchers, students and members of the public to download freely available data onto their computers from anywhere around the globe, in real-time. Our demo focuses on the story of bioacoustics from instrument to animal. When visiting classrooms or hosting booths, we enhance user knowledge and experience by connecting familiar animals with their acoustic data from hydrophones. This includes listening to hydrophone clips collected from the network, analyzing sounds using interactive, real-time software and playing interactive games designed to get participants thinking like a scientist and taking a whale's perspective. For example, participants listen to recordings and guess the sound, identify frequencies and try a working hydrophone. The presentation consists of a suite of activities that meet a broad range of Next Generation Science Standards and includes links to the SoundCloud, https://soundcloud.com/oceannetworkscanada the ONC hydrophone FAQ, http://www.oceannetworks.ca/smart-hydrophone-faq and a classroom ready resource, Shouting Whales http://openschool.bc.ca/shouting_whales/index.html . The included links allow users anywhere to have a similar whale "experience" as the data are classroom ready, accessible and free.

  16. A Multimodal Robot Game for Seniors

    DEFF Research Database (Denmark)

    Hansen, Søren Tranberg; Krogsager, Anders; Fredslund, Jakob

    2017-01-01

    This paper describes the initial findings of a multimodal game which has been implemented on a humanoid robot platform and tested with seniors suffering from dementia. Physical and cognitive activities can improve the overall wellbeing of seniors, but it is often difficult to motivate seniors...... feedback and includes animated gestures and sounds. The game has been tested in a nursing home with four seniors suffering from moderate to severe dementia....

  17. Broadcast sound technology

    CERN Document Server

    Talbot-Smith, Michael

    1990-01-01

    Broadcast Sound Technology provides an explanation of the underlying principles of modern audio technology. Organized into 21 chapters, the book first describes the basic sound; behavior of sound waves; aspects of hearing, harming, and charming the ear; room acoustics; reverberation; microphones; phantom power; loudspeakers; basic stereo; and monitoring of audio signal. Subsequent chapters explore the processing of audio signal, sockets, sound desks, and digital audio. Analogue and digital tape recording and reproduction, as well as noise reduction, are also explained.

  18. Robust segmentation and retrieval of environmental sounds

    Science.gov (United States)

    Wichern, Gordon

    The proliferation of mobile computing has provided much of the world with the ability to record any sound of interest, or possibly every sound heard in a lifetime. The technology to continuously record the auditory world has applications in surveillance, biological monitoring of non-human animal sounds, and urban planning. Unfortunately, the ability to record anything has led to an audio data deluge, where there are more recordings than time to listen. Thus, access to these archives depends on efficient techniques for segmentation (determining where sound events begin and end), indexing (storing sufficient information with each event to distinguish it from other events), and retrieval (searching for and finding desired events). While many such techniques have been developed for speech and music sounds, the environmental and natural sounds that compose the majority of our aural world are often overlooked. The process of analyzing audio signals typically begins with the process of acoustic feature extraction where a frame of raw audio (e.g., 50 milliseconds) is converted into a feature vector summarizing the audio content. In this dissertation, a dynamic Bayesian network (DBN) is used to monitor changes in acoustic features in order to determine the segmentation of continuously recorded audio signals. Experiments demonstrate effective segmentation performance on test sets of environmental sounds recorded in both indoor and outdoor environments. Once segmented, every sound event is indexed with a probabilistic model, summarizing the evolution of acoustic features over the course of the event. Indexed sound events are then retrieved from the database using different query modalities. Two important query types are sound queries (query-by-example) and semantic queries (query-by-text). By treating each sound event and semantic concept in the database as a node in an undirected graph, a hybrid (content/semantic) network structure is developed. This hybrid network can

  19. Sound sensitivity of neurons in rat hippocampus during performance of a sound-guided task

    Science.gov (United States)

    Vinnik, Ekaterina; Honey, Christian; Schnupp, Jan; Diamond, Mathew E.

    2012-01-01

    To investigate how hippocampal neurons encode sound stimuli, and the conjunction of sound stimuli with the animal's position in space, we recorded from neurons in the CA1 region of hippocampus in rats while they performed a sound discrimination task. Four different sounds were used, two associated with water reward on the right side of the animal and the other two with water reward on the left side. This allowed us to separate neuronal activity related to sound identity from activity related to response direction. To test the effect of spatial context on sound coding, we trained rats to carry out the task on two identical testing platforms at different locations in the same room. Twenty-one percent of the recorded neurons exhibited sensitivity to sound identity, as quantified by the difference in firing rate for the two sounds associated with the same response direction. Sensitivity to sound identity was often observed on only one of the two testing platforms, indicating an effect of spatial context on sensory responses. Forty-three percent of the neurons were sensitive to response direction, and the probability that any one neuron was sensitive to response direction was statistically independent from its sensitivity to sound identity. There was no significant coding for sound identity when the rats heard the same sounds outside the behavioral task. These results suggest that CA1 neurons encode sound stimuli, but only when those sounds are associated with actions. PMID:22219030

  20. The Perception of Sounds in Phonographic Space

    DEFF Research Database (Denmark)

    Walther-Hansen, Mads

    . The third chapter examines how listeners understand and make sense of phonographic space. In the form of a critique of Pierre Schaeffer and Roger Scruton’s notion of the acousmatic situation, I argue that our experience of recorded music has a twofold focus: the sound-in-itself and the sound’s causality...... the use of metaphors and image schemas in the experience and conceptualisation of phonographic space. With reference to descriptions of recordings by sound engineers, I argue that metaphors are central to our understanding of recorded music. This work is grounded in the tradition of cognitive linguistics......This thesis is about the perception of space in recorded music, with particular reference to stereo recordings of popular music. It explores how sound engineers create imaginary musical environments in which sounds appear to listeners in different ways. It also investigates some of the conditions...

  1. Reconstruction of mechanically recorded sound from an edison cylinder using three dimensional non-contact optical surface metrology

    Energy Technology Data Exchange (ETDEWEB)

    Fadeyev, V.; Haber, C.; Maul, C.; McBride, J.W.; Golden, M.

    2004-04-20

    Audio information stored in the undulations of grooves in a medium such as a phonograph disc record or cylinder may be reconstructed, without contact, by measuring the groove shape using precision optical metrology methods and digital image processing. The viability of this approach was recently demonstrated on a 78 rpm shellac disc using two dimensional image acquisition and analysis methods. The present work reports the first three dimensional reconstruction of mechanically recorded sound. The source material, a celluloid cylinder, was scanned using color coded confocal microscopy techniques and resulted in a faithful playback of the recorded information.

  2. Serious Gaming Analytics: What Students´ Log Files Tell Us about Gaming and Learning

    Directory of Open Access Journals (Sweden)

    Wim Westera

    2014-06-01

    Full Text Available In this paper we explore existing log files of the VIBOA environmental policy game. Our aim is to identify relevant player behaviours and performance patterns. The VIBOA game is a 50 hours master level serious game that supports inquiry-based learning: students adopt the role of an environmental consultant in the (fictitious consultancy agency VIBOA, and have to deal with complex, multi-faceted environmental problems in an academic and methodologically sound way. A sample of 118 master students played the game. We used learning analytics to extract relevant data from the logging and find meaningful patterns and relationships. We observed substantial behavioural variability across students. Correlation analysis suggest a behavioural trade that reflects the rate of “switching” between different game objects or activities. We were able to establish a model that uses switching indicators as predictors for the efficiency of learning. Also we found slight evidence that students who display increased switching behaviours need more time to complete the games.  We conclude the paper by critically evaluating our findings, making explicit the limitations of our study and making suggestions for future research that links together learning analytics and serious gaming.

  3. A Computer-Based Game That Promotes Mathematics Learning More than a Conventional Approach

    Science.gov (United States)

    McLaren, Bruce M.; Adams, Deanne M.; Mayer, Richard E.; Forlizzi, Jodi

    2017-01-01

    Excitement about learning from computer-based games has been papable in recent years and has led to the development of many educational games. However, there are relatively few sound empirical studies in the scientific literature that have shown the benefits of learning mathematics from games as opposed to more traditional approaches. The…

  4. Usefulness of bowel sound auscultation: a prospective evaluation.

    Science.gov (United States)

    Felder, Seth; Margel, David; Murrell, Zuri; Fleshner, Phillip

    2014-01-01

    Although the auscultation of bowel sounds is considered an essential component of an adequate physical examination, its clinical value remains largely unstudied and subjective. The aim of this study was to determine whether an accurate diagnosis of normal controls, mechanical small bowel obstruction (SBO), or postoperative ileus (POI) is possible based on bowel sound characteristics. Prospectively collected recordings of bowel sounds from patients with normal gastrointestinal motility, SBO diagnosed by computed tomography and confirmed at surgery, and POI diagnosed by clinical symptoms and a computed tomography without a transition point. Study clinicians were instructed to categorize the patient recording as normal, obstructed, ileus, or not sure. Using an electronic stethoscope, bowel sounds of healthy volunteers (n = 177), patients with SBO (n = 19), and patients with POI (n = 15) were recorded. A total of 10 recordings randomly selected from each category were replayed through speakers, with 15 of the recordings duplicated to surgical and internal medicine clinicians (n = 41) blinded to the clinical scenario. The sensitivity, positive predictive value, and intra-rater variability were determined based on the clinician's ability to properly categorize the bowel sound recording when blinded to additional clinical information. Secondary outcomes were the clinician's perceived level of expertise in interpreting bowel sounds. The overall sensitivity for normal, SBO, and POI recordings was 32%, 22%, and 22%, respectively. The positive predictive value of normal, SBO, and POI recordings was 23%, 28%, and 44%, respectively. Intra-rater reliability of duplicated recordings was 59%, 52%, and 53% for normal, SBO, and POI, respectively. No statistically significant differences were found between the surgical and internal medicine clinicians for sensitivity, positive predictive value, or intra-rater variability. Overall, 44% of clinicians reported that they rarely listened

  5. THE MODEL FOR DIEGETIC ANALYSIS OF SOUNDS IN SCREEN MEDIA

    Directory of Open Access Journals (Sweden)

    Denikin Anton A.

    2013-12-01

    Full Text Available This article includes the analysis of the relationship between representational visual spaces and sounds in screen media. The methodology presented in this paper can be used for the accurate classification and differentiation for screen sounds, as well as for the general analysis of the specific sound of screen media. For this, the concept of «diegesis» is used. It allows us to analyze the spatial specificity of audiovisual images in cinematographic works and the spatial-functional interactive action in video games and others multimedia.

  6. GraphoGame - A catalyst for multi-level promotion of literacy in diverse contexts

    Directory of Open Access Journals (Sweden)

    Emma eOjanen

    2015-06-01

    Full Text Available GraphoGame (GG is originally a technology-based intervention method for supporting children with reading difficulties. It is now known that children who face problems in reading acquisition have difficulties in learning to differentiate and manipulate speech sounds and consequently, in connecting these sounds to corresponding letters. GG was developed to provide intensive training in matching speech sounds and larger units of speech to their written counterparts. GG has been shown to benefit children with reading difficulties and the game is now available for all Finnish school children for literacy support. Presently millions of children in Africa fail to learn to read despite years of primary school education. As many African languages have transparent writing systems similar in structure to Finnish, it was hypothesized that GG-based training of letter-sound correspondences could also be effective in supporting children's learning in African countries. In this article we will describe how GG has been developed from a Finnish dyslexia prevention game to an intervention method that can be used not only to improve children's reading performance but also to raise teachers' and parents' awareness of the development of reading skill and effective reading instruction methods. We will also provide an overview of the GraphoGame activities in Zambia, Kenya, Tanzania, and Namibia, and the potential to promote education for all with a combination of scientific research and mobile learning.

  7. Segmentation of expiratory and inspiratory sounds in baby cry audio recordings using hidden Markov models.

    Science.gov (United States)

    Aucouturier, Jean-Julien; Nonaka, Yulri; Katahira, Kentaro; Okanoya, Kazuo

    2011-11-01

    The paper describes an application of machine learning techniques to identify expiratory and inspiration phases from the audio recording of human baby cries. Crying episodes were recorded from 14 infants, spanning four vocalization contexts in their first 12 months of age; recordings from three individuals were annotated manually to identify expiratory and inspiratory sounds and used as training examples to segment automatically the recordings of the other 11 individuals. The proposed algorithm uses a hidden Markov model architecture, in which state likelihoods are estimated either with Gaussian mixture models or by converting the classification decisions of a support vector machine. The algorithm yields up to 95% classification precision (86% average), and its ability generalizes over different babies, different ages, and vocalization contexts. The technique offers an opportunity to quantify expiration duration, count the crying rate, and other time-related characteristics of baby crying for screening, diagnosis, and research purposes over large populations of infants.

  8. HTML5 games creating fun with HTML5, CSS3, and WebGL

    CERN Document Server

    Seidelin, Jacob

    2011-01-01

    Discover new opportunities for building 2D and 3D games with HTML5 The newest iteration of HTML, HTML5 can be used with JavaScript, CSS3, and WebGL to create beautiful, unique, engaging games that can be played on the web or mobile devices like the iPad or Android phones. Gone are the days where games were only possible with plugin technologies such as Flash and this cutting-edge book shows you how to utilize the latest open web technologies to create a game from scratch using Canvas, HTML5 Audio, WebGL, and WebSockets. You'll discover how to build a framework on which you will create your HTML5 game. Then each successive chapter covers a new aspect of the game, including user input, sound, multiplayer functionality, 2D and 3D graphics, and more. Aims directly at a new way to develop games for the web through the use of HTML5 Demonstrates how to make iOS and Android web apps Explains how to capture player input; create 3D graphics; and incorporate textures, lighting, and sound Guides you through the proce...

  9. Traditional Native American Ball Games in the Early 20th Century Recorded by Edward S. Curtis, Artist with a Camera.

    Science.gov (United States)

    Pesavento, Wilma J.

    The work of Edward S. Curtis, who studied and recorded American Indian culture with a camera, is described in this paper. Curtis recorded on film, with explanatory text, a photo-history of eighty tribes west of the Missouri River. The role of games and their accompanying mythology was one of the salient features of Curtis's work. The general…

  10. Tap, Move, Shake Turning Your Game Ideas into iPhone & iPad Apps

    CERN Document Server

    Moore, Todd

    2011-01-01

    Got a great game idea? This complete do-it-yourself guide shows you how to make your game idea a reality for the iPhone and iPad. By developing a real game hands-on through the course of this book, you'll get a thorough introduction to Xcode and Objective-C, while learning how to implement game logic, sophisticated graphics, game physics, sounds, and computer AI. Author Todd Moore taught himself how to create an iPhone game in a week, with no previous knowledge of Apple's development tools. Now he develops smartphone games and apps full time. With this book, any coder can turn game ideas int

  11. Cognitive Science Implications for Enhancing Training Effectiveness in a Serious Gaming Context

    Science.gov (United States)

    Greitzer, Frank L.; Kuchar, Olga Anna; Huston, Kristy

    2007-01-01

    Serious games use entertainment principles, creativity, and technology to meet government or corporate training objectives, but these principles alone will not guarantee that the intended learning will occur. To be effective, serious games must incorporate sound cognitive, learning, and pedagogical principles into their design and structure. In…

  12. Psychophysiological Assessment Of Fear Experience In Response To Sound During Computer Video Gameplay

    DEFF Research Database (Denmark)

    Garner, Tom Alexander; Grimshaw, Mark

    2013-01-01

    The potential value of a looping biometric feedback system as a key component of adaptive computer video games is significant. Psychophysiological measures are essential to the development of an automated emotion recognition program, capable of interpreting physiological data into models of affect...... and systematically altering the game environment in response. This article presents empirical data the analysis of which advocates electrodermal activity and electromyography as suitable physiological measures to work effectively within a computer video game-based biometric feedback loop, within which sound...

  13. Investigating the relationship between pressure force and acoustic waveform in footstep sounds

    DEFF Research Database (Denmark)

    Grani, Francesco; Serafin, Stefania; Götzen, Amalia De

    2013-01-01

    In this paper we present an inquiry into of the relationships between audio waveforms and ground reaction force in recorded footstep sounds. In an anechoic room, we recorded several footstep sounds produced while walking on creaking wood and gravel. The recordings were performed by using a pair o...... of sandals embedded with six pressure sensors each. Investigations of the relationships between recorded force and footstep sounds is presented, together with several possible applications of the system.......In this paper we present an inquiry into of the relationships between audio waveforms and ground reaction force in recorded footstep sounds. In an anechoic room, we recorded several footstep sounds produced while walking on creaking wood and gravel. The recordings were performed by using a pair...

  14. Music as Active Information Resource for Players in Video Games

    Science.gov (United States)

    Nagorsnick, Marian; Martens, Alke

    2015-01-01

    In modern video games, music can come in different shapes: it can be developed on a very high compositional level, with sophisticated sound elements like in professional film music; it can be developed on a very coarse level, underlying special situations (like danger or attack); it can also be automatically generated by sound engines. However, in…

  15. Sound production in recorder-like instruments : II. a simulation model

    NARCIS (Netherlands)

    Verge, M.P.; Hirschberg, A.; Causse, R.

    1997-01-01

    A simple one-dimensional representation of recorderlike instruments, that can be used for sound synthesis by physical modeling of flutelike instruments, is presented. This model combines the effects on the sound production by the instrument of the jet oscillations, vortex shedding at the edge of the

  16. The frequency range of TMJ sounds.

    Science.gov (United States)

    Widmalm, S E; Williams, W J; Djurdjanovic, D; McKay, D C

    2003-04-01

    There are conflicting opinions about the frequency range of temporomandibular joint (TMJ) sounds. Some authors claim that the upper limit is about 650 Hz. The aim was to test the hypothesis that TMJ sounds may contain frequencies well above 650 Hz but that significant amounts of their energy are lost if the vibrations are recorded using contact sensors and/or travel far through the head tissues. Time-frequency distributions of 172 TMJ clickings (three subjects) were compared between recordings with one microphone in the ear canal and a skin contact transducer above the clicking joint and between recordings from two microphones, one in each ear canal. The energy peaks of the clickings recorded with a microphone in the ear canal on the clicking side were often well above 650 Hz and always in a significantly higher area (range 117-1922 Hz, P 375 Hz) or in microphone recordings from the opposite ear canal (range 141-703 Hz). Future studies are required to establish normative frequency range values of TMJ sounds but need methods also capable of recording the high frequency vibrations.

  17. Swallowing sound detection using hidden markov modeling of recurrence plot features

    International Nuclear Information System (INIS)

    Aboofazeli, Mohammad; Moussavi, Zahra

    2009-01-01

    Automated detection of swallowing sounds in swallowing and breath sound recordings is of importance for monitoring purposes in which the recording durations are long. This paper presents a novel method for swallowing sound detection using hidden Markov modeling of recurrence plot features. Tracheal sound recordings of 15 healthy and nine dysphagic subjects were studied. The multidimensional state space trajectory of each signal was reconstructed using the Taken method of delays. The sequences of three recurrence plot features of the reconstructed trajectories (which have shown discriminating capability between swallowing and breath sounds) were modeled by three hidden Markov models. The Viterbi algorithm was used for swallowing sound detection. The results were validated manually by inspection of the simultaneously recorded airflow signal and spectrogram of the sounds, and also by auditory means. The experimental results suggested that the performance of the proposed method using hidden Markov modeling of recurrence plot features was superior to the previous swallowing sound detection methods.

  18. Swallowing sound detection using hidden markov modeling of recurrence plot features

    Energy Technology Data Exchange (ETDEWEB)

    Aboofazeli, Mohammad [Faculty of Engineering, Department of Electrical and Computer Engineering, University of Manitoba, Winnipeg, Manitoba, R3T 5V6 (Canada)], E-mail: umaboofa@cc.umanitoba.ca; Moussavi, Zahra [Faculty of Engineering, Department of Electrical and Computer Engineering, University of Manitoba, Winnipeg, Manitoba, R3T 5V6 (Canada)], E-mail: mousavi@ee.umanitoba.ca

    2009-01-30

    Automated detection of swallowing sounds in swallowing and breath sound recordings is of importance for monitoring purposes in which the recording durations are long. This paper presents a novel method for swallowing sound detection using hidden Markov modeling of recurrence plot features. Tracheal sound recordings of 15 healthy and nine dysphagic subjects were studied. The multidimensional state space trajectory of each signal was reconstructed using the Taken method of delays. The sequences of three recurrence plot features of the reconstructed trajectories (which have shown discriminating capability between swallowing and breath sounds) were modeled by three hidden Markov models. The Viterbi algorithm was used for swallowing sound detection. The results were validated manually by inspection of the simultaneously recorded airflow signal and spectrogram of the sounds, and also by auditory means. The experimental results suggested that the performance of the proposed method using hidden Markov modeling of recurrence plot features was superior to the previous swallowing sound detection methods.

  19. Infra-sound cancellation and mitigation in wind turbines

    Science.gov (United States)

    Boretti, Albert; Ordys, Andrew; Al Zubaidy, Sarim

    2018-03-01

    The infra-sound spectra recorded inside homes located even several kilometres far from wind turbine installations is characterized by large pressure fluctuation in the low frequency range. There is a significant body of literature suggesting inaudible sounds at low frequency are sensed by humans and affect the wellbeing through different mechanisms. These mechanisms include amplitude modulation of heard sounds, stimulating subconscious pathways, causing endolymphatic hydrops, and possibly potentiating noise-induced hearing loss. We suggest the study of infra-sound active cancellation and mitigation to address the low frequency noise issues. Loudspeakers generate pressure wave components of same amplitude and frequency but opposite phase of the recorded infra sound. They also produce pressure wave components within the audible range reducing the perception of the infra-sound to minimize the sensing of the residual infra sound.

  20. Musical Sound, Instruments, and Equipment

    Science.gov (United States)

    Photinos, Panos

    2017-12-01

    'Musical Sound, Instruments, and Equipment' offers a basic understanding of sound, musical instruments and music equipment, geared towards a general audience and non-science majors. The book begins with an introduction of the fundamental properties of sound waves, and the perception of the characteristics of sound. The relation between intensity and loudness, and the relation between frequency and pitch are discussed. The basics of propagation of sound waves, and the interaction of sound waves with objects and structures of various sizes are introduced. Standing waves, harmonics and resonance are explained in simple terms, using graphics that provide a visual understanding. The development is focused on musical instruments and acoustics. The construction of musical scales and the frequency relations are reviewed and applied in the description of musical instruments. The frequency spectrum of selected instruments is explored using freely available sound analysis software. Sound amplification and sound recording, including analog and digital approaches, are discussed in two separate chapters. The book concludes with a chapter on acoustics, the physical factors that affect the quality of the music experience, and practical ways to improve the acoustics at home or small recording studios. A brief technical section is provided at the end of each chapter, where the interested reader can find the relevant physics and sample calculations. These quantitative sections can be skipped without affecting the comprehension of the basic material. Questions are provided to test the reader's understanding of the material. Answers are given in the appendix.

  1. 37 CFR 382.2 - Royalty fees for the digital performance of sound recordings and the making of ephemeral...

    Science.gov (United States)

    2010-07-01

    ... 37 Patents, Trademarks, and Copyrights 1 2010-07-01 2010-07-01 false Royalty fees for the digital... SATELLITE DIGITAL AUDIO RADIO SERVICES Preexisting Subscription Services § 382.2 Royalty fees for the... monthly royalty fee for the public performance of sound recordings pursuant to 17 U.S.C. 114(d)(2) and the...

  2. Digitizing Sound: How Can Sound Waves be Turned into Ones and Zeros?

    Science.gov (United States)

    Vick, Matthew

    2010-10-01

    From MP3 players to cell phones to computer games, we're surrounded by a constant stream of ones and zeros. Do we really need to know how this technology works? While nobody can understand everything, digital technology is increasingly making our lives a collection of "black boxes" that we can use but have no idea how they work. Pursuing scientific literacy should propel us to open up a few of these metaphorical boxes. High school physics offers opportunities to connect the curriculum to sports, art, music, and electricity, but it also offers connections to computers and digital music. Learning activities about digitizing sounds offer wonderful opportunities for technology integration and student problem solving. I used this series of lessons in high school physics after teaching about waves and sound but before optics and total internal reflection so that the concepts could be further extended when learning about fiber optics.

  3. Gold rush - A swarm dynamics in games

    Science.gov (United States)

    Zelinka, Ivan; Bukacek, Michal

    2017-07-01

    This paper is focused on swarm intelligence techniques and its practical use in computer games. The aim is to show how a swarm dynamics can be generated by multiplayer game, then recorded, analyzed and eventually controlled. In this paper we also discuss possibility to use swarm intelligence instead of game players. Based on our previous experiments two games, using swarm algorithms are mentioned briefly here. The first one is strategy game StarCraft: Brood War, and TicTacToe in which SOMA algorithm has also take a role of player against human player. Open research reported here has shown potential benefit of swarm computation in the field of strategy games and players strategy based on swarm behavior record and analysis. We propose new game called Gold Rush as an experimental environment for human or artificial swarm behavior and consequent analysis.

  4. The cinematic soundscape: conceptualising the use of sound in Indian films

    OpenAIRE

    Budhaditya Chattopadhyay

    2012-01-01

    This article examines the trajectories of sound practice in Indian cinema and conceptualises the use of sound since the advent of talkies. By studying and analysing a number of sound- films from different technological phases of direct recording, magnetic recording and present- day digital recording, the article proposes three corresponding models that are developed on the basis of observations on the use of sound in Indian cinema. These models take their point of departure in specific phases...

  5. Video and Sound Production: Flip out! Game on!

    Science.gov (United States)

    Hunt, Marc W.

    2013-01-01

    The author started teaching TV and sound production in a career and technical education (CTE) setting six years ago. The first couple months of teaching provided a steep learning curve for him. He is highly experienced in his industry, but teaching the content presented a new set of obstacles. His students had a broad range of abilities,…

  6. Thunderstorms in my computer : The effect of visual dynamics and sound in a 3D environment

    NARCIS (Netherlands)

    Houtkamp, J.; Schuurink, E.L.; Toet, A.

    2008-01-01

    We assessed the effects of the addition of dynamic visual elements and sounds to a levee patroller training game on the appraisal of the environment and weather conditions, the engagement of the users and their performance. Results show that the combination of visual dynamics and sounds best conveys

  7. A game-theoretic approach to real-time system testing

    DEFF Research Database (Denmark)

    David, Alexandre; Larsen, Kim Guldstrand; Li, Shuhao

    2008-01-01

    This paper presents a game-theoretic approach to the testing of uncontrollable real-time systems. By modelling the systems with Timed I/O Game Automata and specifying the test purposes as Timed CTL formulas, we employ a recently developed timed game solver UPPAAL-TIGA to synthesize winning...... strategies, and then use these strategies to conduct black-box conformance testing of the systems. The testing process is proved to be sound and complete with respect to the given test purposes. Case study and preliminary experimental results indicate that this is a viable approach to uncontrollable timed...... system testing....

  8. Handbook for sound engineers

    CERN Document Server

    Ballou, Glen

    2013-01-01

    Handbook for Sound Engineers is the most comprehensive reference available for audio engineers. All audio topics are explored: if you work on anything related to audio you should not be without this book! The 4th edition of this trusted reference has been updated to reflect changes in the industry since the publication of the 3rd edition in 2002 -- including new technologies like software-based recording systems such as Pro Tools and Sound Forge; digital recording using MP3, wave files and others; mobile audio devices such as iPods and MP3 players. Over 40 topic

  9. Visual bias in subjective assessments of automotive sounds

    DEFF Research Database (Denmark)

    Ellermeier, Wolfgang; Legarth, Søren Vase

    2006-01-01

    In order to evaluate how strong the influence of visual input on sound quality evaluation may be, a naive sample of 20 participants was asked to judge interior automotive sound recordings while simultaneously being exposed to pictures of cars. twenty-two recordings of second-gear acceleration...

  10. Why are some languages confused for others? Investigating data from the Great Language Game.

    Directory of Open Access Journals (Sweden)

    Hedvig Skirgård

    Full Text Available In this paper we explore the results of a large-scale online game called 'the Great Language Game', in which people listen to an audio speech sample and make a forced-choice guess about the identity of the language from 2 or more alternatives. The data include 15 million guesses from 400 audio recordings of 78 languages. We investigate which languages are confused for which in the game, and if this correlates with the similarities that linguists identify between languages. This includes shared lexical items, similar sound inventories and established historical relationships. Our findings are, as expected, that players are more likely to confuse two languages that are objectively more similar. We also investigate factors that may affect players' ability to accurately select the target language, such as how many people speak the language, how often the language is mentioned in written materials and the economic power of the target language community. We see that non-linguistic factors affect players' ability to accurately identify the target. For example, languages with wider 'global reach' are more often identified correctly. This suggests that both linguistic and cultural knowledge influence the perception and recognition of languages and their similarity.

  11. Why are some languages confused for others? Investigating data from the Great Language Game.

    Science.gov (United States)

    Skirgård, Hedvig; Roberts, Seán G; Yencken, Lars

    2017-01-01

    In this paper we explore the results of a large-scale online game called 'the Great Language Game', in which people listen to an audio speech sample and make a forced-choice guess about the identity of the language from 2 or more alternatives. The data include 15 million guesses from 400 audio recordings of 78 languages. We investigate which languages are confused for which in the game, and if this correlates with the similarities that linguists identify between languages. This includes shared lexical items, similar sound inventories and established historical relationships. Our findings are, as expected, that players are more likely to confuse two languages that are objectively more similar. We also investigate factors that may affect players' ability to accurately select the target language, such as how many people speak the language, how often the language is mentioned in written materials and the economic power of the target language community. We see that non-linguistic factors affect players' ability to accurately identify the target. For example, languages with wider 'global reach' are more often identified correctly. This suggests that both linguistic and cultural knowledge influence the perception and recognition of languages and their similarity.

  12. Deterministic Approach to Detect Heart Sound Irregularities

    Directory of Open Access Journals (Sweden)

    Richard Mengko

    2017-07-01

    Full Text Available A new method to detect heart sound that does not require machine learning is proposed. The heart sound is a time series event which is generated by the heart mechanical system. From the analysis of heart sound S-transform and the understanding of how heart works, it can be deducted that each heart sound component has unique properties in terms of timing, frequency, and amplitude. Based on these facts, a deterministic method can be designed to identify each heart sound components. The recorded heart sound then can be printed with each component correctly labeled. This greatly help the physician to diagnose the heart problem. The result shows that most known heart sounds were successfully detected. There are some murmur cases where the detection failed. This can be improved by adding more heuristics including setting some initial parameters such as noise threshold accurately, taking into account the recording equipment and also the environmental condition. It is expected that this method can be integrated into an electronic stethoscope biomedical system.

  13. A Theoretical Framework for Serious Game Design: Exploring Pedagogy, Play and Fidelity and Their Implications for the Design Process

    Science.gov (United States)

    Rooney, Pauline

    2012-01-01

    It is widely acknowledged that digital games can provide an engaging, motivating and "fun" experience for students. However an entertaining game does not necessarily constitute a meaningful, valuable learning experience. For this reason, experts espouse the importance of underpinning serious games with a sound theoretical framework which…

  14. Seawater Temperature and Salinity Moored Time-Series Records, Collected During 2010 and 2011 in Vieques Sound and Virgin Passage (NODC Accession 0088063)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Sea-Bird SBE37SM MicroCat Conductivity/Temperature (CT) recorders were deployed between March 2010 and April 2011 on shallow water moorings located in Vieques Sound,...

  15. Seawater Temperature and Salinity Moored Time-Series Records, Collected During 2010 and 2011 in Vieques Sound and Virgin Passage (NODC Accession 0077910)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Sea-Bird SBE37SM MicroCat Conductivity/Temperature (CT) recorders were deployed between March 2010 and April 2011 on shallow water moorings located in Vieques Sound,...

  16. An open access database for the evaluation of heart sound algorithms.

    Science.gov (United States)

    Liu, Chengyu; Springer, David; Li, Qiao; Moody, Benjamin; Juan, Ricardo Abad; Chorro, Francisco J; Castells, Francisco; Roig, José Millet; Silva, Ikaro; Johnson, Alistair E W; Syed, Zeeshan; Schmidt, Samuel E; Papadaniil, Chrysa D; Hadjileontiadis, Leontios; Naseri, Hosein; Moukadem, Ali; Dieterlen, Alain; Brandt, Christian; Tang, Hong; Samieinasab, Maryam; Samieinasab, Mohammad Reza; Sameni, Reza; Mark, Roger G; Clifford, Gari D

    2016-12-01

    In the past few decades, analysis of heart sound signals (i.e. the phonocardiogram or PCG), especially for automated heart sound segmentation and classification, has been widely studied and has been reported to have the potential value to detect pathology accurately in clinical applications. However, comparative analyses of algorithms in the literature have been hindered by the lack of high-quality, rigorously validated, and standardized open databases of heart sound recordings. This paper describes a public heart sound database, assembled for an international competition, the PhysioNet/Computing in Cardiology (CinC) Challenge 2016. The archive comprises nine different heart sound databases sourced from multiple research groups around the world. It includes 2435 heart sound recordings in total collected from 1297 healthy subjects and patients with a variety of conditions, including heart valve disease and coronary artery disease. The recordings were collected from a variety of clinical or nonclinical (such as in-home visits) environments and equipment. The length of recording varied from several seconds to several minutes. This article reports detailed information about the subjects/patients including demographics (number, age, gender), recordings (number, location, state and time length), associated synchronously recorded signals, sampling frequency and sensor type used. We also provide a brief summary of the commonly used heart sound segmentation and classification methods, including open source code provided concurrently for the Challenge. A description of the PhysioNet/CinC Challenge 2016, including the main aims, the training and test sets, the hand corrected annotations for different heart sound states, the scoring mechanism, and associated open source code are provided. In addition, several potential benefits from the public heart sound database are discussed.

  17. Effects of spectral complexity and sound duration on automatic complex-sound pitch processing in humans - a mismatch negativity study.

    Science.gov (United States)

    Tervaniemi, M; Schröger, E; Saher, M; Näätänen, R

    2000-08-18

    The pitch of a spectrally rich sound is known to be more easily perceived than that of a sinusoidal tone. The present study compared the importance of spectral complexity and sound duration in facilitated pitch discrimination. The mismatch negativity (MMN), which reflects automatic neural discrimination, was recorded to a 2. 5% pitch change in pure tones with only one sinusoidal frequency component (500 Hz) and in spectrally rich tones with three (500-1500 Hz) and five (500-2500 Hz) harmonic partials. During the recordings, subjects concentrated on watching a silent movie. In separate blocks, stimuli were of 100 and 250 ms in duration. The MMN amplitude was enhanced with both spectrally rich sounds when compared with pure tones. The prolonged sound duration did not significantly enhance the MMN. This suggests that increased spectral rather than temporal information facilitates pitch processing of spectrally rich sounds.

  18. Live LEGO House: a Mixed Reality Game for the Edutainment

    OpenAIRE

    Portalés Ricart, Cristina

    2007-01-01

    Gaming is a natural way of learning and multimedia technologies bring new possibilities in the field of edutainment. Live LEGO House in an interactive space to explore coexistence and multicultural factors through gaming based on the Mixed Reality(MXR)technology. The system consists basically on a physical/real house built with the LEGO blocks, which is enriched with different non-physical/virtual multimedia files, including sounds, videos and 3D animations with multicultural content. Childre...

  19. Digitizing a sound archive

    DEFF Research Database (Denmark)

    Cone, Louise

    2017-01-01

    Danish and international artists. His methodology left us with a large collection of unique and inspirational time-based media sound artworks that have, until very recently, been inaccessible. Existing on an array of different media formats, such as open reel tapes, 8-track and 4 track cassettes, VHS......In 1990 an artist by the name of William Louis Sørensen was hired by the National Gallery of Denmark to collect important works of art – made from sound. His job was to acquire sound art, but also recordings that captured rare artistic occurrences, music, performances and happenings from both...

  20. The relationship between electronic gaming machine accessibility and police-recorded domestic violence: A spatio-temporal analysis of 654 postcodes in Victoria, Australia, 2005-2014.

    Science.gov (United States)

    Markham, Francis; Doran, Bruce; Young, Martin

    2016-08-01

    An emerging body of research has documented an association between problem gambling and domestic violence in a range of study populations and locations. Yet little research has analysed this relationship at ecological scales. This study investigates the proposition that gambling accessibility and the incidence of domestic violence might be linked. The association between police-recorded domestic violence and electronic gaming machine accessibility is described at the postcode level. Police recorded family incidents per 10,000 and domestic-violence related physical assault offenses per 10,000 were used as outcome variables. Electronic gaming machine accessibility was measured as electronic gaming machines per 10,000 and gambling venues per 100,000. Bayesian spatio-temporal mixed-effects models were used to estimate the associations between gambling accessibility and domestic violence, using annual postcode-level data in Victoria, Australia between 2005 and 2014, adjusting for a range of covariates. Significant associations of policy-relevant magnitudes were found between all domestic violence and EGM accessibility variables. Postcodes with no electronic gaming machines were associated with 20% (95% credibility interval [C.I.]: 15%, 24%) fewer family incidents per 10,000 and 30% (95% C.I.: 24%, 35%) fewer domestic-violence assaults per 10,000, when compared with postcodes with 75 electronic gaming machine per 10,000. The causal relations underlying these associations are unclear. Quasi-experimental research is required to determine if reducing gambling accessibility is likely to reduce the incidence of domestic violence. Copyright © 2016 Elsevier Ltd. All rights reserved.

  1. Non-visual Interfaces and Network Games for Blind Users

    OpenAIRE

    Ina, Satoshi

    2002-01-01

    Visually impaired people have difficulty with communication of graphical information. It is to be more difficult for them to work/play in cooperation with sighted people at a distance. We developed a non-visual access method to a graphical screen through tactile and auditory sense, and applied it into network board/card games as a joint workspace for blind and sighted users via communication of image, sound, and voice. We took an "IGO" type boardgame and a Card game "SEVENS" as sample subject...

  2. Why live recording sounds better: A case study of Schumann’s Träumerei

    Directory of Open Access Journals (Sweden)

    Haruka eShoda

    2015-01-01

    Full Text Available We explore the concept that artists perform best in front of an audience. The negative effects of performance anxiety are much better known than their related cousin on the other shoulder: the positive effects of social facilitation. The present study, however, reveals a listener's preference for performances recorded in front of an audience. In Study 1, we prepared two types of recordings of Träumerei performed by 13 pianists: recordings in front of an audience and those with no audience. According to the evaluation by 153 listeners, the recordings performed in front of an audience sounded better, suggesting that the presence of an audience enhanced or facilitated the performance. In Study 2, we analyzed pianists' durational and dynamic expressions. According to the functional principal components analyses, we found that the expression of Träumerei consisted of three components: the overall quantity, the cross-sectional contrast between the final and the remaining sections, and the control of the expressive variability. Pianists' expressions were targeted more to the average of the cross-sectional variation in the audience-present than in the audience-absent recordings. In Study 3, we explored a model that explained listeners' responses induced by pianists' acoustical expressions, using path analyses. The final model indicated that the cross-sectional variation of the duration and that of the dynamics determined listeners' evaluations of the quality and the emotionally moving experience, respectively. In line with human's preferences for commonality, the more average the durational expressions were in live recording, the better the listeners' evaluations were regardless of their musical experiences. Only the well-experienced listeners (at least 16 years of musical training were moved more by the deviated dynamic expressions in live recording, suggesting a link between the experienced listener's emotional experience and the unique dynamics in

  3. JINGLE: THE SOUNDING SYMBOL

    Directory of Open Access Journals (Sweden)

    Bysko Maxim V.

    2013-12-01

    Full Text Available The article considers the role of jingles in the industrial era, from the occurrence of the regular radio broadcasting, sound films and television up of modern video games, audio and video podcasts, online broadcasts, and mobile communications. Jingles are researched from the point of view of the theory of symbols: the forward motion is detected in the process of development of jingles from the social symbols (radio callsigns to the individual signs-images (ringtones. The role of technical progress in the formation of jingles as important cultural audio elements of modern digital civilization.

  4. Validation of PC-based Sound Card with Biopac for Digitalization of ECG Recording in Short-term HRV Analysis.

    Science.gov (United States)

    Maheshkumar, K; Dilara, K; Maruthy, K N; Sundareswaren, L

    2016-07-01

    Heart rate variability (HRV) analysis is a simple and noninvasive technique capable of assessing autonomic nervous system modulation on heart rate (HR) in healthy as well as disease conditions. The aim of the present study was to compare (validate) the HRV using a temporal series of electrocardiograms (ECG) obtained by simple analog amplifier with PC-based sound card (audacity) and Biopac MP36 module. Based on the inclusion criteria, 120 healthy participants, including 72 males and 48 females, participated in the present study. Following standard protocol, 5-min ECG was recorded after 10 min of supine rest by Portable simple analog amplifier PC-based sound card as well as by Biopac module with surface electrodes in Leads II position simultaneously. All the ECG data was visually screened and was found to be free of ectopic beats and noise. RR intervals from both ECG recordings were analyzed separately in Kubios software. Short-term HRV indexes in both time and frequency domain were used. The unpaired Student's t-test and Pearson correlation coefficient test were used for the analysis using the R statistical software. No statistically significant differences were observed when comparing the values analyzed by means of the two devices for HRV. Correlation analysis revealed perfect positive correlation (r = 0.99, P < 0.001) between the values in time and frequency domain obtained by the devices. On the basis of the results of the present study, we suggest that the calculation of HRV values in the time and frequency domains by RR series obtained from the PC-based sound card is probably as reliable as those obtained by the gold standard Biopac MP36.

  5. Losses Disguised as Wins Affect Game Selection on Multiline Slots.

    Science.gov (United States)

    Graydon, Candice; Stange, Madison; Dixon, Mike J

    2018-05-05

    Multiline slots are exciting games that contain features which make them alluring. One such feature is a loss disguised as a win (LDW); wherein, players win less than they wager (e.g., bet 2 dollars, win back 50 cents), but this net loss is disguised by flashing graphics and winning sounds. Research to date concludes that LDWs are both rewarding and reinforcing. Here, we investigated whether LDWs affect players' game selection. Thirty-two undergraduate students with experience playing slot machines played 100 spins on four games-two had positive payback percentages (115%) and two had negative payback percentages (85%) after 100 spins. For each payback percentage condition, there was a game with no LDWs and a game with a moderate number of LDWs. For the 100 spins, players could choose to play whichever game they wished. They then rated their preference for each game following the 100-spins and chose a game to continue playing. The majority of players preferred playing the positive payback percentage game with LDWs and chose to continue playing this game over the three other games. We conclude that in addition to LDWs being reinforcing and rewarding, LDWs do in fact influence game selection. We conclude that responsible gambling initiatives should educate players about LDWs.

  6. Let's play game exhibitions : A curator's perspective

    NARCIS (Netherlands)

    de Vos, Jesse; Glas, M.A.J.|info:eu-repo/dai/nl/330981447; van Vught, J.F.|info:eu-repo/dai/nl/413532682

    2017-01-01

    The Netherlands Institute for Sound and Vision is home to The Experience, a museum exhibiting the history of media in the Netherlands. For ten months in 2016 and 2017, The Experience hosted a temporary exhibition entitled Let’s YouTube . During the Let’s YouTube game month, we programmed a ten-day

  7. The time course of temporal preparation in an applied setting: a study of gaming behavior

    NARCIS (Netherlands)

    Los, S.A.; Hoorn, J.F.; Grin, M.; van den Burg, E.

    2013-01-01

    We examined the time course of temporal preparation in the practice of computer gaming. Participants held an infrared rifle to shoot animated figures ("terrorists") that appeared from an elevator that opened briefly after the sound of a bell. The sound was either loud or soft and the interval

  8. Listening panel agreement and characteristics of lung sounds digitally recorded from children aged 1–59 months enrolled in the Pneumonia Etiology Research for Child Health (PERCH) case–control study

    Science.gov (United States)

    Park, Daniel E; Watson, Nora L; Buck, W Chris; Bunthi, Charatdao; Devendra, Akash; Ebruke, Bernard E; Elhilali, Mounya; Emmanouilidou, Dimitra; Garcia-Prats, Anthony J; Githinji, Leah; Hossain, Lokman; Madhi, Shabir A; Moore, David P; Mulindwa, Justin; Olson, Dan; Awori, Juliet O; Vandepitte, Warunee P; Verwey, Charl; West, James E; Knoll, Maria D; O'Brien, Katherine L; Feikin, Daniel R; Hammit, Laura L

    2017-01-01

    Introduction Paediatric lung sound recordings can be systematically assessed, but methodological feasibility and validity is unknown, especially from developing countries. We examined the performance of acoustically interpreting recorded paediatric lung sounds and compared sound characteristics between cases and controls. Methods Pneumonia Etiology Research for Child Health staff in six African and Asian sites recorded lung sounds with a digital stethoscope in cases and controls. Cases aged 1–59 months had WHO severe or very severe pneumonia; age-matched community controls did not. A listening panel assigned examination results of normal, crackle, wheeze, crackle and wheeze or uninterpretable, with adjudication of discordant interpretations. Classifications were recategorised into any crackle, any wheeze or abnormal (any crackle or wheeze) and primary listener agreement (first two listeners) was analysed among interpretable examinations using the prevalence-adjusted, bias-adjusted kappa (PABAK). We examined predictors of disagreement with logistic regression and compared case and control lung sounds with descriptive statistics. Results Primary listeners considered 89.5% of 792 case and 92.4% of 301 control recordings interpretable. Among interpretable recordings, listeners agreed on the presence or absence of any abnormality in 74.9% (PABAK 0.50) of cases and 69.8% (PABAK 0.40) of controls, presence/absence of crackles in 70.6% (PABAK 0.41) of cases and 82.4% (PABAK 0.65) of controls and presence/absence of wheeze in 72.6% (PABAK 0.45) of cases and 73.8% (PABAK 0.48) of controls. Controls, tachypnoea, >3 uninterpretable chest positions, crying, upper airway noises and study site predicted listener disagreement. Among all interpretable examinations, 38.0% of cases and 84.9% of controls were normal (p<0.0001); wheezing was the most common sound (49.9%) in cases. Conclusions Listening panel and case–control data suggests our methodology is feasible, likely valid

  9. Remote Experiments and Online Games: How to Merge them?

    Directory of Open Access Journals (Sweden)

    Olga Dziabenko

    2011-04-01

    Full Text Available Online games fulfill the basic requirements of learning environments and can provide engaging learning experience for students. The remote experimentations bring to STEM (science, technology, engineering and mathematics students the ability to practice configuration, deployment, and troubleshooting scenarios in real-life environment on real equipment. These two teaching methodologies are well known, developed and described in the literature. However, the concepts of integration of the remote experimentations and the game setting are yet to be developed. This paper discusses the guidelines for such integrations. The emphasis is made on the educational game design and the flow as a positive impact on learning and attitude of the players. Besides the challenges of balancing attractive elements (graphics, sounds and educational objectives, the design of the games related to remote laboratories needs to be adjusted to contemporary technological conditions.

  10. Using games to provide interactive perioperative education.

    Science.gov (United States)

    Carifa, Linda; Janiszewski Goodin, Heather

    2011-10-01

    Perioperative nurses must use critical thinking and sound clinical judgment to meet their patients' needs safely and effectively. This requires the integration and continual updating of large amounts of detailed clinical information. Innovative education strategies are designed to make teaching and learning more interesting and interactive, especially for the presentation of complex subject material. One interactive educational strategy is the use of games. Educational games can foster collaboration and critical thinking among peers and associates. An example of this was the Perioperative QuizBowl: Evidence-Based Practice presented at the annual AORN Congress from 2003 to 2010, which was used to teach and reinforce evidence-based practice in a fun, competitive way. Although AORN no longer presents this offering, the QuizBowl format demonstrates how educational games can support clinical practice. Copyright © 2011 AORN, Inc. Published by Elsevier Inc. All rights reserved.

  11. Game theory and strategy in medical training.

    Science.gov (United States)

    Blake, Amy; Carroll, Bryan T

    2016-11-01

    This paper analyses how game theory can provide a framework for understanding the strategic decision-making that occurs in everyday scenarios in medical training and practice, and ultimately serves as a tool for improving the work environment and patient care. Game theory has been applied to a variety of fields outside of its native economics, but has not been thoroughly studied in the context of health care provision. The paper discusses four of the most common 'games' and applies each to a scenario in medicine to provide new insight on the incentives and drivers for certain types of behaviour and a deeper understanding of why certain results are valued more strongly than others. Using game theory as an integrative tool, in conjunction with good judgement and a sound knowledge base, trainees and physicians can work to better recognise where competing priorities exist, understand the motivations and interactions of the various players, and learn to adjust their approaches in order to 'change the game' when their preferred outcome is not the most likely one. © 2016 John Wiley & Sons Ltd and The Association for the Study of Medical Education.

  12. Chaotic dynamics of respiratory sounds

    International Nuclear Information System (INIS)

    Ahlstrom, C.; Johansson, A.; Hult, P.; Ask, P.

    2006-01-01

    There is a growing interest in nonlinear analysis of respiratory sounds (RS), but little has been done to justify the use of nonlinear tools on such data. The aim of this paper is to investigate the stationarity, linearity and chaotic dynamics of recorded RS. Two independent data sets from 8 + 8 healthy subjects were recorded and investigated. The first set consisted of lung sounds (LS) recorded with an electronic stethoscope and the other of tracheal sounds (TS) recorded with a contact accelerometer. Recurrence plot analysis revealed that both LS and TS are quasistationary, with the parts corresponding to inspiratory and expiratory flow plateaus being stationary. Surrogate data tests could not provide statistically sufficient evidence regarding the nonlinearity of the data. The null hypothesis could not be rejected in 4 out of 32 LS cases and in 15 out of 32 TS cases. However, the Lyapunov spectra, the correlation dimension (D 2 ) and the Kaplan-Yorke dimension (D KY ) all indicate chaotic behavior. The Lyapunov analysis showed that the sum of the exponents was negative in all cases and that the largest exponent was found to be positive. The results are partly ambiguous, but provide some evidence of chaotic dynamics of RS, both concerning LS and TS. The results motivate continuous use of nonlinear tools for analysing RS data

  13. Chaotic dynamics of respiratory sounds

    Energy Technology Data Exchange (ETDEWEB)

    Ahlstrom, C. [Department of Biomedical Engineering, Linkoepings Universitet, IMT/LIU, Universitetssjukhuset, S-58185 Linkoeping (Sweden) and Biomedical Engineering, Orebro University Hospital, S-70185 Orebro (Sweden)]. E-mail: christer@imt.liu.se; Johansson, A. [Department of Biomedical Engineering, Linkoepings Universitet, IMT/LIU, Universitetssjukhuset, S-58185 Linkoeping (Sweden); Hult, P. [Department of Biomedical Engineering, Linkoepings Universitet, IMT/LIU, Universitetssjukhuset, S-58185 Linkoeping (Sweden); Biomedical Engineering, Orebro University Hospital, S-70185 Orebro (Sweden); Ask, P. [Department of Biomedical Engineering, Linkoepings Universitet, IMT/LIU, Universitetssjukhuset, S-58185 Linkoeping (Sweden); Biomedical Engineering, Orebro University Hospital, S-70185 Orebro (Sweden)

    2006-09-15

    There is a growing interest in nonlinear analysis of respiratory sounds (RS), but little has been done to justify the use of nonlinear tools on such data. The aim of this paper is to investigate the stationarity, linearity and chaotic dynamics of recorded RS. Two independent data sets from 8 + 8 healthy subjects were recorded and investigated. The first set consisted of lung sounds (LS) recorded with an electronic stethoscope and the other of tracheal sounds (TS) recorded with a contact accelerometer. Recurrence plot analysis revealed that both LS and TS are quasistationary, with the parts corresponding to inspiratory and expiratory flow plateaus being stationary. Surrogate data tests could not provide statistically sufficient evidence regarding the nonlinearity of the data. The null hypothesis could not be rejected in 4 out of 32 LS cases and in 15 out of 32 TS cases. However, the Lyapunov spectra, the correlation dimension (D {sub 2}) and the Kaplan-Yorke dimension (D {sub KY}) all indicate chaotic behavior. The Lyapunov analysis showed that the sum of the exponents was negative in all cases and that the largest exponent was found to be positive. The results are partly ambiguous, but provide some evidence of chaotic dynamics of RS, both concerning LS and TS. The results motivate continuous use of nonlinear tools for analysing RS data.

  14. Manipulations of the features of standard video lottery terminal (VLT) games: effects in pathological and non-pathological gamblers.

    Science.gov (United States)

    Loba, P; Stewart, S H; Klein, R M; Blackburn, J R

    2001-01-01

    The present study was conducted to identify game parameters that would reduce the risk of abuse of video lottery terminals (VLTs) by pathological gamblers, while exerting minimal effects on the behavior of non-pathological gamblers. Three manipulations of standard VLT game features were explored. Participants were exposed to: a counter which displayed a running total of money spent; a VLT spinning reels game where participants could no longer "stop" the reels by touching the screen; and sensory feature manipulations. In control conditions, participants were exposed to standard settings for either a spinning reels or a video poker game. Dependent variables were self-ratings of reactions to each set of parameters. A set of 2(3) x 2 x 2 (game manipulation [experimental condition(s) vs. control condition] x game [spinning reels vs. video poker] x gambler status [pathological vs. non-pathological]) repeated measures ANOVAs were conducted on all dependent variables. The findings suggest that the sensory manipulations (i.e., fast speed/sound or slow speed/no sound manipulations) produced the most robust reaction differences. Before advocating harm reduction policies such as lowering sensory features of VLT games to reduce potential harm to pathological gamblers, it is important to replicate findings in a more naturalistic setting, such as a real bar.

  15. Marketing Violent Entertainment to Children: A Twenty-One Month Follow-Up Review of Industry Practices in the Motion Picture, Music Recording and Electronic Game Industries. A Report to Congress.

    Science.gov (United States)

    Federal Trade Commission, Washington, DC.

    In a report issued in September 2000, the Federal Trade Commission contended that the motion picture, music recording, and electronic game industries had engaged in widespread marketing of violent movies, music, and games to children inconsistent with their own parental advisories and undermining parents attempts to make informed decisions about…

  16. A Sports Franchise Simulation Game

    Science.gov (United States)

    Surdam, David G.

    2009-01-01

    Students in sports economics courses might better learn the basic concepts by running their own franchise. A simple game, based on the card game War, is easy and inexpensive to implement. Students quickly grasp the importance of weighing marginal benefits, both in terms of team record and marginal revenue, against the costs of improving their…

  17. Kieran Hicks, Kathrin Gerling & Patrick Dickinson - ‘What makes a Game? Reflections on Juiciness and Player Experience’

    OpenAIRE

    uk, khicks lincoln ac

    2017-01-01

    “Juiciness” refers to the visual and auditory elements that are used in games to amplify feedback to the player in response to an in-game action (Schell 2014 ), and are intended to make the player feel satisfied and excited. Juicy elements are commonly employed as a way of improving the feedback loop of the game (e.g., visually showering the player with particle effects and sound effects upon picking up a collectible) and although common in games development, little academic work has empirica...

  18. Building counting by traditional game: Mathematics Program for Young Children

    OpenAIRE

    Nasrullah Nasrullah; Zulkardi Zulkardi

    2011-01-01

    In line with design research, the use of Bermain Satu Rumah (BSR) as traditional  game to support children’s counting classroom wherein students are encouraged to construct mathematical understanding. Number in traditional games is an interesting aspect that is helpful for children to encounter numerous situations that bring them into contact with sounds, symbols and meanings that relate to numbers. Bermain satu rumah as starting activity would be media to enhance student’s sense of number as...

  19. Xinyinqin: a computer-based heart sound simulator.

    Science.gov (United States)

    Zhan, X X; Pei, J H; Xiao, Y H

    1995-01-01

    "Xinyinqin" is the Chinese phoneticized name of the Heart Sound Simulator (HSS). The "qin" in "Xinyinqin" is the Chinese name of a category of musical instruments, which means that the operation of HSS is very convenient--like playing an electric piano with the keys. HSS is connected to the GAME I/O of an Apple microcomputer. The generation of sound is controlled by a program. Xinyinqin is used as a teaching aid of Diagnostics. It has been applied in teaching for three years. In this demonstration we will introduce the following functions of HSS: 1) The main program has two modules. The first one is the heart auscultation training module. HSS can output a heart sound selected by the student. Another program module is used to test the student's learning condition. The computer can randomly simulate a certain heart sound and ask the student to name it. The computer gives the student's answer an assessment: "correct" or "incorrect." When the answer is incorrect, the computer will output that heart sound again for the student to listen to; this process is repeated until she correctly identifies it. 2) The program is convenient to use and easy to control. By pressing the S key, it is able to output a slow heart rate until the student can clearly identify the rhythm. The heart rate, like the actual rate of a patient, can then be restored by hitting any key. By pressing the SPACE BAR, the heart sound output can be stopped to allow the teacher to explain something to the student. The teacher can resume playing the heart sound again by hitting any key; she can also change the content of the training by hitting RETURN key. In the future, we plan to simulate more heart sounds and incorporate relevant graphs.

  20. Investigation of genesis of gallop sounds in dogs by quantitative phonocardiography and digital frequency analysis.

    Science.gov (United States)

    Aubert, A E; Denys, B G; Meno, F; Reddy, P S

    1985-05-01

    Several investigators have noted external gallop sounds to be of higher amplitude than their corresponding internal sounds (S3 and S4). In this study we hoped to determine if S3 and S4 are transmitted in the same manner as S1. In 11 closed-chest dogs, external (apical) and left ventricular pressures and sounds were recorded simultaneously with transducers with identical sensitivity and frequency responses. Volume and pressure overload and positive and negative inotropic drugs were used to generate gallop sounds. Recordings were made in the control state and after the various interventions. S3 and S4 were recorded in 17 experiments each. The amplitude of the external S1 was uniformly higher than that of internal S1 and internal gallop sounds were inconspicuous. With use of Fourier transforms, the gain function was determined by comparing internal to external S1. By inverse transform, the amplitude of the internal gallop sounds was predicted from external sounds. The internal sounds of significant amplitude were predicted in many instances, but the actual recordings showed no conspicuous sounds. The absence of internal gallop sounds of expected amplitude as calculated from the external gallop sounds and the gain function derived from the comparison of internal and external S1 make it very unlikely that external gallop sounds are derived from internal sounds.

  1. Analyzing the Pattern of L1 Sounds on L2 Sounds Produced by Javanese Students of Stkip PGRI Jombang

    Directory of Open Access Journals (Sweden)

    Daning Hentasmaka

    2015-07-01

    Full Text Available The studyconcerns on an analysis on the tendency of first language (L1 sound patterning on second language (L2 sounds done by Javanese students.Focusing on the consonant sounds, the data were collected by recording students’ pronunciationof English words during the pronunciation test. The data then analysed through three activities: data reduction, data display, and conclusion drawing/ verification. Theresult showedthatthe patterning of L1 sounds happened on L2 sounds especially on eleven consonant sounds: the fricatives [v, θ, ð, ʃ, ʒ], the voiceless stops [p, t, k], and the voiced stops [b, d, g].Thosepatterning case emergedmostlyduetothe difference in the existence of consonant sounds and rules of consonant distribution. Besides, one of the cases was caused by the difference in consonant clusters between L1 and L2

  2. ANALYZING THE PATTERN OF L1 SOUNDS ON L2 SOUNDS PRODUCED BY JAVANESE STUDENTS OF STKIP PGRI JOMBANG

    Directory of Open Access Journals (Sweden)

    Daning Hentasmaka

    2015-07-01

    Full Text Available The studyconcerns on an analysis on the tendency of first language (L1 sound patterning on second language (L2 sounds done by Javanese students.Focusing on the consonant sounds, the data were collected by recording students’ pronunciationof English words during the pronunciation test. The data then analysed through three activities: data reduction, data display, and conclusion drawing/ verification. Theresult showedthatthe patterning of L1 sounds happened on L2 sounds especially on eleven consonant sounds: the fricatives [v, θ, ð, ʃ, ʒ], the voiceless stops [p, t, k], and the voiced stops [b, d, g].Thosepatterning case emergedmostlyduetothe difference in the existence of consonant sounds and rules of consonant distribution. Besides, one of the cases was caused by the difference in consonant clusters between L1 and L2.

  3. Playing a violent television game affects heart rate variability.

    Science.gov (United States)

    Ivarsson, Malena; Anderson, Martin; Akerstedt, Torbjörn; Lindblad, Frank

    2009-01-01

    To investigate how playing a violent/nonviolent television game during the evening affects sympathetic and parasympathetic reactions during and after playing as well as sleep quality during the night after playing. In total, 19 boys, 12-15 years of age, played television games on two occasions in their homes and participated once without gaming. Heart rate, heart rate variability (HRV) and physical activity were measured during gaming/participating and the night to follow using a portable combined heart rate and movement sensor. A sleep diary and questionnaires about gaming experiences and session-specific experiences were filled in. Criteria for Selection of Games: Violent game involves/rewards direct physical violence (no handguns) against another person, and nonviolent game involves/rewards no violence; same game design ('third-person game'); conducted in the same manner; no differences concerning motor activity; similar sound and light effects; no sexual content, violence against women or racial overtones. During violent (vs. nonviolent) gaming, there was significantly higher activity of the very low frequency component of the HRV and total power. During the night after playing, very low frequency, low frequency and high frequency components were significantly higher during the violent (vs. nonviolent) condition, just as total power. There were no significant differences between the three conditions (violent/nonviolent/no gaming) with respect to an index reflecting subjectively perceived sleep difficulties. Nor was there any difference between violent and nonviolent condition for any single sleep item. Violent gaming induces different autonomic responses in boys compared to nonviolent gaming--during playing and during the following night--suggesting different emotional responses. Subjectively perceived sleep quality is not influenced after a single gaming experience. Future studies should address the development of the autonomic balance after gaming over longer

  4. The allure of multi-line games in modern slot machines.

    Science.gov (United States)

    Dixon, Mike J; Graydon, Candice; Harrigan, Kevin A; Wojtowicz, Lisa; Siu, Vivian; Fugelsang, Jonathan A

    2014-11-01

    In multi-line slot machines, players can wager on more than one line per spin. We sought to show that players preferred multi-line over single-line games, and that certain game features could cause multi-line game play to feel more rewarding. Reward was measured using post-reinforcement pauses (PRPs) following each outcome (the time between outcome delivery and the next spin). Gamblers (n = 102) played 250 spins on a 20-line game and 250 spins on a one-line game (answering questions about game experiences following each session). Playing one-line, a small credit gain (e.g. 2 cents) was a net win. In the 20-line game it was a net loss of 18 credits but was still accompanied by 'winning' sights and sounds. Most players (94%) preferred the 20-line game. PRPs for small credit gains (net losses) in the 20-line game were equivalent, or larger than in the one-line game where such gains were wins. The largest increase in PRP size was between the 0 and 2 credit conditions for both games. Thus 20-line players reacted as though these net losses of 18 credits were rewarding. Players' estimates of the number of true wins were accurate in the one-line game, but they significantly over-estimated the number of true wins in the 20-line game (P game play. Multi-line games appear to be more appealing to gaming machine ('slots') players than single-line games. These games may be particularly absorbing for those with gambling problems. © 2014 Society for the Study of Addiction.

  5. Feasibility of an electronic stethoscope system for monitoring neonatal bowel sounds.

    Science.gov (United States)

    Dumas, Jasmine; Hill, Krista M; Adrezin, Ronald S; Alba, Jorge; Curry, Raquel; Campagna, Eric; Fernandes, Cecilia; Lamba, Vineet; Eisenfeld, Leonard

    2013-09-01

    Bowel dysfunction remains a major problem in neonates. Traditional auscultation of bowel sounds as a diagnostic aid in neonatal gastrointestinal complications is limited by skill and inability to document and reassess. Consequently, we built a unique prototype to investigate the feasibility of an electronic monitoring system for continuous assessment of bowel sounds. We attained approval by the Institutional Review Boards for the investigational study to test our system. The system incorporated a prototype stethoscope head with a built-in microphone connected to a digital recorder. Recordings made over extended periods were evaluated for quality. We also considered the acoustic environment of the hospital, where the stethoscope was used. The stethoscope head was attached to the abdomen with a hydrogel patch designed especially for this purpose. We used the system to obtain recordings from eight healthy, full-term babies. A scoring system was used to determine loudness, clarity, and ease of recognition comparing it to the traditional stethoscope. The recording duration was initially two hours and was increased to a maximum of eight hours. Median duration of attachment was three hours (3.75, 2.68). Based on the scoring, the bowel sound recording was perceived to be as loud and clear in sound reproduction as a traditional stethoscope. We determined that room noise and other noises were significant forms of interference in the recordings, which at times prevented analysis. However, no sound quality drift was noted in the recordings and no patient discomfort was noted. Minimal erythema was observed over the fixation site which subsided within one hour. We demonstrated the long-term recording of infant bowel sounds. Our contributions included a prototype stethoscope head, which was affixed using a specially designed hydrogel adhesive patch. Such a recording can be reviewed and reassessed, which is new technology and an improvement over current practice. The use of this

  6. The Olympic Games broadcasted as Interactive Television - New Media new Games?

    DEFF Research Database (Denmark)

    Bjørner, Thomas

    or delayed video coverage of the Olympic Games. The Torino Olympic Broadcasting was the first to be filmed entirely in High Definition Television. In the future the use of digital video processing, computer vision, 3D-visualisation and animation techniques allow viewers to watch sports events almost......The Olympic Games is the world´s largest media event and television is the engine that has driven the growth of the Olympic Movement. Increases in broadcast revenue over the past two decades have provided the Olympic Movement with a huge financial base. More networks than ever before broadcast...... the Olympic Games to more countries and territories, with a record number of hours, a significant rise in the total viewing hours, and dramatic increases in live and prime-time coverage. Over 300 channels transmitted 35.000 hours of the Athens 2004 Olympic Games. The future of television is digital, which...

  7. Seismic and Biological Sources of Ambient Ocean Sound

    Science.gov (United States)

    Freeman, Simon Eric

    Sound is the most efficient radiation in the ocean. Sounds of seismic and biological origin contain information regarding the underlying processes that created them. A single hydrophone records summary time-frequency information from the volume within acoustic range. Beamforming using a hydrophone array additionally produces azimuthal estimates of sound sources. A two-dimensional array and acoustic focusing produce an unambiguous two-dimensional `image' of sources. This dissertation describes the application of these techniques in three cases. The first utilizes hydrophone arrays to investigate T-phases (water-borne seismic waves) in the Philippine Sea. Ninety T-phases were recorded over a 12-day period, implying a greater number of seismic events occur than are detected by terrestrial seismic monitoring in the region. Observation of an azimuthally migrating T-phase suggests that reverberation of such sounds from bathymetric features can occur over megameter scales. In the second case, single hydrophone recordings from coral reefs in the Line Islands archipelago reveal that local ambient reef sound is spectrally similar to sounds produced by small, hard-shelled benthic invertebrates in captivity. Time-lapse photography of the reef reveals an increase in benthic invertebrate activity at sundown, consistent with an increase in sound level. The dominant acoustic phenomenon on these reefs may thus originate from the interaction between a large number of small invertebrates and the substrate. Such sounds could be used to take census of hard-shelled benthic invertebrates that are otherwise extremely difficult to survey. A two-dimensional `map' of sound production over a coral reef in the Hawaiian Islands was obtained using two-dimensional hydrophone array in the third case. Heterogeneously distributed bio-acoustic sources were generally co-located with rocky reef areas. Acoustically dominant snapping shrimp were largely restricted to one location within the area surveyed

  8. Noise Reduction in Breath Sound Files Using Wavelet Transform Based Filter

    Science.gov (United States)

    Syahputra, M. F.; Situmeang, S. I. G.; Rahmat, R. F.; Budiarto, R.

    2017-04-01

    The development of science and technology in the field of healthcare increasingly provides convenience in diagnosing respiratory system problem. Recording the breath sounds is one example of these developments. Breath sounds are recorded using a digital stethoscope, and then stored in a file with sound format. This breath sounds will be analyzed by health practitioners to diagnose the symptoms of disease or illness. However, the breath sounds is not free from interference signals. Therefore, noise filter or signal interference reduction system is required so that breath sounds component which contains information signal can be clarified. In this study, we designed a filter called a wavelet transform based filter. The filter that is designed in this study is using Daubechies wavelet with four wavelet transform coefficients. Based on the testing of the ten types of breath sounds data, the data is obtained in the largest SNRdB bronchial for 74.3685 decibels.

  9. Sound-by-sound thalamic stimulation modulates midbrain auditory excitability and relative binaural sensitivity in frogs.

    Science.gov (United States)

    Ponnath, Abhilash; Farris, Hamilton E

    2014-01-01

    Descending circuitry can modulate auditory processing, biasing sensitivity to particular stimulus parameters and locations. Using awake in vivo single unit recordings, this study tested whether electrical stimulation of the thalamus modulates auditory excitability and relative binaural sensitivity in neurons of the amphibian midbrain. In addition, by using electrical stimuli that were either longer than the acoustic stimuli (i.e., seconds) or presented on a sound-by-sound basis (ms), experiments addressed whether the form of modulation depended on the temporal structure of the electrical stimulus. Following long duration electrical stimulation (3-10 s of 20 Hz square pulses), excitability (spikes/acoustic stimulus) to free-field noise stimuli decreased by 32%, but returned over 600 s. In contrast, sound-by-sound electrical stimulation using a single 2 ms duration electrical pulse 25 ms before each noise stimulus caused faster and varied forms of modulation: modulation lasted sound-by-sound electrical stimulation varied between different acoustic stimuli, including for different male calls, suggesting modulation is specific to certain stimulus attributes. For binaural units, modulation depended on the ear of input, as sound-by-sound electrical stimulation preceding dichotic acoustic stimulation caused asymmetric modulatory effects: sensitivity shifted for sounds at only one ear, or by different relative amounts for both ears. This caused a change in the relative difference in binaural sensitivity. Thus, sound-by-sound electrical stimulation revealed fast and ear-specific (i.e., lateralized) auditory modulation that is potentially suited to shifts in auditory attention during sound segregation in the auditory scene.

  10. Sound for digital video

    CERN Document Server

    Holman, Tomlinson

    2013-01-01

    Achieve professional quality sound on a limited budget! Harness all new, Hollywood style audio techniques to bring your independent film and video productions to the next level.In Sound for Digital Video, Second Edition industry experts Tomlinson Holman and Arthur Baum give you the tools and knowledge to apply recent advances in audio capture, video recording, editing workflow, and mixing to your own film or video with stunning results. This fresh edition is chockfull of techniques, tricks, and workflow secrets that you can apply to your own projects from preproduction

  11. Analysis of environmental sounds

    Science.gov (United States)

    Lee, Keansub

    Environmental sound archives - casual recordings of people's daily life - are easily collected by MPS players or camcorders with low cost and high reliability, and shared in the web-sites. There are two kinds of user generated recordings we would like to be able to handle in this thesis: Continuous long-duration personal audio and Soundtracks of short consumer video clips. These environmental recordings contain a lot of useful information (semantic concepts) related with activity, location, occasion and content. As a consequence, the environment archives present many new opportunities for the automatic extraction of information that can be used in intelligent browsing systems. This thesis proposes systems for detecting these interesting concepts on a collection of these real-world recordings. The first system is to segment and label personal audio archives - continuous recordings of an individual's everyday experiences - into 'episodes' (relatively consistent acoustic situations lasting a few minutes or more) using the Bayesian Information Criterion and spectral clustering. The second system is for identifying regions of speech or music in the kinds of energetic and highly-variable noise present in this real-world sound. Motivated by psychoacoustic evidence that pitch is crucial in the perception and organization of sound, we develop a noise-robust pitch detection algorithm to locate speech or music-like regions. To avoid false alarms resulting from background noise with strong periodic components (such as air-conditioning), a new scheme is added in order to suppress these noises in the domain of autocorrelogram. In addition, the third system is to automatically detect a large set of interesting semantic concepts; which we chose for being both informative and useful to users, as well as being technically feasible. These 25 concepts are associated with people's activities, locations, occasions, objects, scenes and sounds, and are based on a large collection of

  12. An Approach to Scoring Collaboration in Online Game Environments

    Science.gov (United States)

    Scoular, Claire; Care, Esther; Awwal, Nafisa

    2017-01-01

    With technological advances, it is now possible to use games to capture information-rich behaviours that reveal processes by which players interact and solve problems. Recent problem-based games have been designed to assess and record detailed interactions between the problem solver and the game environment, and thereby capture salient solution…

  13. Do top predators cue on sound production by mesopelagic prey?

    Science.gov (United States)

    Baumann-Pickering, S.; Checkley, D. M., Jr.; Demer, D. A.

    2016-02-01

    Deep-scattering layer (DSL) organisms, comprising a variety of mesopelagic fishes, and squids, siphonophores, crustaceans, and other invertebrates, are preferred prey for numerous large marine predators, e.g. cetaceans, seabirds, and fishes. Some of the DSL species migrate from depth during daylight to feed near the surface at night, transitioning during dusk and dawn. We investigated if any DSL organisms create sound, particularly during the crepuscular periods. Over several nights in summer 2015, underwater sound was recorded in the San Diego Trough using a high-frequency acoustic recording package (HARP, 10 Hz to 100 kHz), suspended from a drifting surface float. Acoustic backscatter from the DSL was monitored nearby using a calibrated multiple-frequency (38, 70, 120, and 200 kHz) split-beam echosounder (Simrad EK60) on a small boat. DSL organisms produced sound, between 300 and 1000 Hz, and the received levels were highest when the animals migrated past the recorder during ascent and descent. The DSL are globally present, so the observed acoustic phenomenon, if also ubiquitous, has wide-reaching implications. Sound travels farther than light or chemicals and thus can be sensed at greater distances by predators, prey, and mates. If sound is a characteristic feature of pelagic ecosystems, it likely plays a role in predator-prey relationships and overall ecosystem dynamics. Our new finding inspires numerous questions such as: Which, how, and why have DSL organisms evolved to create sound, for what do they use it and under what circumstances? Is sound production by DSL organisms truly ubiquitous, or does it depend on the local environment and species composition? How may sound production and perception be adapted to a changing environment? Do predators react to changes in sound? Can sound be used to quantify the composition of mixed-species assemblages, component densities and abundances, and hence be used in stock assessment or predictive modeling?

  14. Sound and sound sources

    DEFF Research Database (Denmark)

    Larsen, Ole Næsbye; Wahlberg, Magnus

    2017-01-01

    There is no difference in principle between the infrasonic and ultrasonic sounds, which are inaudible to humans (or other animals) and the sounds that we can hear. In all cases, sound is a wave of pressure and particle oscillations propagating through an elastic medium, such as air. This chapter...... is about the physical laws that govern how animals produce sound signals and how physical principles determine the signals’ frequency content and sound level, the nature of the sound field (sound pressure versus particle vibrations) as well as directional properties of the emitted signal. Many...... of these properties are dictated by simple physical relationships between the size of the sound emitter and the wavelength of emitted sound. The wavelengths of the signals need to be sufficiently short in relation to the size of the emitter to allow for the efficient production of propagating sound pressure waves...

  15. The Sound of 1-bit: Technical constraint and musical creativity on the 48k Sinclair ZX Spectrum

    Directory of Open Access Journals (Sweden)

    Kenneth B. McAlpine

    2017-12-01

    Full Text Available This article explores constraint as a driver of creativity and innovation in early video game soundtracks. Using what was, perhaps, the most constrained platform of all, the 48k Sinclair ZX Spectrum, as a prism through which to examine the development of an early branch of video game music, the paper explores the creative approaches adopted by programmers to circumvent the Spectrum’s technical limitations so as to coax the hardware into performing feats of musicality that it had never been designed to achieve. These solutions were not without computational or aural cost, however, and their application often imparted a unique characteristic to the sound, which over time came to define the aesthetic of the 8-bit computer soundtrack, a sound which has been developed since as part of the emerging chiptune scene. By discussing pivotal moments in the development of ZX Spectrum music, this article will show how the application of binary impulse trains, granular synthesis, and pulse-width modulation came to shape the sound of 1-bit music.

  16. THE SOUND OF CINEMA: TECHNOLOGY AND CREATIVITY

    Directory of Open Access Journals (Sweden)

    Poznin Vitaly F.

    2017-12-01

    Full Text Available Technology is a means of creating any product. However, in the onscreen art, it is one of the elements creating the art space of film. Considering the main stages of the development of cinematography, this article explores the influence of technology of sound recording on the creating a special artistic and physical space of film (the beginning of the use a sound in movies; the mastering the artistic means of an audiovisual work; the expansion of the spatial characteristics for the screen sound; and the sound in a modern cinema. Today, thanks to new technologies, the sound in a cinema forms a specific quasirealistic landscape, greatly enhancing the impact on the viewer of the virtual screen images.

  17. Detecting the temporal structure of sound sequences in newborn infants

    NARCIS (Netherlands)

    Háden, G.P.; Honing, H.; Török, M.; Winkler, I.

    2015-01-01

    Most high-level auditory functions require one to detect the onset and offset of sound sequences as well as registering the rate at which sounds are presented within the sound trains. By recording event-related brain potentials to onsets and offsets of tone trains as well as to changes in the

  18. Real, foley or synthetic? An evaluation of everyday walking sounds

    DEFF Research Database (Denmark)

    Götzen, Amalia De; Sikström, Erik; Grani, Francesco

    2013-01-01

    in using foley sounds for a film track. In particular this work focuses on walking sounds: five different scenes of a walking person were video recorded and each video was then mixed with the three different kind of sounds mentioned above. Subjects were asked to recognise and describe the action performed...

  19. Negotiation Games

    Directory of Open Access Journals (Sweden)

    Philipp Hoffmann

    2015-09-01

    Full Text Available Negotiations, a model of concurrency with multi party negotiation as primitive, have been recently introduced by J. Desel and J. Esparza. We initiate the study of games for this model. We study coalition problems: can a given coalition of agents force that a negotiation terminates (resp. block the negotiation so that it goes on forever?; can the coalition force a given outcome of the negotiation? We show that for arbitrary negotiations the problems are EXPTIME-complete. Then we show that for sound and deterministic or even weakly deterministic negotiations the problems can be solved in PTIME. Notice that the input of the problems is a negotiation, which can be exponentially more compact than its state space.

  20. Cyber-Physical War Gaming

    OpenAIRE

    Colbert, E. J. M.; Sullivan, D. T.; Kott, A

    2017-01-01

    This paper presents general strategies for cyber war gaming of Cyber-Physical Systems (CPSs) that are used for cyber security research at the U.S. Army Research Laboratory (ARL). Since Supervisory Control and Data Acquisition (SCADA) and other CPSs are operational systems, it is difficult or impossible to perform security experiments on actual systems. The authors describe how table-top strategy sessions and realistic, live CPS war games are conducted at ARL. They also discuss how the recorde...

  1. Use of a simulation game for HIV/AIDS education with pre-service ...

    African Journals Online (AJOL)

    Use of a simulation game for HIV/AIDS education with pre-service teachers. ... the data were collected over a three-year period by way of video recordings of the simulation game, recordings of large and small ... AJOL African Journals Online.

  2. The Opponent Channel Population Code of Sound Location Is an Efficient Representation of Natural Binaural Sounds

    Science.gov (United States)

    Młynarski, Wiktor

    2015-01-01

    In mammalian auditory cortex, sound source position is represented by a population of broadly tuned neurons whose firing is modulated by sounds located at all positions surrounding the animal. Peaks of their tuning curves are concentrated at lateral position, while their slopes are steepest at the interaural midline, allowing for the maximum localization accuracy in that area. These experimental observations contradict initial assumptions that the auditory space is represented as a topographic cortical map. It has been suggested that a “panoramic” code has evolved to match specific demands of the sound localization task. This work provides evidence suggesting that properties of spatial auditory neurons identified experimentally follow from a general design principle- learning a sparse, efficient representation of natural stimuli. Natural binaural sounds were recorded and served as input to a hierarchical sparse-coding model. In the first layer, left and right ear sounds were separately encoded by a population of complex-valued basis functions which separated phase and amplitude. Both parameters are known to carry information relevant for spatial hearing. Monaural input converged in the second layer, which learned a joint representation of amplitude and interaural phase difference. Spatial selectivity of each second-layer unit was measured by exposing the model to natural sound sources recorded at different positions. Obtained tuning curves match well tuning characteristics of neurons in the mammalian auditory cortex. This study connects neuronal coding of the auditory space with natural stimulus statistics and generates new experimental predictions. Moreover, results presented here suggest that cortical regions with seemingly different functions may implement the same computational strategy-efficient coding. PMID:25996373

  3. Heart sounds analysis using probability assessment.

    Science.gov (United States)

    Plesinger, F; Viscor, I; Halamek, J; Jurco, J; Jurak, P

    2017-07-31

    This paper describes a method for automated discrimination of heart sounds recordings according to the Physionet Challenge 2016. The goal was to decide if the recording refers to normal or abnormal heart sounds or if it is not possible to decide (i.e. 'unsure' recordings). Heart sounds S1 and S2 are detected using amplitude envelopes in the band 15-90 Hz. The averaged shape of the S1/S2 pair is computed from amplitude envelopes in five different bands (15-90 Hz; 55-150 Hz; 100-250 Hz; 200-450 Hz; 400-800 Hz). A total of 53 features are extracted from the data. The largest group of features is extracted from the statistical properties of the averaged shapes; other features are extracted from the symmetry of averaged shapes, and the last group of features is independent of S1 and S2 detection. Generated features are processed using logical rules and probability assessment, a prototype of a new machine-learning method. The method was trained using 3155 records and tested on 1277 hidden records. It resulted in a training score of 0.903 (sensitivity 0.869, specificity 0.937) and a testing score of 0.841 (sensitivity 0.770, specificity 0.913). The revised method led to a test score of 0.853 in the follow-up phase of the challenge. The presented solution achieved 7th place out of 48 competing entries in the Physionet Challenge 2016 (official phase). In addition, the PROBAfind software for probability assessment was introduced.

  4. Quality Evaluation of Mobile Game: Miftah Alfasaha

    Directory of Open Access Journals (Sweden)

    Ghada Alhuhud

    2016-01-01

    Full Text Available Due to evolution of digital games towards mobile platforms, a large exposure to mobile games is nowadays recorded. This is because of the availability of the cell phone with individuals anytime anywhere. Hence, a vital role of game quality assessment is raised. This is for the purpose of serving as a guide for developing healthy games. Accordingly, the mobile games would help in boosting the educational entertainment, healthy diets control, and behavioral sciences studies and research. This paper presents quality assurance and quality models for ISO based educational game. In this paper, an ISO quality model is presented and quality application behavioral impact measures are justified to evaluate the development quality of Miftah Alfasaha game. The quality model and proposed quality assessment plan are tested through a CodePro Analytix tool and six sigma evaluations.

  5. A conceptual framework for the design and analysis of first-person shooter audio and its potential use for game engines

    DEFF Research Database (Denmark)

    Grimshaw, Mark Nicholas; Schott, Gareth

    2007-01-01

    We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge...... the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game world...... spatiality through acoustic shading, but the ideas presented here provide a framework to explore other immersive possibilities for game audio through realtime synthesis....

  6. Acoustic analysis of swallowing sounds: a new technique for assessing dysphagia.

    Science.gov (United States)

    Santamato, Andrea; Panza, Francesco; Solfrizzi, Vincenzo; Russo, Anna; Frisardi, Vincenza; Megna, Marisa; Ranieri, Maurizio; Fiore, Pietro

    2009-07-01

    To perform acoustic analysis of swallowing sounds, using a microphone and a notebook computer system, in healthy subjects and patients with dysphagia affected by neurological diseases, testing the positive/negative predictive value of a pathological pattern of swallowing sounds for penetration/aspiration. Diagnostic test study, prospective, not blinded, with the penetration/aspiration evaluated by fibreoptic endoscopy of swallowing as criterion standard. Data from a previously recorded database of normal swallowing sounds for 60 healthy subjects according to gender, age, and bolus consistency was compared with those of 15 patients with dysphagia from a university hospital referral centre who were affected by various neurological diseases. Mean duration of the swallowing sounds and post-swallowing apnoea were recorded. Penetration/aspiration was verified by fibreoptic endoscopy of swallowing in all patients with dysphagia. The mean duration of swallowing sounds for a liquid bolus of 10 ml water was significantly different between patients with dysphagia and healthy patients. We also described patterns of swallowing sounds and tested the negative/positive predictive values of post-swallowing apnoea for penetration/aspiration verified by fibreoptic endoscopy of swallowing (sensitivity 0.67 (95% confidence interval 0.24-0.94); specificity 1.00 (95% confidence interval 0.56-1.00)). The proposed technique for recording and measuring swallowing sounds could be incorporated into the bedside evaluation, but it should not replace the use of more diagnostic and valuable measures.

  7. Evaluating Environmental Sounds from a Presence Perspective for Virtual Reality Applications

    DEFF Research Database (Denmark)

    Nordahl, Rolf

    2010-01-01

    We propose a methodology to design and evaluate environmental sounds for virtual environments. We propose to combine physically modeled sound events with recorded soundscapes. Physical models are used to provide feedback to users’ actions, while soundscapes reproduce the characteristic soundmarks...... as well as self-induced interactive sounds simulated using physical models. Results show that subjects’ motion in the environment is significantly enhanced when dynamic sound sources and sound of egomotion are rendered in the environment....

  8. Effects of incongruent auditory and visual room-related cues on sound externalization

    DEFF Research Database (Denmark)

    Carvajal, Juan Camilo Gil; Santurette, Sébastien; Cubick, Jens

    Sounds presented via headphones are typically perceived inside the head. However, the illusion of a sound source located out in space away from the listener’s head can be generated with binaural headphone-based auralization systems by convolving anechoic sound signals with a binaural room impulse...... response (BRIR) measured with miniature microphones placed in the listener’s ear canals. Sound externalization of such virtual sounds can be very convincing and robust but there have been reports that the illusion might break down when the listening environment differs from the room in which the BRIRs were...... recorded [1,2,3]. This may be due to incongruent auditory cues between the recording and playback room during sound reproduction [2]. Alternatively, an expectation effect caused by the visual impression of the room may affect the position of the perceived auditory image [3]. Here, we systematically...

  9. Vocal Noise Cancellation From Respiratory Sounds

    National Research Council Canada - National Science Library

    Moussavi, Zahra

    2001-01-01

    Although background noise cancellation for speech or electrocardiographic recording is well established, however when the background noise contains vocal noises and the main signal is a breath sound...

  10. THE EVOLUTION OF THE WINTER PARALYMPIC GAMES AND SPORTS

    Directory of Open Access Journals (Sweden)

    Vasilios Giovanis

    2015-03-01

    Full Text Available Purpose: The aim of this research was to record and the evolution of the winter paralympic games and sports since 1976 until 2010. The history of the Winter Paralympic Games is relatively recent compared to that one of the Olympic Games. The first Games were held in 1976 in Ornskoldsvik, Sweden and the most recent, 38 years later in 2014, in Sochi, Russia. This article will examine the Winter Paralympic Games up until the ones in 2010 in Vancouver, Canada. During these years, there have been many changes in relation to the Games itself, the governing body of the Paralympic Movement, the sports’ facilities, the sports involved and sports’ categories. The motivation for writing this paper was the need to record and gather all of these items in one paper. Gathering information for the Winter Paralympic Games will be an important theoretical background. This information will create a database for the structure of the governing body of the Paralympic Games, for the organization of the Games [Local Organizing Committee (LOC, venues and equipment], for the evolution of the Winter Paralympic Sports and the categories of the athletes, as well as the evolution of the athletes’ and sports’ participation. Material : The research material that was used was mainly from the bibliography and records of the International Paralympic Committee (IPC, from the Official Post Games Reports and the Internet, while the research method that was used was descriptive. Moreover, the use of diagrams will depict the distribution of the participation of athletes and countries in each Games. Results : The participation of countries grew continuously and steadily from 16 to 44, during the years of 1976 to 2010 respectively. Regarding the athletes’ participation, starting in the first Games with 198 athletes, they reached the number of 502 in the 2010 Vancouver Winter Paralympic Games. The participation percentages of the athletes coming from Europe constituted the bulk

  11. The impact of gameful design on sedentary adults' motivation for physical activity and physical activity levels

    OpenAIRE

    Gummelt, Dominique

    2017-01-01

    Background: Gameful design has been shown to have the potential to increase motivation for and engagement with physical activity (PA). However, at present, there is a significant lack of well-designed frameworks identifying effective pathways to increase PA behaviour.Purpose: To design a rigorous, methodologically sound, theory-grounded framework for developing gamefully designed PA interventions.Methods: Intervention Mapping (IM) was used to develop the study protocol, consisting of three st...

  12. Help-Giving Robot Behaviors in Child-Robot Games : Exploring Semantic Free Utterances

    NARCIS (Netherlands)

    Zaga, Cristina; De Vries, Roelof A.J.; Spenkelink, Sem J.; Truong, Khiet P.; Evers, Vanessa

    We present initial findings from an experiment where we used Semantic Free Utterances vocalizations and sounds without semantic content as an alternative to Natural Language in a child-robot collaborative game. We tested (i) if two types of Semantic Free Utterances could be accurately recognized by

  13. Vocal Imitations of Non-Vocal Sounds

    Science.gov (United States)

    Houix, Olivier; Voisin, Frédéric; Misdariis, Nicolas; Susini, Patrick

    2016-01-01

    Imitative behaviors are widespread in humans, in particular whenever two persons communicate and interact. Several tokens of spoken languages (onomatopoeias, ideophones, and phonesthemes) also display different degrees of iconicity between the sound of a word and what it refers to. Thus, it probably comes at no surprise that human speakers use a lot of imitative vocalizations and gestures when they communicate about sounds, as sounds are notably difficult to describe. What is more surprising is that vocal imitations of non-vocal everyday sounds (e.g. the sound of a car passing by) are in practice very effective: listeners identify sounds better with vocal imitations than with verbal descriptions, despite the fact that vocal imitations are inaccurate reproductions of a sound created by a particular mechanical system (e.g. a car driving by) through a different system (the voice apparatus). The present study investigated the semantic representations evoked by vocal imitations of sounds by experimentally quantifying how well listeners could match sounds to category labels. The experiment used three different types of sounds: recordings of easily identifiable sounds (sounds of human actions and manufactured products), human vocal imitations, and computational “auditory sketches” (created by algorithmic computations). The results show that performance with the best vocal imitations was similar to the best auditory sketches for most categories of sounds, and even to the referent sounds themselves in some cases. More detailed analyses showed that the acoustic distance between a vocal imitation and a referent sound is not sufficient to account for such performance. Analyses suggested that instead of trying to reproduce the referent sound as accurately as vocally possible, vocal imitations focus on a few important features, which depend on each particular sound category. These results offer perspectives for understanding how human listeners store and access long

  14. Frequency shifting approach towards textual transcription of heartbeat sounds.

    Science.gov (United States)

    Arvin, Farshad; Doraisamy, Shyamala; Safar Khorasani, Ehsan

    2011-10-04

    Auscultation is an approach for diagnosing many cardiovascular problems. Automatic analysis of heartbeat sounds and extraction of its audio features can assist physicians towards diagnosing diseases. Textual transcription allows recording a continuous heart sound stream using a text format which can be stored in very small memory in comparison with other audio formats. In addition, a text-based data allows applying indexing and searching techniques to access to the critical events. Hence, the transcribed heartbeat sounds provides useful information to monitor the behavior of a patient for the long duration of time. This paper proposes a frequency shifting method in order to improve the performance of the transcription. The main objective of this study is to transfer the heartbeat sounds to the music domain. The proposed technique is tested with 100 samples which were recorded from different heart diseases categories. The observed results show that, the proposed shifting method significantly improves the performance of the transcription.

  15. Frequency shifting approach towards textual transcription of heartbeat sounds

    Directory of Open Access Journals (Sweden)

    Safar Khorasani Ehsan

    2011-10-01

    Full Text Available Abstract Auscultation is an approach for diagnosing many cardiovascular problems. Automatic analysis of heartbeat sounds and extraction of its audio features can assist physicians towards diagnosing diseases. Textual transcription allows recording a continuous heart sound stream using a text format which can be stored in very small memory in comparison with other audio formats. In addition, a text-based data allows applying indexing and searching techniques to access to the critical events. Hence, the transcribed heartbeat sounds provides useful information to monitor the behavior of a patient for the long duration of time. This paper proposes a frequency shifting method in order to improve the performance of the transcription. The main objective of this study is to transfer the heartbeat sounds to the music domain. The proposed technique is tested with 100 samples which were recorded from different heart diseases categories. The observed results show that, the proposed shifting method significantly improves the performance of the transcription.

  16. Embedding Diagnostic Mechanisms in a Digital Game for Learning Mathematics

    Science.gov (United States)

    Huang, Yueh-Min; Huang, Shu-Hsien; Wu, Ting-Ting

    2014-01-01

    Mathematics is closely related to daily life, but it is also one of the lessons which often cause anxiety to primary school students. Digital game-based learning (DGBL) has been regarded as a sound learning strategy in raising learner willingness and interest in many disciplines. Thus, ways of designing a DGBL system to mitigate anxiety are well…

  17. A Cognitive Task Analysis for an Emergency Management Serious Game.

    Science.gov (United States)

    Dass, Susan; Barnieu, Joanne; Cummings, Paul; Cid, Victor

    2016-01-01

    The Bethesda Hospitals' Emergency Preparedness Partnership identified a need to design training systems for hospital emergency management scenarios that included incident command situations. As part of this partnership, the National Library of Medicine (NLM) was challenged to develop an engaging, learner-centered simulation to specifically address hospital procedures for highly infectious diseases (HIDs) for multiple hospital roles. A serious game approach was selected for the simulation because collaborative (multiplayer) immersive, game-based simulations have been proven to generate realistic and engaging learning experiences and, when properly designed, can enhance training while minimizing cost compared to full-scale disaster exercises (Spain et al., 2013). Although substantial research effort has been put into design and evaluation of serious games, less time has been spent on developing sound instructional design methodologies to support serious game development. So how does one collect the appropriate, relevant, contextualized content and then align with serious game design elements? This paper describes how a cognitive task approach supported by a live demonstration with a think-aloud protocol was used to collect the rich psychomotor, procedural, and cognitive data necessary for the design of a serious game for handling HIDs. Furthermore, the paper presents a process to translate the collected data into meaningful content to support rapid prototyping. Recommendations for data collection and translation for a serious game close the paper.

  18. Opponent Coding of Sound Location (Azimuth) in Planum Temporale is Robust to Sound-Level Variations.

    Science.gov (United States)

    Derey, Kiki; Valente, Giancarlo; de Gelder, Beatrice; Formisano, Elia

    2016-01-01

    Coding of sound location in auditory cortex (AC) is only partially understood. Recent electrophysiological research suggests that neurons in mammalian auditory cortex are characterized by broad spatial tuning and a preference for the contralateral hemifield, that is, a nonuniform sampling of sound azimuth. Additionally, spatial selectivity decreases with increasing sound intensity. To accommodate these findings, it has been proposed that sound location is encoded by the integrated activity of neuronal populations with opposite hemifield tuning ("opponent channel model"). In this study, we investigated the validity of such a model in human AC with functional magnetic resonance imaging (fMRI) and a phase-encoding paradigm employing binaural stimuli recorded individually for each participant. In all subjects, we observed preferential fMRI responses to contralateral azimuth positions. Additionally, in most AC locations, spatial tuning was broad and not level invariant. We derived an opponent channel model of the fMRI responses by subtracting the activity of contralaterally tuned regions in bilateral planum temporale. This resulted in accurate decoding of sound azimuth location, which was unaffected by changes in sound level. Our data thus support opponent channel coding as a neural mechanism for representing acoustic azimuth in human AC. © The Author 2015. Published by Oxford University Press.

  19. Practical system for recording spatially lifelike 5.1 surround sound and 3D fully periphonic reproduction

    Science.gov (United States)

    Miller, Robert E. (Robin)

    2005-04-01

    In acoustic spaces that are played as extensions of musical instruments, tonality is a major contributor to the experience of reality. Tonality is described as a process of integration in our consciousness over the reverberation time of the room of many sonic arrivals in three dimensions, each directionally coded in a learned response by the listeners unique head-related transfer function (HRTF). Preserving this complex 3D directionality is key to lifelike reproduction of a recording. Conventional techniques such as stereo or 5.1-channel surround sound position the listener at the apex of a triangle or the center of a circle, not the center of the sphere of lifelike hearing. A periphonic reproduction system for music and movie entertainment, Virtual Reality, and Training Simulation termed PerAmbio 3D/2D (Pat. pending) is described in theory and subjective tests that capture the 3D sound field with a microphone array and transform the periphonic signals into ordinary 6-channel media for either decoderless 2D replay on 5.1 systems, or lossless 3D replay with decoder and five additional speakers. PerAmbio 3D/2D is described as a practical approach to preserving the spatial perception of reality, where the listening room and speakers disappear, leaving the acoustical impression of the original venue.

  20. Urban Noise Recorded by Stationary Monitoring Stations

    Science.gov (United States)

    Bąkowski, Andrzej; Radziszewski, Leszek; Dekýš, Vladimir

    2017-10-01

    The paper presents the analysis results of equivalent sound level recorded by two road traffic noise monitoring stations. The stations were located in Kielce (an example of a medium-size town in Poland) at the roads in the town in the direction of Łódź and Lublin. The measurements were carried out through stationary stations monitoring the noise and traffic of motor vehicles. The RMS values based on A-weighted sound level were recorded every 1 s in the buffer and the results were registered every 1 min over the period of investigations. The registered data were the basis for calculating the equivalent sound level for three time intervals: from 6:00 to 18:00, from 18:00 to 22:00 and from 22:00 to 6:00. Analysis included the values of the equivalent sound level recorded for different days of the week split into 24h periods, nights, days and evenings. The data analysed included recordings from 2013. The agreement of the distribution of the variable under analysis with normal distribution was evaluated. It was demonstrated that in most cases (for both roads) there was sufficient evidence to reject the null hypothesis at the significance level of 0.05. It was noted that compared with Łódź Road, in the case of Lublin Road data, more cases were recorded for which the null hypothesis could not be rejected. Uncertainties of the equivalent sound level measurements were compared within the periods under analysis. The standard deviation, coefficient of variation, the positional coefficient of variation, the quartile deviation was proposed for performing a comparative analysis of the obtained data scattering. The investigations indicated that the recorded data varied depending on the traffic routes and time intervals. The differences concerned the values of uncertainties and coefficients of variation of the equivalent sound levels.

  1. Spectral analysis of bowel sounds in intestinal obstruction using an electronic stethoscope.

    Science.gov (United States)

    Ching, Siok Siong; Tan, Yih Kai

    2012-09-07

    To determine the value of bowel sounds analysis using an electronic stethoscope to support a clinical diagnosis of intestinal obstruction. Subjects were patients who presented with a diagnosis of possible intestinal obstruction based on symptoms, signs, and radiological findings. A 3M™ Littmann(®) Model 4100 electronic stethoscope was used in this study. With the patients lying supine, six 8-second recordings of bowel sounds were taken from each patient from the lower abdomen. The recordings were analysed for sound duration, sound-to-sound interval, dominant frequency, and peak frequency. Clinical and radiological data were reviewed and the patients were classified as having either acute, subacute, or no bowel obstruction. Comparison of bowel sound characteristics was made between these subgroups of patients. In the presence of an obstruction, the site of obstruction was identified and bowel calibre was also measured to correlate with bowel sounds. A total of 71 patients were studied during the period July 2009 to January 2011. Forty patients had acute bowel obstruction (27 small bowel obstruction and 13 large bowel obstruction), 11 had subacute bowel obstruction (eight in the small bowel and three in large bowel) and 20 had no bowel obstruction (diagnoses of other conditions were made). Twenty-five patients received surgical intervention (35.2%) during the same admission for acute abdominal conditions. A total of 426 recordings were made and 420 recordings were used for analysis. There was no significant difference in sound-to-sound interval, dominant frequency, and peak frequency among patients with acute bowel obstruction, subacute bowel obstruction, and no bowel obstruction. In acute large bowel obstruction, the sound duration was significantly longer (median 0.81 s vs 0.55 s, P = 0.021) and the dominant frequency was significantly higher (median 440 Hz vs 288 Hz, P = 0.003) when compared to acute small bowel obstruction. No significant difference was seen

  2. A sound worth saving: acoustic characteristics of a massive fish spawning aggregation.

    Science.gov (United States)

    Erisman, Brad E; Rowell, Timothy J

    2017-12-01

    Group choruses of marine animals can produce extraordinarily loud sounds that markedly elevate levels of the ambient soundscape. We investigated sound production in the Gulf corvina ( Cynoscion othonopterus ), a soniferous marine fish with a unique reproductive behaviour threatened by overfishing, to compare with sounds produced by other marine animals. We coupled echosounder and hydrophone surveys to estimate the magnitude of the aggregation and sounds produced during spawning. We characterized individual calls and documented changes in the soundscape generated by the presence of as many as 1.5 million corvina within a spawning aggregation spanning distances up to 27 km. We show that calls by male corvina represent the loudest sounds recorded in a marine fish, and the spatio-temporal magnitude of their collective choruses are among the loudest animal sounds recorded in aquatic environments. While this wildlife spectacle is at great risk of disappearing due to overfishing, regional conservation efforts are focused on other endangered marine animals. © 2017 The Author(s).

  3. Intense video gaming is not essentially problematic.

    Science.gov (United States)

    Király, Orsolya; Tóth, Dénes; Urbán, Róbert; Demetrovics, Zsolt; Maraz, Aniko

    2017-11-01

    Video games are more popular than ever and the general public, including parents, educators, and the media, tends to consider intense video gaming fundamentally problematic. To test this hypothesis, participants were recruited via gaming-related websites resulting in a sample of N = 5,222 online video gamers (mean age: 22.2 years, SD = 6.4). Besides assessing gaming time, we administered the Ten-Item Internet Gaming Disorder Test, the Brief Symptom Inventory, and the Motives for Online Gaming Questionnaire. Two structural regression models were estimated with both gaming time and problematic gaming as outcome variables. Predictors were psychiatric symptoms in the first, and gaming motives in the second model. Both models yielded adequate fit indices. Psychiatric symptoms had a moderate positive effect on problematic use (β = .46, p gaming time was practically zero (β = -.01, p = .84). In the second model, Escape was the most prominent motive and was moderately to-strongly associated (β = .58, p gaming time was substantially weaker (β = .21, p gaming time and problematic use was weak-to-moderate in both models (r = .26, p gaming time is weakly associated with negative psychological factors such as psychiatric symptoms and Escape motive, which were found to be consistently related to problematic use. Therefore, the amount of gaming time alone appears to be an unreliable predictor of problematic use, which questions the aforementioned idea that intense gaming is essentially problematic. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  4. Copyright and Related Issues Relevant to Digital Preservation and Dissemination of Unpublished Pre-1972 Sound Recordings by Libraries and Archives. CLIR Publication No. 144

    Science.gov (United States)

    Besek, June M.

    2009-01-01

    This report addresses the question of what libraries and archives are legally empowered to do to preserve and make accessible for research their holdings of unpublished pre-1972 sound recordings. The report's author, June M. Besek, is executive director of the Kernochan Center for Law, Media and the Arts at Columbia Law School. Unpublished sound…

  5. Replacing the Orchestra? - The Discernibility of Sample Library and Live Orchestra Sounds.

    Directory of Open Access Journals (Sweden)

    Reinhard Kopiez

    Full Text Available Recently, musical sounds from pre-recorded orchestra sample libraries (OSL have become indispensable in music production for the stage or popular charts. Surprisingly, it is unknown whether human listeners can identify sounds as stemming from real orchestras or OSLs. Thus, an internet-based experiment was conducted to investigate whether a classic orchestral work, produced with sounds from a state-of-the-art OSL, could be reliably discerned from a live orchestra recording of the piece. It could be shown that the entire sample of listeners (N = 602 on average identified the correct sound source at 72.5%. This rate slightly exceeded Alan Turing's well-known upper threshold of 70% for a convincing, simulated performance. However, while sound experts tended to correctly identify the sound source, participants with lower listening expertise, who resembled the majority of music consumers, only achieved 68.6%. As non-expert listeners in the experiment were virtually unable to tell the real-life and OSL sounds apart, it is assumed that OSLs will become more common in music production for economic reasons.

  6. Developing a reference of normal lung sounds in healthy Peruvian children.

    Science.gov (United States)

    Ellington, Laura E; Emmanouilidou, Dimitra; Elhilali, Mounya; Gilman, Robert H; Tielsch, James M; Chavez, Miguel A; Marin-Concha, Julio; Figueroa, Dante; West, James; Checkley, William

    2014-10-01

    Lung auscultation has long been a standard of care for the diagnosis of respiratory diseases. Recent advances in electronic auscultation and signal processing have yet to find clinical acceptance; however, computerized lung sound analysis may be ideal for pediatric populations in settings, where skilled healthcare providers are commonly unavailable. We described features of normal lung sounds in young children using a novel signal processing approach to lay a foundation for identifying pathologic respiratory sounds. 186 healthy children with normal pulmonary exams and without respiratory complaints were enrolled at a tertiary care hospital in Lima, Peru. Lung sounds were recorded at eight thoracic sites using a digital stethoscope. 151 (81%) of the recordings were eligible for further analysis. Heavy-crying segments were automatically rejected and features extracted from spectral and temporal signal representations contributed to profiling of lung sounds. Mean age, height, and weight among study participants were 2.2 years (SD 1.4), 84.7 cm (SD 13.2), and 12.0 kg (SD 3.6), respectively; and, 47% were boys. We identified ten distinct spectral and spectro-temporal signal parameters and most demonstrated linear relationships with age, height, and weight, while no differences with genders were noted. Older children had a faster decaying spectrum than younger ones. Features like spectral peak width, lower-frequency Mel-frequency cepstral coefficients, and spectro-temporal modulations also showed variations with recording site. Lung sound extracted features varied significantly with child characteristics and lung site. A comparison with adult studies revealed differences in the extracted features for children. While sound-reduction techniques will improve analysis, we offer a novel, reproducible tool for sound analysis in real-world environments.

  7. Elite female soccer players perform more high-intensity running when playing in international games compared with domestic league games.

    Science.gov (United States)

    Andersson, Helena A; Randers, Morten B; Heiner-Møller, Anja; Krustrup, Peter; Mohr, Magni

    2010-04-01

    The purpose of this study was to compare movement pattern, fatigue development, and heart rate (HR) for top-class elite female players when playing international (INT) vs. domestic league games (DOM). Video-based time-motion analyses and HR recordings were performed on 17 players during INT and DOM. The distances covered in high-intensity running (HIR) and sprinting were longer (p game types, the amount of HIR was reduced by 24-27% (p game. The midfielders covered longer (p game and in the most intense 5-minute period of the games, whereas no differences were observed between the game types for defenders. No difference in the HR response was found between INT and DOM. In conclusion, more HIR and sprinting occur in international compared with domestic games, which may affect the fatigue development for players in physically demanding roles. Thus, our results are important to coaches to prepare players to meet the challenges of international soccer games and show that the ability to perform intense intermittent exercise should be trained regularly in elite female players.

  8. The influence of meaning on the perception of speech sounds.

    Science.gov (United States)

    Kazanina, Nina; Phillips, Colin; Idsardi, William

    2006-07-25

    As part of knowledge of language, an adult speaker possesses information on which sounds are used in the language and on the distribution of these sounds in a multidimensional acoustic space. However, a speaker must know not only the sound categories of his language but also the functional significance of these categories, in particular, which sound contrasts are relevant for storing words in memory and which sound contrasts are not. Using magnetoencephalographic brain recordings with speakers of Russian and Korean, we demonstrate that a speaker's perceptual space, as reflected in early auditory brain responses, is shaped not only by bottom-up analysis of the distribution of sounds in his language but also by more abstract analysis of the functional significance of those sounds.

  9. 25 CFR 515.6 - Review of request for amendment of record by the Records Manager.

    Science.gov (United States)

    2010-04-01

    ... Manager. 515.6 Section 515.6 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR GENERAL PROVISIONS PRIVACY ACT PROCEDURES § 515.6 Review of request for amendment of record by the Records Manager. (a) The Records Manager shall, not later than ten (10) days (excluding Saturdays, Sundays and Federal...

  10. A framework for automatic heart sound analysis without segmentation

    Directory of Open Access Journals (Sweden)

    Tungpimolrut Kanokvate

    2011-02-01

    Full Text Available Abstract Background A new framework for heart sound analysis is proposed. One of the most difficult processes in heart sound analysis is segmentation, due to interference form murmurs. Method Equal number of cardiac cycles were extracted from heart sounds with different heart rates using information from envelopes of autocorrelation functions without the need to label individual fundamental heart sounds (FHS. The complete method consists of envelope detection, calculation of cardiac cycle lengths using auto-correlation of envelope signals, features extraction using discrete wavelet transform, principal component analysis, and classification using neural network bagging predictors. Result The proposed method was tested on a set of heart sounds obtained from several on-line databases and recorded with an electronic stethoscope. Geometric mean was used as performance index. Average classification performance using ten-fold cross-validation was 0.92 for noise free case, 0.90 under white noise with 10 dB signal-to-noise ratio (SNR, and 0.90 under impulse noise up to 0.3 s duration. Conclusion The proposed method showed promising results and high noise robustness to a wide range of heart sounds. However, more tests are needed to address any bias that may have been introduced by different sources of heart sounds in the current training set, and to concretely validate the method. Further work include building a new training set recorded from actual patients, then further evaluate the method based on this new training set.

  11. The Essential Guide to HTML5 Using Games to Learn HTML5 and JavaScript

    CERN Document Server

    Meyer, Jeanine

    2010-01-01

    HTML5 opens up a plethora of new avenues for application and game development on the web. Games can now be created and interacted with directly within HTML with no need for users to download extra plugins, or for developers to learn new languages. Important new features such as the Canvas tag enable drawing directly onto the web page, the Audio tag allows sounds to be triggered and played from within your HTML code, the web sockets API brings the facility for real-time communication, and the local storage API enables data such as high scores or game preferences to be kept on a user's computer

  12. US market. Sound below the line

    Energy Technology Data Exchange (ETDEWEB)

    Iken, Joern

    2012-07-01

    The American Wind Energy Association AWEA is publishing warnings almost daily. The lack of political support is endangering jobs. The year 2011 broke no records, but there was a sound plus in expansion figures. (orig.)

  13. Method for measuring violin sound radiation based on bowed glissandi and its application to sound synthesis.

    Science.gov (United States)

    Perez Carrillo, Alfonso; Bonada, Jordi; Patynen, Jukka; Valimaki, Vesa

    2011-08-01

    This work presents a method for measuring and computing violin-body directional frequency responses, which are used for violin sound synthesis. The approach is based on a frame-weighted deconvolution of excitation and response signals. The excitation, consisting of bowed glissandi, is measured with piezoelectric transducers built into the bridge. Radiation responses are recorded in an anechoic chamber with multiple microphones placed at different angles around the violin. The proposed deconvolution algorithm computes impulse responses that, when convolved with any source signal (captured with the same transducer), produce a highly realistic violin sound very similar to that of a microphone recording. The use of motion sensors allows for tracking violin movements. Combining this information with the directional responses and using a dynamic convolution algorithm, helps to improve the listening experience by incorporating the violinist motion effect in stereo.

  14. Frog sound identification using extended k-nearest neighbor classifier

    Science.gov (United States)

    Mukahar, Nordiana; Affendi Rosdi, Bakhtiar; Athiar Ramli, Dzati; Jaafar, Haryati

    2017-09-01

    Frog sound identification based on the vocalization becomes important for biological research and environmental monitoring. As a result, different types of feature extractions and classifiers have been employed to evaluate the accuracy of frog sound identification. This paper presents a frog sound identification with Extended k-Nearest Neighbor (EKNN) classifier. The EKNN classifier integrates the nearest neighbors and mutual sharing of neighborhood concepts, with the aims of improving the classification performance. It makes a prediction based on who are the nearest neighbors of the testing sample and who consider the testing sample as their nearest neighbors. In order to evaluate the classification performance in frog sound identification, the EKNN classifier is compared with competing classifier, k -Nearest Neighbor (KNN), Fuzzy k -Nearest Neighbor (FKNN) k - General Nearest Neighbor (KGNN)and Mutual k -Nearest Neighbor (MKNN) on the recorded sounds of 15 frog species obtained in Malaysia forest. The recorded sounds have been segmented using Short Time Energy and Short Time Average Zero Crossing Rate (STE+STAZCR), sinusoidal modeling (SM), manual and the combination of Energy (E) and Zero Crossing Rate (ZCR) (E+ZCR) while the features are extracted by Mel Frequency Cepstrum Coefficient (MFCC). The experimental results have shown that the EKNCN classifier exhibits the best performance in terms of accuracy compared to the competing classifiers, KNN, FKNN, GKNN and MKNN for all cases.

  15. Bayesian stock assessment of Pacific herring in Prince William Sound, Alaska.

    Science.gov (United States)

    Muradian, Melissa L; Branch, Trevor A; Moffitt, Steven D; Hulson, Peter-John F

    2017-01-01

    The Pacific herring (Clupea pallasii) population in Prince William Sound, Alaska crashed in 1993 and has yet to recover, affecting food web dynamics in the Sound and impacting Alaskan communities. To help researchers design and implement the most effective monitoring, management, and recovery programs, a Bayesian assessment of Prince William Sound herring was developed by reformulating the current model used by the Alaska Department of Fish and Game. The Bayesian model estimated pre-fishery spawning biomass of herring age-3 and older in 2013 to be a median of 19,410 mt (95% credibility interval 12,150-31,740 mt), with a 54% probability that biomass in 2013 was below the management limit used to regulate fisheries in Prince William Sound. The main advantages of the Bayesian model are that it can more objectively weight different datasets and provide estimates of uncertainty for model parameters and outputs, unlike the weighted sum-of-squares used in the original model. In addition, the revised model could be used to manage herring stocks with a decision rule that considers both stock status and the uncertainty in stock status.

  16. Bayesian stock assessment of Pacific herring in Prince William Sound, Alaska.

    Directory of Open Access Journals (Sweden)

    Melissa L Muradian

    Full Text Available The Pacific herring (Clupea pallasii population in Prince William Sound, Alaska crashed in 1993 and has yet to recover, affecting food web dynamics in the Sound and impacting Alaskan communities. To help researchers design and implement the most effective monitoring, management, and recovery programs, a Bayesian assessment of Prince William Sound herring was developed by reformulating the current model used by the Alaska Department of Fish and Game. The Bayesian model estimated pre-fishery spawning biomass of herring age-3 and older in 2013 to be a median of 19,410 mt (95% credibility interval 12,150-31,740 mt, with a 54% probability that biomass in 2013 was below the management limit used to regulate fisheries in Prince William Sound. The main advantages of the Bayesian model are that it can more objectively weight different datasets and provide estimates of uncertainty for model parameters and outputs, unlike the weighted sum-of-squares used in the original model. In addition, the revised model could be used to manage herring stocks with a decision rule that considers both stock status and the uncertainty in stock status.

  17. Review of sound card photogates

    International Nuclear Information System (INIS)

    Gingl, Zoltan; Mingesz, Robert; Mellar, Janos; Makra, Peter

    2011-01-01

    Photogates are probably the most commonly used electronic instruments to aid experiments in the field of mechanics. Although they are offered by many manufacturers, they can be too expensive to be widely used in all classrooms, in multiple experiments or even at home experimentation. Today all computers have a sound card - an interface for analogue signals. It is possible to make very simple yet highly accurate photogates for cents, while much more sophisticated solutions are also available at a still very low cost. In our paper we show several experimentally tested ways of implementing sound card photogates in detail, and we also provide full-featured, free, open-source photogate software as a much more efficient experimentation tool than the usually used sound recording programs. Further information is provided on a dedicated web page, www.noise.physx.u-szeged.hu/edudev.

  18. Developing a Reference of Normal Lung Sounds in Healthy Peruvian Children

    Science.gov (United States)

    Ellington, Laura E.; Emmanouilidou, Dimitra; Elhilali, Mounya; Gilman, Robert H.; Tielsch, James M.; Chavez, Miguel A.; Marin-Concha, Julio; Figueroa, Dante; West, James

    2018-01-01

    Purpose Lung auscultation has long been a standard of care for the diagnosis of respiratory diseases. Recent advances in electronic auscultation and signal processing have yet to find clinical acceptance; however, computerized lung sound analysis may be ideal for pediatric populations in settings, where skilled healthcare providers are commonly unavailable. We described features of normal lung sounds in young children using a novel signal processing approach to lay a foundation for identifying pathologic respiratory sounds. Methods 186 healthy children with normal pulmonary exams and without respiratory complaints were enrolled at a tertiary care hospital in Lima, Peru. Lung sounds were recorded at eight thoracic sites using a digital stethoscope. 151 (81 %) of the recordings were eligible for further analysis. Heavy-crying segments were automatically rejected and features extracted from spectral and temporal signal representations contributed to profiling of lung sounds. Results Mean age, height, and weight among study participants were 2.2 years (SD 1.4), 84.7 cm (SD 13.2), and 12.0 kg (SD 3.6), respectively; and, 47 % were boys. We identified ten distinct spectral and spectro-temporal signal parameters and most demonstrated linear relationships with age, height, and weight, while no differences with genders were noted. Older children had a faster decaying spectrum than younger ones. Features like spectral peak width, lower-frequency Mel-frequency cepstral coefficients, and spectro-temporal modulations also showed variations with recording site. Conclusions Lung sound extracted features varied significantly with child characteristics and lung site. A comparison with adult studies revealed differences in the extracted features for children. While sound-reduction techniques will improve analysis, we offer a novel, reproducible tool for sound analysis in real-world environments. PMID:24943262

  19. Why are some languages confused for others? Investigating data from the Great Language Game

    Science.gov (United States)

    2017-01-01

    In this paper we explore the results of a large-scale online game called ‘the Great Language Game’, in which people listen to an audio speech sample and make a forced-choice guess about the identity of the language from 2 or more alternatives. The data include 15 million guesses from 400 audio recordings of 78 languages. We investigate which languages are confused for which in the game, and if this correlates with the similarities that linguists identify between languages. This includes shared lexical items, similar sound inventories and established historical relationships. Our findings are, as expected, that players are more likely to confuse two languages that are objectively more similar. We also investigate factors that may affect players’ ability to accurately select the target language, such as how many people speak the language, how often the language is mentioned in written materials and the economic power of the target language community. We see that non-linguistic factors affect players’ ability to accurately identify the target. For example, languages with wider ‘global reach’ are more often identified correctly. This suggests that both linguistic and cultural knowledge influence the perception and recognition of languages and their similarity. PMID:28379970

  20. Foley Sounds vs Real Sounds

    DEFF Research Database (Denmark)

    Trento, Stefano; Götzen, Amalia De

    2011-01-01

    This paper is an initial attempt to study the world of sound effects for motion pictures, also known as Foley sounds. Throughout several audio and audio-video tests we have compared both Foley and real sounds originated by an identical action. The main purpose was to evaluate if sound effects...

  1. Songbirds use pulse tone register in two voices to generate low-frequency sound

    DEFF Research Database (Denmark)

    Jensen, Kenneth Kragh; Cooper, Brenton G.; Larsen, Ole Næsbye

    2007-01-01

    , the syrinx, is unknown. We present the first high-speed video records of the intact syrinx during induced phonation. The syrinx of anaesthetized crows shows a vibration pattern of the labia similar to that of the human vocal fry register. Acoustic pulses result from short opening of the labia, and pulse...... generation alternates between the left and right sound sources. Spontaneously calling crows can also generate similar pulse characteristics with only one sound generator. Airflow recordings in zebra finches and starlings show that pulse tone sounds can be generated unilaterally, synchronously...

  2. Detection of Craving for Gaming in Adolescents with Internet Gaming Disorder Using Multimodal Biosignals

    Science.gov (United States)

    Kim, Hodam; Ha, Jihyeon; Park, Wanjoo; Kim, Laehyun

    2018-01-01

    The increase in the number of adolescents with internet gaming disorder (IGD), a type of behavioral addiction is becoming an issue of public concern. Teaching adolescents to suppress their craving for gaming in daily life situations is one of the core strategies for treating IGD. Recent studies have demonstrated that computer-aided treatment methods, such as neurofeedback therapy, are effective in relieving the symptoms of a variety of addictions. When a computer-aided treatment strategy is applied to the treatment of IGD, detecting whether an individual is currently experiencing a craving for gaming is important. We aroused a craving for gaming in 57 adolescents with mild to severe IGD using numerous short video clips showing gameplay videos of three addictive games. At the same time, a variety of biosignals were recorded including photoplethysmogram, galvanic skin response, and electrooculogram measurements. After observing the changes in these biosignals during the craving state, we classified each individual participant’s craving/non-craving states using a support vector machine. When video clips edited to arouse a craving for gaming were played, significant decreases in the standard deviation of the heart rate, the number of eye blinks, and saccadic eye movements were observed, along with a significant increase in the mean respiratory rate. Based on these results, we were able to classify whether an individual participant felt a craving for gaming with an average accuracy of 87.04%. This is the first study that has attempted to detect a craving for gaming in an individual with IGD using multimodal biosignal measurements. Moreover, this is the first that showed that an electrooculogram could provide useful biosignal markers for detecting a craving for gaming. PMID:29301261

  3. Detection of Craving for Gaming in Adolescents with Internet Gaming Disorder Using Multimodal Biosignals.

    Science.gov (United States)

    Kim, Hodam; Ha, Jihyeon; Chang, Won-Du; Park, Wanjoo; Kim, Laehyun; Im, Chang-Hwan

    2018-01-01

    The increase in the number of adolescents with internet gaming disorder (IGD), a type of behavioral addiction is becoming an issue of public concern. Teaching adolescents to suppress their craving for gaming in daily life situations is one of the core strategies for treating IGD. Recent studies have demonstrated that computer-aided treatment methods, such as neurofeedback therapy, are effective in relieving the symptoms of a variety of addictions. When a computer-aided treatment strategy is applied to the treatment of IGD, detecting whether an individual is currently experiencing a craving for gaming is important. We aroused a craving for gaming in 57 adolescents with mild to severe IGD using numerous short video clips showing gameplay videos of three addictive games. At the same time, a variety of biosignals were recorded including photoplethysmogram, galvanic skin response, and electrooculogram measurements. After observing the changes in these biosignals during the craving state, we classified each individual participant's craving/non-craving states using a support vector machine. When video clips edited to arouse a craving for gaming were played, significant decreases in the standard deviation of the heart rate, the number of eye blinks, and saccadic eye movements were observed, along with a significant increase in the mean respiratory rate. Based on these results, we were able to classify whether an individual participant felt a craving for gaming with an average accuracy of 87.04%. This is the first study that has attempted to detect a craving for gaming in an individual with IGD using multimodal biosignal measurements. Moreover, this is the first that showed that an electrooculogram could provide useful biosignal markers for detecting a craving for gaming.

  4. Supermodular Games and Potential Games

    NARCIS (Netherlands)

    Brânzei, R.; Mallozzi, L.; Tijs, S.H.

    2001-01-01

    Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and

  5. Mathematical games, abstract games

    CERN Document Server

    Neto, Joao Pedro

    2013-01-01

    User-friendly, visually appealing collection offers both new and classic strategic board games. Includes abstract games for two and three players and mathematical games such as Nim and games on graphs.

  6. Use of active video games to increase physical activity in children: a (virtual) reality?

    Science.gov (United States)

    Foley, Louise; Maddison, Ralph

    2010-02-01

    There has been increased research interest in the use of active video games (in which players physically interact with images onscreen) as a means to promote physical activity in children. The aim of this review was to assess active video games as a means of increasing energy expenditure and physical activity behavior in children. Studies were obtained from computerized searches of multiple electronic bibliographic databases. The last search was conducted in December 2008. Eleven studies focused on the quantification of the energy cost associated with playing active video games, and eight studies focused on the utility of active video games as an intervention to increase physical activity in children. Compared with traditional nonactive video games, active video games elicited greater energy expenditure, which was similar in intensity to mild to moderate intensity physical activity. The intervention studies indicate that active video games may have the potential to increase free-living physical activity and improve body composition in children; however, methodological limitations prevent definitive conclusions. Future research should focus on larger, methodologically sound intervention trials to provide definitive answers as to whether this technology is effective in promoting long-term physical activity in children.

  7. 78 FR 13869 - Puget Sound Energy, Inc.; Puget Sound Energy, Inc.; Puget Sound Energy, Inc.; Puget Sound Energy...

    Science.gov (United States)

    2013-03-01

    ...-123-LNG; 12-128-NG; 12-148-NG; 12- 158-NG] Puget Sound Energy, Inc.; Puget Sound Energy, Inc.; Puget Sound Energy, Inc.; Puget Sound Energy, Inc.; Puget Sound Energy, Inc.; CE FLNG, LLC; Consolidated...-NG Puget Sound Energy, Inc Order granting long- term authority to import/export natural gas from/to...

  8. 75 FR 16377 - Digital Performance Right in Sound Recordings and Ephemeral Recordings

    Science.gov (United States)

    2010-04-01

    ...). Petitions to Participate were received from: Intercollegiate Broadcast System, Inc./ Harvard Radio...), respectively, and the references to January 1, 2009, have been deleted. Next, for the reasons stated above in... State. (j) Retention of records. Books and records of a Broadcaster and of the Collective relating to...

  9. Lessons from an Educational Game Usability Evaluation

    Directory of Open Access Journals (Sweden)

    Gabriela Trindade Perry

    2012-04-01

    Full Text Available In this paper, we present the results of a usability evaluation for Xenubi, a cell phone game about the periodic table. We describe and discuss the issues that we faced during the evaluation, which took place in a state high school. These issues are related to conflicts between the data that were gathered through video recordings and through a questionnaire. We also point to the poor performance of the game mechanics during the evaluation. This result was unexpected because the game had an excellent performance in the pilot test. Possible causes for these differences are discussed.

  10. Evaluating the Effectiveness of Game-Based Training: A Controlled Study with Dismounted Infantry Teams

    Science.gov (United States)

    2013-01-01

    use of a multiplayer game to train infantry company commanders. Proceedings of the 2009 Interservice/Industry Training, Simulation, and Education...Gigabyte RAM Video/Graphics Card NVIDIA Geforce 7900 GTX Audio Legacy audio; stereo sound (non-3D) Software Version VBS2 VTK Release 1.4 - BIA

  11. A Sparsity-Based Approach to 3D Binaural Sound Synthesis Using Time-Frequency Array Processing

    Science.gov (United States)

    Cobos, Maximo; Lopez, JoseJ; Spors, Sascha

    2010-12-01

    Localization of sounds in physical space plays a very important role in multiple audio-related disciplines, such as music, telecommunications, and audiovisual productions. Binaural recording is the most commonly used method to provide an immersive sound experience by means of headphone reproduction. However, it requires a very specific recording setup using high-fidelity microphones mounted in a dummy head. In this paper, we present a novel processing framework for binaural sound recording and reproduction that avoids the use of dummy heads, which is specially suitable for immersive teleconferencing applications. The method is based on a time-frequency analysis of the spatial properties of the sound picked up by a simple tetrahedral microphone array, assuming source sparseness. The experiments carried out using simulations and a real-time prototype confirm the validity of the proposed approach.

  12. Innovative Research on the Development of Game-based Tourism Information Services Using Component-based Software Engineering

    Directory of Open Access Journals (Sweden)

    Wei-Hsin Huang

    2018-02-01

    Full Text Available In recent years, a number of studies have been conducted exploring the potential of digital tour guides, that is, multimedia components (e.g., 2D graphic, 3D models, and sound effects that can be integrated into digital storytelling with location-based services. This study uses component-based software engineering to develop the content of game-based tourism information services. The results of this study are combined with 3D VR/AR technology to implement the digital 2D/3D interactive tour guide and show all the attractions’ information on a service platform for the gamification of cultural tourism. Nine kinds of game templates have been built in the component module. Five locations have completed indoor or external 3D VR real scenes and provide online visitors with a virtual tour of the indoor or outdoor attractions. The AR interactive work has three logos. The interactive digital guide includes animated tour guides, interactive guided tours, directions and interactive guides. Based on the usage analysis of the component databases built by this study, VR game types are suited to object-oriented game templates, such as the puzzle game template and the treasure hunt game template. Background music is the database component required for each game. The icons and cue tones are the most commonly used components in 2D graphics and sound effects, but the icons are gathered in different directions to approximate the shape of the component to be consistent. This study built a vivid story of a scene tour for online visitors to enhance the interactive digital guide. However, the developer can rapidly build new digital guides by rearranging the components of the modules to shorten the development time by taking advantage of the usage frequency of various databases that have been built by this study to effectively continue to build and expand the database components. Therefore, more game-based digital tour guides can be created to make better defined high

  13. 75 FR 14074 - Digital Performance Right in Sound Recordings and Ephemeral Recordings for a New Subscription...

    Science.gov (United States)

    2010-03-24

    ...). The additions to Sec. 383.3 read as follows: Sec. 383.3 Royalty fees for public performances of sound... Sec. 383.4 to read as follows: Sec. 383.4 Terms for making payment of royalty fees. (a) Terms in... payments to the Collective, late fees, statements of account, audit and verification of royalty payments...

  14. Statistics of natural binaural sounds.

    Directory of Open Access Journals (Sweden)

    Wiktor Młynarski

    Full Text Available Binaural sound localization is usually considered a discrimination task, where interaural phase (IPD and level (ILD disparities at narrowly tuned frequency channels are utilized to identify a position of a sound source. In natural conditions however, binaural circuits are exposed to a stimulation by sound waves originating from multiple, often moving and overlapping sources. Therefore statistics of binaural cues depend on acoustic properties and the spatial configuration of the environment. Distribution of cues encountered naturally and their dependence on physical properties of an auditory scene have not been studied before. In the present work we analyzed statistics of naturally encountered binaural sounds. We performed binaural recordings of three auditory scenes with varying spatial configuration and analyzed empirical cue distributions from each scene. We have found that certain properties such as the spread of IPD distributions as well as an overall shape of ILD distributions do not vary strongly between different auditory scenes. Moreover, we found that ILD distributions vary much weaker across frequency channels and IPDs often attain much higher values, than can be predicted from head filtering properties. In order to understand the complexity of the binaural hearing task in the natural environment, sound waveforms were analyzed by performing Independent Component Analysis (ICA. Properties of learned basis functions indicate that in natural conditions soundwaves in each ear are predominantly generated by independent sources. This implies that the real-world sound localization must rely on mechanisms more complex than a mere cue extraction.

  15. Statistics of natural binaural sounds.

    Science.gov (United States)

    Młynarski, Wiktor; Jost, Jürgen

    2014-01-01

    Binaural sound localization is usually considered a discrimination task, where interaural phase (IPD) and level (ILD) disparities at narrowly tuned frequency channels are utilized to identify a position of a sound source. In natural conditions however, binaural circuits are exposed to a stimulation by sound waves originating from multiple, often moving and overlapping sources. Therefore statistics of binaural cues depend on acoustic properties and the spatial configuration of the environment. Distribution of cues encountered naturally and their dependence on physical properties of an auditory scene have not been studied before. In the present work we analyzed statistics of naturally encountered binaural sounds. We performed binaural recordings of three auditory scenes with varying spatial configuration and analyzed empirical cue distributions from each scene. We have found that certain properties such as the spread of IPD distributions as well as an overall shape of ILD distributions do not vary strongly between different auditory scenes. Moreover, we found that ILD distributions vary much weaker across frequency channels and IPDs often attain much higher values, than can be predicted from head filtering properties. In order to understand the complexity of the binaural hearing task in the natural environment, sound waveforms were analyzed by performing Independent Component Analysis (ICA). Properties of learned basis functions indicate that in natural conditions soundwaves in each ear are predominantly generated by independent sources. This implies that the real-world sound localization must rely on mechanisms more complex than a mere cue extraction.

  16. Elite female soccer players perform more high-intensity running when playing in international games compared with domestic league games

    DEFF Research Database (Denmark)

    Andersson, Helena Å.; Randers, Morten Bredsgaard; Heiner-Møller, Anja

    2010-01-01

    The purpose of this study was to compare movement pattern, fatigue development, and heart rate (HR) for top-class elite female players when playing international (INT) vs. domestic league games (DOM). Video-based time-motion analyses and HR recordings were performed on 17 players during INT and DOM...... no differences were observed between the game types for defenders. No difference in the HR response was found between INT and DOM. In conclusion, more HIR and sprinting occur in international compared with domestic games, which may affect the fatigue development for players in physically demanding roles. Thus...

  17. Specially Designed Sound-Boxes Used by Students to Perform School-Lab Sensor–Based Experiments, to Understand Sound Phenomena

    Directory of Open Access Journals (Sweden)

    Stefanos Parskeuopoulos

    2011-02-01

    Full Text Available The research presented herein investigates and records students’ perceptions relating to sound phenomena and their improvement during a specialised laboratory practice utilizing ICT and a simple experimental apparatus, especially designed for teaching. This school-lab apparatus and its operation are also described herein. A number of 71 first and second grade Vocational-school students, aged 16 to 20, participated in the research. These were divided into groups of 4-5 students, each of which worked for 6 hours in order to complete all activities assigned. Data collection was carried out through personal interviews as well as questionnaires which were distributed before and after the instructive intervention. The results shows that students’ active involvement with the simple teaching apparatus, through which the effects of sound waves are visible, helps them comprehend sound phenomena. It also altered considerably their initial misconceptions about sound propagation. The results are presented diagrammatically herein, while some important observations are made, relating to the teaching and learning of scientific concepts concerning sound.

  18. A game is a game is a game

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2017-01-01

    Recently self-referentiality have occurred as a trend among game designers and have also enjoyed sporadic attention in academia. However, in academia, discussions of self-referential games often rest on proceduralist arguments and a too exclusive focus on the game object. This paper draws...... on the typology of meta-pictures developed by art historian J.W.T. Mitchell. Based on this typology, this paper discusses the notion of meta-games and suggest a broad conception of such games that includes not only the game object, but also the player and the discourse in which it is interpreted....

  19. 12 CFR 1732.7 - Record hold.

    Science.gov (United States)

    2010-01-01

    ... Banking OFFICE OF FEDERAL HOUSING ENTERPRISE OVERSIGHT, DEPARTMENT OF HOUSING AND URBAN DEVELOPMENT SAFETY AND SOUNDNESS RECORD RETENTION Record Retention Program § 1732.7 Record hold. (a) Definition. For... Enterprise or OFHEO that the Enterprise is to retain records relating to a particular issue in connection...

  20. Young Boys Playing Digital Games. From Console to the Playground.

    OpenAIRE

    Pål Aarsand

    2010-01-01

    This article studies how digital games are part of the everyday lives of Swedish 6 to 7-year-old boys. The data consist of video recordings from two schools, two after-school centres and four homes. The focus is on how children engage in, organize and use digital games in face-to-face interaction. It is argued that digital game competence matters not only in front of the screen, but also in the playground. In addition, it is argued that what counts as game competence is negotiated in the peer...

  1. Wearable Eating Habit Sensing System Using Internal Body Sound

    Science.gov (United States)

    Shuzo, Masaki; Komori, Shintaro; Takashima, Tomoko; Lopez, Guillaume; Tatsuta, Seiji; Yanagimoto, Shintaro; Warisawa, Shin'ichi; Delaunay, Jean-Jacques; Yamada, Ichiro

    Continuous monitoring of eating habits could be useful in preventing lifestyle diseases such as metabolic syndrome. Conventional methods consist of self-reporting and calculating mastication frequency based on the myoelectric potential of the masseter muscle. Both these methods are significant burdens for the user. We developed a non-invasive, wearable sensing system that can record eating habits over a long period of time in daily life. Our sensing system is composed of two bone conduction microphones placed in the ears that send internal body sound data to a portable IC recorder. Applying frequency spectrum analysis on the collected sound data, we could not only count the number of mastications during eating, but also accurately differentiate between eating, drinking, and speaking activities. This information can be used to evaluate the regularity of meals. Moreover, we were able to analyze sound features to classify the types of foods eaten by food texture.

  2. Traditional Games and Children of Today. Belgrade-OMEP Traditional Games Project.

    Science.gov (United States)

    Ivic, Ivan, Ed.; Marjanovic, Aleksandra, Ed.

    Collected in this volume are preliminary materials related to the Belgrade-OMEP Project whose purpose is to make a record of those traditional children's games which are a part of the folk culture of various countries. The purpose of this publication is two-fold: (1) to serve as a handbook for the present collaborators on the Project in their…

  3. Looking Forward: Games, Rhymes and Exercises To Help Children Develop Their Learning Abilities.

    Science.gov (United States)

    von Heider, Molly

    The range of games, rhymes, songs, and exercises for children collected in this book are based on Rudolf Steiner's educational philosophy and are designed to lay the foundation for sound later learning. The book's chapters are: (1) "Learning Aids"; (2) "The Early Years"; (3) "Foot Exercises: Kindergarten or Class I, 5-7…

  4. 25 CFR 542.33 - What are the minimum internal control standards for surveillance for Tier B gaming operations?

    Science.gov (United States)

    2010-04-01

    ... and recorders to simultaneously display and record multiple gaming and count room activities, and... entering the balls drawn or numbers selected. (k) Card games. The surveillance system shall monitor and record general activities in each card room with sufficient clarity to identify the employees performing...

  5. Convex games versus clan games

    NARCIS (Netherlands)

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2008-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games. We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games. Furthermore, each monotonic

  6. Convex Games versus Clan Games

    NARCIS (Netherlands)

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2006-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games.We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games.Furthermore, each monotonic

  7. Game on! : Evaluation malaria games

    NARCIS (Netherlands)

    Rob Willems

    2014-01-01

    The goal of GameOn! is to develop a serious video game. The object: to develop a serious game that aims to change behavior through awareness. The setup A multidisciplinary group which unites expertise from didactic and game production backgrounds produces an educational game for an international

  8. Editorial: is Game-Based Math Learning Finally Coming of Age?

    Directory of Open Access Journals (Sweden)

    Kristian Juha Mikael Kiili

    2015-12-01

    Full Text Available Acquisition of mathematical skills is crucial for today’s society.  Individuals who experience difficulties in learning basic mathematics can be at a great disadvantage in their professional lives. Nevertheless, fewer research efforts have been directed toward mathematical development and mathematical difficulties than toward some other areas of development, such as language and literacy. In fact, it has been argued that at an individual level, insufficient mathematical competencies may be even more harmful to career prospects than reading or spelling deficiencies. From a societal perspective, mathematical deficiencies can lead to significant costs. Thus, it is important to develop more engaging and effective methods that can be used to enhance children’s conceptual understanding of mathematics, develop mathematical thinking processes, and improve arithmetical skills. Digital games provide interesting possibilities to support and study mathematical development. Yes, whereas it is easy to find online mathematics training solutions, games, and apps, only a small fraction of existing mathematics learning games are  founded on theoretically sound principles, integrate mathematics directly into the gameplay, rely on good pedagogical practices, and  really utilize the possibilities that game technologies provide for learning.

  9. Variability of road traffic noise recorded by stationary monitoring stations

    Science.gov (United States)

    Bąkowski, Andrzej; Radziszewski, Leszek

    2017-11-01

    The paper presents the analysis results of equivalent sound level recorded by two road traffic noise monitoring stations. The stations were located in Kielce (an example of a medium-size town in Poland) at the roads out of the town in the direction of Kraków and Warszawa. The measurements were carried out through stationary stations monitoring the noise and traffic of motor vehicles. The RMS values based on A-weighted sound level were recorded every 1 s in the buffer and the results were registered every 1 min over the period of investigations. The registered data were the basis for calculating the equivalent sound level for three time intervals: from 6:00 to 18:00, from 18:00 to 22:00 and from 22:00 to 6:00. Analysis included the values of the equivalent sound level recorded for different days of the week split into 24h periods, nights, days and evenings. The data analysed included recordings from 2013. The coefficient of variation and positional variation were proposed for performing comparative analysis of the obtained data scattering. The investigations indicated that the recorded data varied depending on the traffic routes. The differences concerned the values of coefficients of variation of the equivalent sound levels.

  10. Selling points: What cognitive abilities are tapped by casual video games?

    Science.gov (United States)

    Baniqued, Pauline L.; Lee, Hyunkyu; Voss, Michelle W.; Basak, Chandramallika; Cosman, Joshua D.; DeSouza, Shanna; Severson, Joan; Salthouse, Timothy A.; Kramer, Arthur F.

    2013-01-01

    The idea that video games or computer-based applications can improve cognitive function has led to a proliferation of programs claiming to “train the brain.” However, there is often little scientific basis in the development of commercial training programs, and many research-based programs yield inconsistent or weak results. In this study, we sought to better understand the nature of cognitive abilities tapped by casual video games and thus reflect on their potential as a training tool. A moderately large sample of participants (n=209) played 20 web-based casual games and performed a battery of cognitive tasks. We used cognitive task analysis and multivariate statistical techniques to characterize the relationships between performance metrics. We validated the cognitive abilities measured in the task battery, examined a task analysis-based categorization of the casual games, and then characterized the relationship between game and task performance. We found that games categorized to tap working memory and reasoning were robustly related to performance on working memory and fluid intelligence tasks, with fluid intelligence best predicting scores on working memory and reasoning games. We discuss these results in the context of overlap in cognitive processes engaged by the cognitive tasks and casual games, and within the context of assessing near and far transfer. While this is not a training study, these findings provide a methodology to assess the validity of using certain games as training and assessment devices for specific cognitive abilities, and shed light on the mixed transfer results in the computer-based training literature. Moreover, the results can inform design of a more theoretically-driven and methodologically-sound cognitive training program. PMID:23246789

  11. 25 CFR 542.23 - What are the minimum internal control standards for surveillance for Tier A gaming operations?

    Science.gov (United States)

    2010-04-01

    ... shall include sufficient numbers of recorders to simultaneously record multiple gaming and count room... entering the balls drawn or numbers selected. (j) Card games. The surveillance system shall record the general activities in each card room and be capable of identifying the employees performing the different...

  12. Effects of micro transactions on video games industry

    Directory of Open Access Journals (Sweden)

    Tomić Nenad

    2017-01-01

    Full Text Available During the twentieth century, the entertainment industry recorded a steady revenue growth. The progress of information and communication technology (ICT influenced the creation of a new segment in the industry at the beginning of the 80s, known as the video game industry. During the first two decades, the dominant model of earning for video games publishers was sale of a full game, which means that users were obliged to pay in order to play the game (pay-to-play concept. In the past ten years, publishers have developed a new approach, which instead of selling entire game content at once tends to decompose the sale into several smaller transactions. The prices of these supplements are often calculated in the virtual currency that is considered to be the currency of video game, and not in one of convertible currencies, which creates additional confusion. The subject of the paper is to explain the essence of microtransactions as type of electronic payments created in the video games industry and to observe their role in the process of industry transformation.

  13. Sexual dimorphism of sonic apparatus and extreme intersexual variation of sounds in Ophidion rochei (Ophidiidae: first evidence of a tight relationship between morphology and sound characteristics in Ophidiidae

    Directory of Open Access Journals (Sweden)

    Kéver Loïc

    2012-12-01

    Full Text Available Abstract Background Many Ophidiidae are active in dark environments and display complex sonic apparatus morphologies. However, sound recordings are scarce and little is known about acoustic communication in this family. This paper focuses on Ophidion rochei which is known to display an important sexual dimorphism in swimbladder and anterior skeleton. The aims of this study were to compare the sound producing morphology, and the resulting sounds in juveniles, females and males of O. rochei. Results Males, females, and juveniles possessed different morphotypes. Females and juveniles contrasted with males because they possessed dramatic differences in morphology of their sonic muscles, swimbladder, supraoccipital crest, and first vertebrae and associated ribs. Further, they lacked the ‘rocker bone’ typically found in males. Sounds from each morphotype were highly divergent. Males generally produced non harmonic, multiple-pulsed sounds that lasted for several seconds (3.5 ± 1.3 s with a pulse period of ca. 100 ms. Juvenile and female sounds were recorded for the first time in ophidiids. Female sounds were harmonic, had shorter pulse period (±3.7 ms, and never exceeded a few dozen milliseconds (18 ± 11 ms. Moreover, unlike male sounds, female sounds did not have alternating long and short pulse periods. Juvenile sounds were weaker but appear to be similar to female sounds. Conclusions Although it is not possible to distinguish externally male from female in O. rochei, they show a sonic apparatus and sounds that are dramatically different. This difference is likely due to their nocturnal habits that may have favored the evolution of internal secondary sexual characters that help to distinguish males from females and that could facilitate mate choice by females. Moreover, the comparison of different morphotypes in this study shows that these morphological differences result from a peramorphosis that takes place during the development of

  14. Marketing Violent Entertainment to Children: A Review of Self-Regulation and Industry Practices in the Motion Picture, Music Recording & Electronic Game Industries [with] Appendices A-K. Report.

    Science.gov (United States)

    Federal Trade Commission, Washington, DC.

    In June of 1999, President Clinton empowered the Federal Trade Commission to study whether movie, music recording, and computer and video game industries were advertising products with violent content to youngsters. Specifically he raised two questions: Do these industries promote products they themselves acknowledge warrant parental caution in…

  15. Game mechanics : advanced game design

    NARCIS (Netherlands)

    Adams, Ernest; Dormans, Joris

    2012-01-01

    Game Mechanics is aimed at game design students and industry professionals who want to improve their understanding of how to design, build, and test the mechanics of a game. Game Mechanics will show you how to design, test, and tune the core mechanics of a game—any game, from a huge role-playing

  16. James Weldon Johnson and the Speech Lab Recordings

    Directory of Open Access Journals (Sweden)

    Chris Mustazza

    2016-03-01

    Full Text Available On December 24, 1935, James Weldon Johnson read thirteen of his poems at Columbia University, in a recording session engineered by Columbia Professor of Speech George W. Hibbitt and Barnard colleague Professor W. Cabell Greet, pioneers in the field that became sociolinguistics. Interested in American dialects, Greet and Hibbitt used early sound recording technologies to preserve dialect samples. In the same lab where they recorded T.S. Eliot, Gertrude Stein, and others, James Weldon Johnson read a selection of poems that included several from his seminal collection God’s Trombones and some dialect poems. Mustazza has digitized these and made them publicly available in the PennSound archive. In this essay, Mustazza contextualizes the collection, considering the recordings as sonic inscriptions alongside their textual manifestations. He argues that the collection must be heard within the frames of its production conditions—especially its recording in a speech lab—and that the sound recordings are essential elements in an hermeneutic analysis of the poems. He reasons that the poems’ original topics are reframed and refocused when historicized and contextualized within the frame of The Speech Lab Recordings.

  17. The Art and Science of Acoustic Recording: Re-enacting Arthur Nikisch and the Berlin Philharmonic Orchestra’s landmark 1913 recording of Beethoven’s Fifth Symphony

    Directory of Open Access Journals (Sweden)

    Dr Aleks Kolkowski

    2015-05-01

    Full Text Available The Art and Science of Acoustic Recording was a collaborative project between the Royal College of Music and the Science Museum that saw an historic orchestral recording from 1913 re-enacted by musicians, researchers and sound engineers at the Royal College of Music (RCM in 2014. The original recording was an early attempt to capture the sound of a large orchestra without re-scoring or substituting instruments and represents a step towards phonographic realism. Using replicated recording technology, media and techniques of the period, the re-enactment recorded two movements of Beethoven’s Fifth Symphony on to wax discs – the first orchestral acoustic recordings made since 1925. The aims were primarily to investigate the processes and practices of acoustic sound recording, developed largely through tacit knowledge, and to derive insights into the musicians’ experience of recording acoustically. Furthermore, the project sought to discover what the acoustic recordings of the past do – and don't – communicate to listeners today. Archival sources, historic apparatus and early photographic evidence served as groundwork for the re-enactment and guided its methodology, while the construction of replicas, wax manufacture and sound engineering were carried out by an expert in the field of acoustic recording. The wax recordings were digitised and some processed to produce disc copies playable on gramophone, thus replicating the entire course of recording, processing, duplication and reproduction. It is suggested that the project has contributed to a deeper understanding of early recordings and has provided a basis for further reconstructions of historical recording sessions.

  18. More than Just Fun and Games: BSG and Glo-Bus as Strategic Education Instruments

    Science.gov (United States)

    Karriker, Joy H.; Aaron, Joshua R.

    2014-01-01

    Simulations like the BSG and Glo-Bus allow students the opportunity to practice their integrated, strategic management skills in a relatively risk-free environment or "live case." We review these games and address their strengths, along with the challenges associated with their classroom application. Because of their sound designs and…

  19. The Integrated Model of (Dys- Functionality: Reconstructing Patterns of Gaming as Self-Medication in Biographical Interviews with Video Game Addicts

    Directory of Open Access Journals (Sweden)

    Paula Bleckmann

    2015-07-01

    Full Text Available We aim to build a new theory of highly committed problematic video gaming based on rich qualitative data and to compare it to existing theories. To do this, we used hermeneutic analytical methods and grounded theory methodology to analyze 125 hours of recording from 42 biographical interviews, 23 of them with long-term follow-up. Participants were addicted (ex- gamers according to screening instruments, aged 16 to 44, 29 males and 13 females. The integrated (dys- functionality model shows in-game behavior of participants to be dysfunctional in that it hinders advancement in several distinguishable real-life biographical quests (for success, for belonging, and for autonomy and at the same time functional in that it matches these quests. The model integrates two seemingly irreconcilable research traditions: The addiction/disease model in medical-psychological research investigates dysfunctionality of gaming in pathological gamers. Game studies focus on functionality of in-game behavior and establish gamer typologies based on gaming motives. By adding the biographical context to game studies, but keeping the gamer's perspective, we show that gamers whose lives become dominated by gaming may know what they want and "virtually" get it, but still not "really" get it in the long term. "Compensatory" gaming does not, thus, equal unproblematic or "non-addicted" gaming. URN: http://nbn-resolving.de/urn:nbn:de:0114-fqs150387

  20. Functional changes in the reward circuit in response to gaming-related cues after training with a commercial video game.

    Science.gov (United States)

    Gleich, Tobias; Lorenz, Robert C; Gallinat, Jürgen; Kühn, Simone

    2017-05-15

    In the present longitudinal study, we aimed to investigate video game training associated neuronal changes in reward processing using functional magnetic resonance imaging (fMRI). We recruited 48 healthy young participants which were assigned to one of 2 groups: A group in which participants were instructed to play a commercial video game ("Super Mario 64 DS") on a portable Nintendo DS handheld console at least 30minutes a day over a period of two months (video gaming group; VG) or to a matched passive control group (CG). Before and after the training phase, in both groups, fMRI imaging was conducted during passively viewing reward and punishment-related videos sequences recorded from the trained video game. The results show that video game training may lead to reward related decrease in neuronal activation in the dorsolateral prefrontal cortex (DLPFC) and increase in the hippocampus. Additionally, the decrease in DLPFC activation was associated with gaming related parameters experienced during playing. Specifically, we found that in the VG, gaming related parameters like performance, experienced fun and frustration (assessed during the training period) were correlated to decrease in reward related DLPFC activity. Thus, neuronal changes in terms of video game training seem to be highly related to the appetitive character and reinforcement schedule of the game. Those neuronal changes may also be related to the often reported video game associated improvements in cognitive functions. Copyright © 2017 Elsevier Inc. All rights reserved.

  1. Childhood education student teachers responses to a simulation game on food security

    OpenAIRE

    Nadine Felicity Petersen

    2014-01-01

    This paper provides an account of student teachers responses to a simulation game about food scarcity and how the game served as a conversation starter about the influence of food scarcity on educational provisioning. The simulation game was utilised as part of a suite of activities during an educational excursion for first years in primary school teacher education. In this investigation data were generated via video recordings of the simulation game itself, summary notes of the key points of...

  2. The development of indonesian online game addiction questionnaire.

    Science.gov (United States)

    Jap, Tjibeng; Tiatri, Sri; Jaya, Edo Sebastian; Suteja, Mekar Sari

    2013-01-01

    Online game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online game addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and game addiction. Its construction is further enriched by including findings from qualitative interviews and field observation to ensure appropriate expression of the items. The measure consists of 7 items with a 5-point Likert Scale. It is validated by testing 1,477 Indonesian junior and senior high school students from several schools in Manado, Medan, Pontianak, and Yogyakarta. The validation evidence is shown by item-total correlation and criterion validity. The Indonesian Online Game Addiction Questionnaire has good item-total correlation (ranging from 0.29 to 0.55) and acceptable reliability (α = 0.73). It is also moderately correlated with the participant's longest time record to play online games (r = 0.39; ponline games (ρ = 0.43; ponline games (ρ = 0.41; ponline games (ρ = 0.30; ponline game addiction, and the score of 22 and above may indicate online game addiction. Overall, the result shows that Indonesian Online Game Addiction Questionnaire has sufficient psychometric property for research use, as well as limited clinical application.

  3. Mirrored morality: an exploration of moral choice in video games.

    Science.gov (United States)

    Weaver, Andrew J; Lewis, Nicky

    2012-11-01

    This exploratory study was designed to examine how players make moral choices in video games and what effects these choices have on emotional responses to the games. Participants (n=75) filled out a moral foundations questionnaire (MFQ) and then played through the first full act of the video game Fallout 3. Game play was recorded and content analyzed for the moral decisions made. Players also reported their enjoyment of and emotional reactions to the game and reflected on the decisions they made. The majority of players made moral decisions and behaved toward the nonplayer game characters they encountered as if these were actual interpersonal interactions. Individual differences in decision making were predicted by the MFQ. Behaving in antisocial ways did increase guilt, but had no impact on enjoyment.

  4. Lung sound analysis helps localize airway inflammation in patients with bronchial asthma

    Directory of Open Access Journals (Sweden)

    Shimoda T

    2017-03-01

    Full Text Available Terufumi Shimoda,1 Yasushi Obase,2 Yukio Nagasaka,3 Hiroshi Nakano,1 Akiko Ishimatsu,1 Reiko Kishikawa,1 Tomoaki Iwanaga1 1Clinical Research Center, Fukuoka National Hospital, Fukuoka, 2Second Department of Internal Medicine, School of Medicine, Nagasaki University, Nagasaki, 3Kyoto Respiratory Center, Otowa Hospital, Kyoto, Japan Purpose: Airway inflammation can be detected by lung sound analysis (LSA at a single point in the posterior lower lung field. We performed LSA at 7 points to examine whether the technique could identify the location of airway inflammation in patients with asthma. Patients and methods: Breath sounds were recorded at 7 points on the body surface of 22 asthmatic subjects. Inspiration sound pressure level (ISPL, expiration sound pressure level (ESPL, and the expiration-to-inspiration sound pressure ratio (E/I were calculated in 6 frequency bands. The data were analyzed for potential correlation with spirometry, airway hyperresponsiveness (PC20, and fractional exhaled nitric oxide (FeNO. Results: The E/I data in the frequency range of 100–400 Hz (E/I low frequency [LF], E/I mid frequency [MF] were better correlated with the spirometry, PC20, and FeNO values than were the ISPL or ESPL data. The left anterior chest and left posterior lower recording positions were associated with the best correlations (forced expiratory volume in 1 second/forced vital capacity: r=–0.55 and r=–0.58; logPC20: r=–0.46 and r=–0.45; and FeNO: r=0.42 and r=0.46, respectively. The majority of asthmatic subjects with FeNO ≥70 ppb exhibited high E/I MF levels in all lung fields (excluding the trachea and V50%pred <80%, suggesting inflammation throughout the airway. Asthmatic subjects with FeNO <70 ppb showed high or low E/I MF levels depending on the recording position, indicating uneven airway inflammation. Conclusion: E/I LF and E/I MF are more useful LSA parameters for evaluating airway inflammation in bronchial asthma; 7-point lung

  5. Sound

    CERN Document Server

    Robertson, William C

    2003-01-01

    Muddled about what makes music? Stuck on the study of harmonics? Dumbfounded by how sound gets around? Now you no longer have to struggle to teach concepts you really don t grasp yourself. Sound takes an intentionally light touch to help out all those adults science teachers, parents wanting to help with homework, home-schoolers seeking necessary scientific background to teach middle school physics with confidence. The book introduces sound waves and uses that model to explain sound-related occurrences. Starting with the basics of what causes sound and how it travels, you'll learn how musical instruments work, how sound waves add and subtract, how the human ear works, and even why you can sound like a Munchkin when you inhale helium. Sound is the fourth book in the award-winning Stop Faking It! Series, published by NSTA Press. Like the other popular volumes, it is written by irreverent educator Bill Robertson, who offers this Sound recommendation: One of the coolest activities is whacking a spinning metal rod...

  6. The Perspective of Six Malaysian Students on Playing Video Games: Beneficial or Detrimental?

    Science.gov (United States)

    Baki, Roselan; Yee Leng, Eow; Wan Ali, Wan Zah; Mahmud, Rosnaini; Hamzah, Mohd. Sahandri Gani

    2008-01-01

    This study provides a glimpse into understanding the potential benefits as well as harm of playing video games from the perspective of six Malaysian secondary school students, aged 16-17 years old. The rationale of the study is to enable parents, educators, administrators and policy makers to develop a sound understanding on the impact of playing…

  7. Pectoral sound generation in the blue catfish Ictalurus furcatus.

    Science.gov (United States)

    Mohajer, Yasha; Ghahramani, Zachary; Fine, Michael L

    2015-03-01

    Catfishes produce pectoral stridulatory sounds by "jerk" movements that rub ridges on the dorsal process against the cleithrum. We recorded sound synchronized with high-speed video to investigate the hypothesis that blue catfish Ictalurus furcatus produce sounds by a slip-stick mechanism, previously described only in invertebrates. Blue catfish produce a variably paced series of sound pulses during abduction sweeps (pulsers) although some individuals (sliders) form longer duration sound units (slides) interspersed with pulses. Typical pulser sounds are evoked by short 1-2 ms movements with a rotation of 2°-3°. Jerks excite sounds that increase in amplitude after motion stops, suggesting constructive interference, which decays before the next jerk. Longer contact of the ridges produces a more steady-state sound in slides. Pulse pattern during stridulation is determined by pauses without movement: the spine moves during about 14 % of the abduction sweep in pulsers (~45 % in sliders) although movement appears continuous to the human eye. Spine rotation parameters do not predict pulse amplitude, but amplitude correlates with pause duration suggesting that force between the dorsal process and cleithrum increases with longer pauses. Sound production, stimulated by a series of rapid movements that set the pectoral girdle into resonance, is caused by a slip-stick mechanism.

  8. 25 CFR 542.43 - What are the minimum internal control standards for surveillance for a Tier C gaming operation?

    Science.gov (United States)

    2010-04-01

    ... record multiple gaming and count room activities, and record the views of all dedicated cameras and... employees responsible for drawing, calling, and entering the balls drawn or numbers selected. (l) Card games. The surveillance system shall monitor and record general activities in each card room with sufficient...

  9. Effect of National Football League games on small animal emergency room caseload.

    Science.gov (United States)

    Rozanski, Elizabeth A; Rondeau, Mark P; Shaw, Scott P; Rush, John E

    2009-07-01

    To evaluate whether games of popular professional football teams have an effect on small animal emergency room caseload and percentage of dogs and cats that subsequently are hospitalized, are euthanatized, or die following admission to veterinary emergency rooms located within a dedicated fan base. Prospective study. 818 dogs and cats admitted to the emergency room. During the 2007 New England Patriots (NEP) football season, small animal emergency room caseload was recorded for Sunday (4-hour blocks, 8:00 AM until 12:00 midnight) and Monday night (7:00 PM to 11:00 PM). Number of dogs and cats that subsequently were hospitalized, died, or were euthanatized was recorded. Mean game importance rating (GIR) was determined for NEP games (scale, 1 [mild] to 3 [great]). Percentage of dogs and cats admitted from 12:00 noon to 4:00 PM on Sundays during NEP games (mean GIR, 1.7) versus non-NEP games was not different. Mean +/- SD percentage of dogs and cats admitted from 4:00 PM to 8:00 PM on Sundays during NEP games (mean GIR, 2.4) versus non-NEP games was significantly different (18 +/- 5% and 25 +/- 7% of daily caseload, respectively). Percentage of dogs and cats admitted from 8:00 PM to 12:00 midnight on Sundays during NEP games (mean GIR, 2.1) versus non-NEP games was not different. Game type (NEP vs non-NEP) during emergency room admission did not influence whether dogs and cats subsequently were hospitalized, died, or were euthanatized. Professional sporting events may influence veterinary emergency room caseloads.

  10. Combining AI Methods for Learning Bots in a Real-Time Strategy Game

    OpenAIRE

    Robin Baumgarten; Simon Colton; Mark Morris

    2009-01-01

    We describe an approach for simulating human game-play in strategy games using a variety of AI techniques, including simulated annealing, decision tree learning, and case-based reasoning. We have implemented an AI-bot that uses these techniques to form a novel approach for planning fleet movements and attacks in DEFCON, a nuclear war simulation strategy game released in 2006 by Introversion Software Ltd. The AI-bot retrieves plans from a case-base of recorded games, then uses these to generat...

  11. The Voice of the Heart: Vowel-Like Sound in Pulmonary Artery Hypertension

    Directory of Open Access Journals (Sweden)

    Mohamed Elgendi

    2018-04-01

    Full Text Available Increased blood pressure in the pulmonary artery is referred to as pulmonary hypertension and often is linked to loud pulmonic valve closures. For the purpose of this paper, it was hypothesized that pulmonary circulation vibrations will create sounds similar to sounds created by vocal cords during speech and that subjects with pulmonary artery hypertension (PAH could have unique sound signatures across four auscultatory sites. Using a digital stethoscope, heart sounds were recorded at the cardiac apex, 2nd left intercostal space (2LICS, 2nd right intercostal space (2RICS, and 4th left intercostal space (4LICS undergoing simultaneous cardiac catheterization. From the collected heart sounds, relative power of the frequency band, energy of the sinusoid formants, and entropy were extracted. PAH subjects were differentiated by applying the linear discriminant analysis with leave-one-out cross-validation. The entropy of the first sinusoid formant decreased significantly in subjects with a mean pulmonary artery pressure (mPAp ≥ 25 mmHg versus subjects with a mPAp < 25 mmHg with a sensitivity of 84% and specificity of 88.57%, within a 10-s optimized window length for heart sounds recorded at the 2LICS. First sinusoid formant entropy reduction of heart sounds in PAH subjects suggests the existence of a vowel-like pattern. Pattern analysis revealed a unique sound signature, which could be used in non-invasive screening tools.

  12. Combined Amplification and Sound Generation for Tinnitus: A Scoping Review.

    Science.gov (United States)

    Tutaj, Lindsey; Hoare, Derek J; Sereda, Magdalena

    In most cases, tinnitus is accompanied by some degree of hearing loss. Current tinnitus management guidelines recognize the importance of addressing hearing difficulties, with hearing aids being a common option. Sound therapy is the preferred mode of audiological tinnitus management in many countries, including in the United Kingdom. Combination instruments provide a further option for those with an aidable hearing loss, as they combine amplification with a sound generation option. The aims of this scoping review were to catalog the existing body of evidence on combined amplification and sound generation for tinnitus and consider opportunities for further research or evidence synthesis. A scoping review is a rigorous way to identify and review an established body of knowledge in the field for suggestive but not definitive findings and gaps in current knowledge. A wide variety of databases were used to ensure that all relevant records within the scope of this review were captured, including gray literature, conference proceedings, dissertations and theses, and peer-reviewed articles. Data were gathered using scoping review methodology and consisted of the following steps: (1) identifying potentially relevant records; (2) selecting relevant records; (3) extracting data; and (4) collating, summarizing, and reporting results. Searches using 20 different databases covered peer-reviewed and gray literature and returned 5959 records. After exclusion of duplicates and works that were out of scope, 89 records remained for further analysis. A large number of records identified varied considerably in methodology, applied management programs, and type of devices. There were significant differences in practice between different countries and clinics regarding candidature and fitting of combination aids, partly driven by the application of different management programs. Further studies on the use and effects of combined amplification and sound generation for tinnitus are

  13. Improving Students’ Speaking Skill through Communication Game, Recorded Role Play and Peer Feedback

    Directory of Open Access Journals (Sweden)

    Friska Arismayang

    2016-08-01

    Full Text Available This study aims to improve students’ speaking skills using the combined strategies of communication game, recorded role play and peer feedback activities. This action research took place at an English institution in Jakarta, Indonesia and collected the data by observing the learning process with the collaborator, analyzing the video during the class, making field notes, conducting tests (pretest and post test and interviewing students. There were three cycles in this study. Results of the tests showed that students’ speaking skills improved. The mean score of pre-test was 3.1, while the mean score of post-test in cycle one was 3.3, cycle two 3.5 and cycle three 3.6. Based on the interview, all students were interested in and excited about the use of the three strategies above. However, there was a problem with the implementation of peer feedback activities; it was time consuming. The results of this study can not only promote an idea for EFL teachers to use the strategies as an alternative approach to teaching speaking skills but also inspire EFL teachers to be more creative in using these three strategies

  14. Interesting new record and further notes on the occurrence of marine fish in Nyamithi Pan, Ndumo Game Reserve, South Africa

    Directory of Open Access Journals (Sweden)

    R. Kyle

    2002-12-01

    Full Text Available Nyamithi Pan, situated in Ndumo Game Reserve, South Africa, is a floodplain pan near the confluence of the Usuthu and Pongolo rivers. It lies approximately 75 km from the Indian Ocean. The floodplain and its fish have been extensively surveyed (Coke & Pott 1970; Kok 1980; Merron et al 1993, 1994, 1994a, 1994b, 1994c, 1994d; Pooley 1975 and there are many records of the occurrence of marine fish in this and other pans of the Pongolo and Usuthu rivers. These are, however, usually isolated instances of individual fish being caught and attracting attention.

  15. The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.

    Science.gov (United States)

    Shubik, Martin

    2002-01-01

    Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)

  16. SOUND VELOCITY and Other Data from USS STUMP DD-978) (NCEI Accession 9400069)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — The sound velocity data in this accession were collected from USS STUMP DD-978 by US Navy. The sound velocity in water is analog profiles data that was recorded in...

  17. The effects of music on time perception and performance of a driving game.

    Science.gov (United States)

    Cassidy, G G; Macdonald, R A R

    2010-12-01

    There is an established and growing body of evidence highlighting that music can influence behavior across a range of diverse domains (Miell, MacDonald, & Hargreaves 2005). One area of interest is the monitoring of "internal timing mechanisms", with features such as tempo, liking, perceived affective nature and everyday listening contexts implicated as important (North & Hargreaves, 2008). The current study addresses these issues by comparing the effects of self-selected and experimenter-selected music (fast and slow) on actual and perceived performance of a driving game activity. Seventy participants completed three laps of a driving game in seven sound conditions: (1) silence; (2) car sounds; (3) car sounds with self-selected music, and car sounds with experimenter-selected music; (4) high-arousal (70 bpm); (5) high-arousal (130 bpm); (6) low-arousal (70 bpm); and (7) low-arousal (130 bpm) music. Six performance measures (time, accuracy, speed, and retrospective perception of these), and four experience measures (perceived distraction, liking, appropriateness and enjoyment) were taken. Exposure to self-selected music resulted in overestimation of elapsed time and inaccuracy, while benefiting accuracy and experience. In contrast, exposure to experimenter-selected music resulted in poorest performance and experience. Increasing the tempo of experimenter-selected music resulted in faster performance and increased inaccuracy for high-arousal music, but did not impact experience. It is suggested that personal meaning and subjective associations connected to self-selected music promoted increased engagement with the activity, overriding detrimental effects attributed to unfamiliar, less liked and less appropriate experimenter-selected music. © 2010 The Authors. Scandinavian Journal of Psychology © 2010 The Scandinavian Psychological Associations.

  18. Temporary threshold shift after impulse-noise during video game play: laboratory data.

    Science.gov (United States)

    Spankovich, C; Griffiths, S K; Lobariñas, E; Morgenstein, K E; de la Calle, S; Ledon, V; Guercio, D; Le Prell, C G

    2014-03-01

    Prevention of temporary threshold shift (TTS) after laboratory-based exposure to pure-tones, broadband noise, and narrowband noise signals has been achieved, but prevention of TTS under these experimental conditions may not accurately reflect protection against hearing loss following impulse noise. This study used a controlled laboratory-based TTS paradigm that incorporated impulsive stimuli into the exposure protocol; development of this model could provide a novel platform for assessing proposed therapeutics. Participants played a video game that delivered gunfire-like sound through headphones as part of a target practice game. Effects were measured using audiometric threshold evaluations and distortion product otoacoustic emissions (DPOAEs). The sound level and number of impulses presented were sequentially increased throughout the study. Participants were normal-hearing students at the University of Florida who provided written informed consent prior to participation. TTS was not reliably induced by any of the exposure conditions assessed here. However, there was significant individual variability, and a subset of subjects showed TTS under some exposure conditions. A subset of participants demonstrated reliable threshold shifts under some conditions. Additional experiments are needed to better understand and optimize stimulus parameters that influence TTS after simulated impulse noise.

  19. Efficient Geometric Sound Propagation Using Visibility Culling

    Science.gov (United States)

    Chandak, Anish

    2011-07-01

    Simulating propagation of sound can improve the sense of realism in interactive applications such as video games and can lead to better designs in engineering applications such as architectural acoustics. In this thesis, we present geometric sound propagation techniques which are faster than prior methods and map well to upcoming parallel multi-core CPUs. We model specular reflections by using the image-source method and model finite-edge diffraction by using the well-known Biot-Tolstoy-Medwin (BTM) model. We accelerate the computation of specular reflections by applying novel visibility algorithms, FastV and AD-Frustum, which compute visibility from a point. We accelerate finite-edge diffraction modeling by applying a novel visibility algorithm which computes visibility from a region. Our visibility algorithms are based on frustum tracing and exploit recent advances in fast ray-hierarchy intersections, data-parallel computations, and scalable, multi-core algorithms. The AD-Frustum algorithm adapts its computation to the scene complexity and allows small errors in computing specular reflection paths for higher computational efficiency. FastV and our visibility algorithm from a region are general, object-space, conservative visibility algorithms that together significantly reduce the number of image sources compared to other techniques while preserving the same accuracy. Our geometric propagation algorithms are an order of magnitude faster than prior approaches for modeling specular reflections and two to ten times faster for modeling finite-edge diffraction. Our algorithms are interactive, scale almost linearly on multi-core CPUs, and can handle large, complex, and dynamic scenes. We also compare the accuracy of our sound propagation algorithms with other methods. Once sound propagation is performed, it is desirable to listen to the propagated sound in interactive and engineering applications. We can generate smooth, artifact-free output audio signals by applying

  20. Statistical learning of recurring sound patterns encodes auditory objects in songbird forebrain.

    Science.gov (United States)

    Lu, Kai; Vicario, David S

    2014-10-07

    Auditory neurophysiology has demonstrated how basic acoustic features are mapped in the brain, but it is still not clear how multiple sound components are integrated over time and recognized as an object. We investigated the role of statistical learning in encoding the sequential features of complex sounds by recording neuronal responses bilaterally in the auditory forebrain of awake songbirds that were passively exposed to long sound streams. These streams contained sequential regularities, and were similar to streams used in human infants to demonstrate statistical learning for speech sounds. For stimulus patterns with contiguous transitions and with nonadjacent elements, single and multiunit responses reflected neuronal discrimination of the familiar patterns from novel patterns. In addition, discrimination of nonadjacent patterns was stronger in the right hemisphere than in the left, and may reflect an effect of top-down modulation that is lateralized. Responses to recurring patterns showed stimulus-specific adaptation, a sparsening of neural activity that may contribute to encoding invariants in the sound stream and that appears to increase coding efficiency for the familiar stimuli across the population of neurons recorded. As auditory information about the world must be received serially over time, recognition of complex auditory objects may depend on this type of mnemonic process to create and differentiate representations of recently heard sounds.

  1. The benefits of playing video games.

    Science.gov (United States)

    Granic, Isabela; Lobel, Adam; Engels, Rutger C M E

    2014-01-01

    Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  2. Content and ratings of mature-rated video games.

    Science.gov (United States)

    Thompson, Kimberly M; Tepichin, Karen; Haninger, Kevin

    2006-04-01

    To quantify the depiction of violence, blood, sexual themes, profanity, substances, and gambling in video games rated M (for "mature") and to measure agreement between the content observed and the rating information provided to consumers on the game box by the Entertainment Software Rating Board. We created a database of M-rated video game titles, selected a random sample, recorded at least 1 hour of game play, quantitatively assessed the content, performed statistical analyses to describe the content, and compared our observations with the Entertainment Software Rating Board content descriptors and results of our prior studies. Harvard University, Boston, Mass. Authors and 1 hired game player. M-rated video games. Percentages of game play depicting violence, blood, sexual themes, gambling, alcohol, tobacco, or other drugs; use of profanity in dialogue, song lyrics, or gestures. Although the Entertainment Software Rating Board content descriptors for violence and blood provide a good indication of such content in the game, we identified 45 observations of content that could warrant a content descriptor in 29 games (81%) that lacked these content descriptors. M-rated video games are significantly more likely to contain blood, profanity, and substances; depict more severe injuries to human and nonhuman characters; and have a higher rate of human deaths than video games rated T (for "teen"). Parents and physicians should recognize that popular M-rated video games contain a wide range of unlabeled content and may expose children and adolescents to messages that may negatively influence their perceptions, attitudes, and behaviors.

  3. Physics and music the science of musical sound

    CERN Document Server

    White, Harvey E

    2014-01-01

    Comprehensive and accessible, this foundational text surveys general principles of sound, musical scales, characteristics of instruments, mechanical and electronic recording devices, and many other topics. More than 300 illustrations plus questions, problems, and projects.

  4. Lung function interpolation by analysis of means of neural-network-supported respiration sounds

    NARCIS (Netherlands)

    Oud, M

    Respiration sounds of individual asthmatic patients were analysed in the scope of the development of a method for computerised recognition of the degree of airways obstruction. Respiration sounds were recorded during laboratory sessions of allergen provoked airways obstruction, during several stages

  5. Learning foreign sounds in an alien world: videogame training improves non-native speech categorization.

    Science.gov (United States)

    Lim, Sung-joo; Holt, Lori L

    2011-01-01

    Although speech categories are defined by multiple acoustic dimensions, some are perceptually weighted more than others and there are residual effects of native-language weightings in non-native speech perception. Recent research on nonlinguistic sound category learning suggests that the distribution characteristics of experienced sounds influence perceptual cue weights: Increasing variability across a dimension leads listeners to rely upon it less in subsequent category learning (Holt & Lotto, 2006). The present experiment investigated the implications of this among native Japanese learning English /r/-/l/ categories. Training was accomplished using a videogame paradigm that emphasizes associations among sound categories, visual information, and players' responses to videogame characters rather than overt categorization or explicit feedback. Subjects who played the game for 2.5h across 5 days exhibited improvements in /r/-/l/ perception on par with 2-4 weeks of explicit categorization training in previous research and exhibited a shift toward more native-like perceptual cue weights. Copyright © 2011 Cognitive Science Society, Inc.

  6. Games on Games. Game Design as Critical Reflexive Practice

    Directory of Open Access Journals (Sweden)

    Giovanni Caruso

    2016-11-01

    Full Text Available Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011, the practice of producing artifacts of different sorts in order to supplement and extend critical reflection, may apply to video games as well. Forms of research through design (Zimmerman, Forlizzi and Evenson, 2007, of carpentry (Bogost, 2012, and speculative design (Dunne and Raby, 2013 have been analyzed, discussed, and maybe most importantly, put into practice in different fields of cultural and scientific production. To address this gap and to map the current (and future state of self-reflexive games, we asked both researchers and designers to imagine an application of these concepts to video games. Paraphrasing Zimmerman, Forlizzi and Evenson, what does research through game design might mean? What epistemological insights can we derive from the act of designing, making and playing video games?

  7. March 1964 Prince William Sound, USA Images

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — The Prince William Sound magnitude 9.2 Mw earthquake on March 28, 1964 at 03:36 GMT (March 27 at 5:36 pm local time), was the largest U.S. earthquake ever recorded...

  8. The influence of action video game playing on eye movement behaviour during visual search in abstract, in-game and natural scenes.

    Science.gov (United States)

    Azizi, Elham; Abel, Larry A; Stainer, Matthew J

    2017-02-01

    Action game playing has been associated with several improvements in visual attention tasks. However, it is not clear how such changes might influence the way we overtly select information from our visual world (i.e. eye movements). We examined whether action-video-game training changed eye movement behaviour in a series of visual search tasks including conjunctive search (relatively abstracted from natural behaviour), game-related search, and more naturalistic scene search. Forty nongamers were trained in either an action first-person shooter game or a card game (control) for 10 hours. As a further control, we recorded eye movements of 20 experienced action gamers on the same tasks. The results did not show any change in duration of fixations or saccade amplitude either from before to after the training or between all nongamers (pretraining) and experienced action gamers. However, we observed a change in search strategy, reflected by a reduction in the vertical distribution of fixations for the game-related search task in the action-game-trained group. This might suggest learning the likely distribution of targets. In other words, game training only skilled participants to search game images for targets important to the game, with no indication of transfer to the more natural scene search. Taken together, these results suggest no modification in overt allocation of attention. Either the skills that can be trained with action gaming are not powerful enough to influence information selection through eye movements, or action-game-learned skills are not used when deciding where to move the eyes.

  9. Marketing Violent Entertainment to Children: A One-Year Follow-Up Review of Industry Practices in the Motion Picture, Music Recording and Electronic Game Industries. A Report to Congress.

    Science.gov (United States)

    Federal Trade Commission, Washington, DC.

    In a report issued in September 2000, the Federal Trade Commission reported that the motion picture, music recording, and electronic game segments of the entertainment industry intentionally promoted products to children that warranted parent cautions. This report responds to the request of the Senate Commerce Committee by focusing on advertising…

  10. Long-Lasting Sound-Evoked Afterdischarge in the Auditory Midbrain.

    Science.gov (United States)

    Ono, Munenori; Bishop, Deborah C; Oliver, Douglas L

    2016-02-12

    Different forms of plasticity are known to play a critical role in the processing of information about sound. Here, we report a novel neural plastic response in the inferior colliculus, an auditory center in the midbrain of the auditory pathway. A vigorous, long-lasting sound-evoked afterdischarge (LSA) is seen in a subpopulation of both glutamatergic and GABAergic neurons in the central nucleus of the inferior colliculus of normal hearing mice. These neurons were identified with single unit recordings and optogenetics in vivo. The LSA can continue for up to several minutes after the offset of the sound. LSA is induced by long-lasting, or repetitive short-duration, innocuous sounds. Neurons with LSA showed less adaptation than the neurons without LSA. The mechanisms that cause this neural behavior are unknown but may be a function of intrinsic mechanisms or the microcircuitry of the inferior colliculus. Since LSA produces long-lasting firing in the absence of sound, it may be relevant to temporary or chronic tinnitus or to some other aftereffect of long-duration sound.

  11. Gamers on Games and Gaming : Implications for Educational Game Design

    NARCIS (Netherlands)

    Van Staalduinen, J.P.

    2012-01-01

    In the past two decades, there has been a steadily increasing interest in the use of games for educational purposes. This has led to an increased design, use and study of educational games; games where the players learn through playing. However, experiments with the educational use of games have not

  12. Effects of sounds of locomotion on speech perception

    Directory of Open Access Journals (Sweden)

    Matz Larsson

    2015-01-01

    Full Text Available Human locomotion typically creates noise, a possible consequence of which is the masking of sound signals originating in the surroundings. When walking side by side, people often subconsciously synchronize their steps. The neurophysiological and evolutionary background of this behavior is unclear. The present study investigated the potential of sound created by walking to mask perception of speech and compared the masking produced by walking in step with that produced by unsynchronized walking. The masking sound (footsteps on gravel and the target sound (speech were presented through the same speaker to 15 normal-hearing subjects. The original recorded walking sound was modified to mimic the sound of two individuals walking in pace or walking out of synchrony. The participants were instructed to adjust the sound level of the target sound until they could just comprehend the speech signal ("just follow conversation" or JFC level when presented simultaneously with synchronized or unsynchronized walking sound at 40 dBA, 50 dBA, 60 dBA, or 70 dBA. Synchronized walking sounds produced slightly less masking of speech than did unsynchronized sound. The median JFC threshold in the synchronized condition was 38.5 dBA, while the corresponding value for the unsynchronized condition was 41.2 dBA. Combined results at all sound pressure levels showed an improvement in the signal-to-noise ratio (SNR for synchronized footsteps; the median difference was 2.7 dB and the mean difference was 1.2 dB [P < 0.001, repeated-measures analysis of variance (RM-ANOVA]. The difference was significant for masker levels of 50 dBA and 60 dBA, but not for 40 dBA or 70 dBA. This study provides evidence that synchronized walking may reduce the masking potential of footsteps.

  13. Improving Students’ English Pronunciation Ability Through Go Fish Game and Maze Game

    Directory of Open Access Journals (Sweden)

    Dwi Astuti Wahyu Nurhayati

    2015-12-01

    Full Text Available The problem highlighted in this research is the low pronunciation ability of Kindergarten students in Al-Irsyad  Madiun  that is caused by (1 the uninteresting activities in learning English; (2 the students' difficulties in pronunciating English words; (3 the students' low motivation in learning. The theoretical review includes the young learners characteristics, games in language, games for young learners. The procedure of the research consists of identifying the problem, planning the action, implementing the action, observing the action, and reflecting the result of the research. In this research, the researcher acts as the teacher who conducts the action research in the classroom and she is helped by the classsroom teacher. In collecting the data, the researcher uses observational technique supported with tests. In analyzing the data, the researcher uses the field notes, teacher's diaries, students ‘work supported with the cassette recording and photograph,then also compares the result of the students' pre-test and post-test to answer the research questions. There is significant improvement in the result of pre-test and post-test of cycle 1 and 2. In cycle 1, t0 (2.55734 is higher than tt (1.73 and in cycle 2, t0 (6.765738 is also higher than tt (1.73. From these two results, therefore, h0 is rejected and the alternative hypothesis (ha is accepted. They practice their pronunciation through taking turn and asking each other for cards to match those they have in their hands, arranging a word and sticking on alphabet, pronunciating the word, giving the meaning, hen making a sentence such as Go Fish Game and Maze Game. By conducting these games, using interesting media, creating various interesting tasks and activities can increase the students' motivation in learning English and pronunciation ability.Keywords: Improving, pronunciation, ability,  go fish and Maze games

  14. Modern recording techniques

    CERN Document Server

    Huber, David Miles

    2013-01-01

    As the most popular and authoritative guide to recording Modern Recording Techniques provides everything you need to master the tools and day to day practice of music recording and production. From room acoustics and running a session to mic placement and designing a studio Modern Recording Techniques will give you a really good grounding in the theory and industry practice. Expanded to include the latest digital audio technology the 7th edition now includes sections on podcasting, new surround sound formats and HD and audio.If you are just starting out or looking for a step up

  15. Airspace: Antarctic Sound Transmission

    OpenAIRE

    Polli, Andrea

    2009-01-01

    This paper investigates how sound transmission can contribute to the public understanding of climate change within the context of the Poles. How have such transmission-based projects developed specifically in the Arctic and Antarctic, and how do these works create alternative pathways in order to help audiences better understand climate change? The author has created the media project Sonic Antarctica from a personal experience of the Antarctic. The work combines soundscape recordings and son...

  16. “Mood-modules”: Interconnected Wireless Toy Units for Studies of Social Play through Musical and Sonic Games

    DEFF Research Database (Denmark)

    Hansen, Anne-Marie; Andersen, Hans Jørgen

    This paper outlines the research background, focus and methods that will be used in the study of musical and sonic games that are embedded in interconnected wireless toy modules. Seen in the light of the idea: “The ensemble as a musical and social experience”, an approach for designing electronic...... toys for children will be discussed. Five electronic toy units function as test objects. These sensor devices will contain musical and sonic games. Children manipulate sound parameters, when they interact with each sensor, or rather, combinations of sensors. When two or more children interact...

  17. Acoustic Performance of a Real-Time Three-Dimensional Sound-Reproduction System

    Science.gov (United States)

    Faller, Kenneth J., II; Rizzi, Stephen A.; Aumann, Aric R.

    2013-01-01

    The Exterior Effects Room (EER) is a 39-seat auditorium at the NASA Langley Research Center and was built to support psychoacoustic studies of aircraft community noise. The EER has a real-time simulation environment which includes a three-dimensional sound-reproduction system. This system requires real-time application of equalization filters to compensate for spectral coloration of the sound reproduction due to installation and room effects. This paper describes the efforts taken to develop the equalization filters for use in the real-time sound-reproduction system and the subsequent analysis of the system s acoustic performance. The acoustic performance of the compensated and uncompensated sound-reproduction system is assessed for its crossover performance, its performance under stationary and dynamic conditions, the maximum spatialized sound pressure level it can produce from a single virtual source, and for the spatial uniformity of a generated sound field. Additionally, application examples are given to illustrate the compensated sound-reproduction system performance using recorded aircraft flyovers

  18. Integrating Health Behavior Theory and Design Elements in Serious Games.

    Science.gov (United States)

    Cheek, Colleen; Fleming, Theresa; Lucassen, Mathijs Fg; Bridgman, Heather; Stasiak, Karolina; Shepherd, Matthew; Orpin, Peter

    2015-01-01

    Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. This study's method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user's sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change

  19. Emphasis of spatial cues in the temporal fine structure during the rising segments of amplitude-modulated sounds II: single-neuron recordings

    Science.gov (United States)

    Marquardt, Torsten; Stange, Annette; Pecka, Michael; Grothe, Benedikt; McAlpine, David

    2014-01-01

    Recently, with the use of an amplitude-modulated binaural beat (AMBB), in which sound amplitude and interaural-phase difference (IPD) were modulated with a fixed mutual relationship (Dietz et al. 2013b), we demonstrated that the human auditory system uses interaural timing differences in the temporal fine structure of modulated sounds only during the rising portion of each modulation cycle. However, the degree to which peripheral or central mechanisms contribute to the observed strong dominance of the rising slope remains to be determined. Here, by recording responses of single neurons in the medial superior olive (MSO) of anesthetized gerbils and in the inferior colliculus (IC) of anesthetized guinea pigs to AMBBs, we report a correlation between the position within the amplitude-modulation (AM) cycle generating the maximum response rate and the position at which the instantaneous IPD dominates the total neural response. The IPD during the rising segment dominates the total response in 78% of MSO neurons and 69% of IC neurons, with responses of the remaining neurons predominantly coding the IPD around the modulation maximum. The observed diversity of dominance regions within the AM cycle, especially in the IC, and its comparison with the human behavioral data suggest that only the subpopulation of neurons with rising slope dominance codes the sound-source location in complex listening conditions. A comparison of two models to account for the data suggests that emphasis on IPDs during the rising slope of the AM cycle depends on adaptation processes occurring before binaural interaction. PMID:24554782

  20. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.

    Science.gov (United States)

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.

  1. The standard set game of a cooperative game

    NARCIS (Netherlands)

    Bumb, A.F.; Hoede, C.

    2003-01-01

    We show that for every cooperative game a corresponding set game can be defined, called the standard set game. Values for set games can be applied to this standard game and determine allocations for the cooperative game. On the other hand, notions for cooperative games, like the Shapley value, the

  2. 75 FR 67777 - Copyright Office; Federal Copyright Protection of Sound Recordings Fixed Before February 15, 1972

    Science.gov (United States)

    2010-11-03

    ... (not an image); Microsoft Word; WordPerfect; Rich Text Format (RTF); or ASCII text file format (not a..., spoken, or other sounds, but not including the sounds accompanying a motion picture or other audiovisual... general, Federal law is better defined, both as to the rights and the exceptions, and more consistent than...

  3. Systematizing game learning analytics for serious games

    NARCIS (Netherlands)

    Alonso-Fernandez, Cristina; Calvo Morata, Antonio; Freire, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar

    2017-01-01

    Applying games in education provides multiple benefits clearly visible in entertainment games: their engaging, goal-oriented nature encourages students to improve while they play. Educational games, also known as Serious Games (SGs) are video games designed with a main purpose other than

  4. Analysis of adventitious lung sounds originating from pulmonary tuberculosis.

    Science.gov (United States)

    Becker, K W; Scheffer, C; Blanckenberg, M M; Diacon, A H

    2013-01-01

    Tuberculosis is a common and potentially deadly infectious disease, usually affecting the respiratory system and causing the sound properties of symptomatic infected lungs to differ from non-infected lungs. Auscultation is often ruled out as a reliable diagnostic technique for TB due to the random distribution of the infection and the varying severity of damage to the lungs. However, advancements in signal processing techniques for respiratory sounds can improve the potential of auscultation far beyond the capabilities of the conventional mechanical stethoscope. Though computer-based signal analysis of respiratory sounds has produced a significant body of research, there have not been any recent investigations into the computer-aided analysis of lung sounds associated with pulmonary Tuberculosis (TB), despite the severity of the disease in many countries. In this paper, respiratory sounds were recorded from 14 locations around the posterior and anterior chest walls of healthy volunteers and patients infected with pulmonary TB. The most significant signal features in both the time and frequency domains associated with the presence of TB, were identified by using the statistical overlap factor (SOF). These features were then employed to train a neural network to automatically classify the auscultation recordings into their respective healthy or TB-origin categories. The neural network yielded a diagnostic accuracy of 73%, but it is believed that automated filtering of the noise in the clinics, more training samples and perhaps other signal processing methods can improve the results of future studies. This work demonstrates the potential of computer-aided auscultation as an aid for the diagnosis and treatment of TB.

  5. Comparison between uroflowmetry and sonouroflowmetry in recording of urinary flow in healthy men.

    Science.gov (United States)

    Krhut, Jan; Gärtner, Marcel; Sýkora, Radek; Hurtík, Petr; Burda, Michal; Luňáček, Libor; Zvarová, Katarína; Zvara, Peter

    2015-08-01

    To evaluate the accuracy of sonouroflowmetry in recording urinary flow parameters and voided volume. A total of 25 healthy male volunteers (age 18-63 years) were included in the study. All participants were asked to carry out uroflowmetry synchronous with recording of the sound generated by the urine stream hitting the water level in the urine collection receptacle, using a dedicated cell phone. From 188 recordings, 34 were excluded, because of voided volume Pearson's correlation coefficient was used to compare parameters recorded by uroflowmetry with those calculated based on sonouroflowmetry recordings. The flow pattern recorded by sonouroflowmetry showed a good correlation with the uroflowmetry trace. A strong correlation (Pearson's correlation coefficient 0.87) was documented between uroflowmetry-recorded flow time and duration of the sound signal recorded with sonouroflowmetry. A moderate correlation was observed in voided volume (Pearson's correlation coefficient 0.68) and average flow rate (Pearson's correlation coefficient 0.57). A weak correlation (Pearson's correlation coefficient 0.38) between maximum flow rate recorded using uroflowmetry and sonouroflowmetry-recorded peak sound intensity was documented. The present study shows that the basic concept utilizing sound analysis for estimation of urinary flow parameters and voided volume is valid. However, further development of this technology and standardization of recording algorithm are required. © 2015 The Japanese Urological Association.

  6. The Word Game: an innovative strategy for assessing implicit processes in parents at risk for child physical abuse.

    Science.gov (United States)

    Crouch, Julie L; Irwin, Lauren M; Wells, Brett M; Shelton, Christopher R; Skowronski, John J; Milner, Joel S

    2012-06-01

    Contemporary theories of child physical abuse (CPA) emphasize the proximal role of social cognitive processes (many of which are implicit in nature) in the occurrence of parental aggression. However, methods that allow for the systematic examination of implicit cognitive processes during the course of aggressive interactions are needed. To address this need, the present study was designed to examine the utility of the Word Game, an innovative procedure designed to assess implicit changes in schema accessibility during the course of an interpersonal exchange involving aggressive response options. The game involves a series of competitive reaction time trials which are actually lexical decision making trials designed to determine the accessibility of schema throughout the game. Each parent was led to believe that they were competing against another player with whom they exchanged sound blasts of varying intensities. Participants in the present study were parents who were either low (n=50) or high (n=20) risk for CPA. Results revealed that high CPA risk parents behaved more aggressively than low CPA risk parents and that provocation augmented the aggressiveness of all participants. Among high CPA risk parents, positive schema became less accessible (whereas negative schema became more accessible) following lost rounds. At the conclusion of the game, high CPA risk parents reported more aggressive motives than low CPA risk parents. Further, aggressive motives significantly mediated the association between CPA risk status and aggressiveness (i.e., mean sound blast selections). Collectively, results support the potential utility of the Word Game as a means of advancing the study of social cognitive processes involved in parental aggression. Published by Elsevier Ltd.

  7. Gaming: a teaching strategy to enhance adult learning.

    Science.gov (United States)

    Henry, J M

    1997-01-01

    As a nurse educator, I encountered many complaints from staff nurses about mandatory inservice education programs, stating that they are repetitious, time-consuming, often too basic, and at times, downright boring. One exception was an Infection Control Week education session that was done in the form of a game. This session set attendance records and had very positive feedback from staff nurses. As a result of this feedback, the use of gaming as a teaching strategy in nursing education was explored. A review of the literature on gaming as a teaching strategy was conducted with special attention to its history, current use, and successes in nursing education. Introduced as a formal teaching strategy more than 75 years ago, gaming offers many advantages over more traditional teaching methods. Games connect theory more closely to real life situation and add innovation, diversity, and the opportunity for immediate feedback. Although gaining in popularity, gaming is not extensively used in nursing education as it is not considered a serious educational tool. However, recent literature suggests much success with its use. Gaming as a teaching strategy has proven to be an effective way of conveying information in a stimulating, appealing manner. Games facilitate both beginning and experienced nurses' learning by providing an opportunity for experience without the danger or fear of jeopardizing patient safety.

  8. A Game Player Expertise Level Classification System Using Electroencephalography (EEG

    Directory of Open Access Journals (Sweden)

    Syed Muhammad Anwar

    2017-12-01

    Full Text Available The success and wider adaptability of smart phones has given a new dimension to the gaming industry. Due to the wide spectrum of video games, the success of a particular game depends on how efficiently it is able to capture the end users’ attention. This leads to the need to analyse the cognitive aspects of the end user, that is the game player, during game play. A direct window to see how an end user responds to a stimuli is to look at their brain activity. In this study, electroencephalography (EEG is used to record human brain activity during game play. A commercially available EEG headset is used for this purpose giving fourteen channels of recorded EEG brain activity. The aim is to classify a player as expert or novice using the brain activity as the player indulges in the game play. Three different machine learning classifiers have been used to train and test the system. Among the classifiers, naive Bayes has outperformed others with an accuracy of 88 % , when data from all fourteen EEG channels are used. Furthermore, the activity observed on electrodes is statistically analysed and mapped for brain visualizations. The analysis has shown that out of the available fourteen channels, only four channels in the frontal and occipital brain regions show significant activity. Features of these four channels are then used, and the performance parameters of the four-channel classification are compared to the results of the fourteen-channel classification. It has been observed that support vector machine and the naive Bayes give good classification accuracy and processing time, well suited for real-time applications.

  9. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    Science.gov (United States)

    Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD. PMID:29206183

  10. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns.

    Science.gov (United States)

    Paik, Soo-Hyun; Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-12-05

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

  11. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    Directory of Open Access Journals (Sweden)

    Soo-Hyun Paik

    2017-12-01

    Full Text Available Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD. Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1 individuals who played only computer games; (2 individuals who played computer games more than smartphone games; (3 individuals who played computer and smartphone games evenly; (4 individuals who played smartphone games more than computer games; (5 individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers (B = 0.457, odds ratio = 1.579. Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

  12. Bupropion sustained release treatment decreases craving for video games and cue-induced brain activity in patients with Internet video game addiction.

    Science.gov (United States)

    Han, Doug Hyun; Hwang, Jun Won; Renshaw, Perry F

    2010-08-01

    Bupropion has been used in the treatment of patients with substance dependence based on its weak inhibition of dopamine and norepinephrine reuptake. We hypothesized that 6 weeks of bupropion sustained release (SR) treatment would decrease craving for Internet game play as well as video game cue-induced brain activity in patients with Internet video game addiction (IAG). Eleven subjects who met criteria for IAG, playing StarCraft (>30 hr/week), and eight healthy comparison subjects (HC) who had experience playing StarCraft (game, and the severity of Internet addiction were evaluated by Beck Depression Inventory, self-report of craving on a 7-point visual analogue scale, and Young's Internet Addiction Scale, respectively. In response to game cues, IAG showed higher brain activation in left occipital lobe cuneus, left dorsolateral prefrontal cortex, and left parahippocampal gyrus than HC. After a 6 week period of bupropion SR, craving for Internet video game play, total game play time, and cue-induced brain activity in dorsolateral prefrontal cortex were decreased in the IAG. We suggest that bupropion SR may change craving and brain activity in ways that are similar to those observed in individuals with substance abuse or dependence. PsycINFO Database Record 2010 APA, all rights reserved.

  13. Authoring of digital games via card games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

    Literature and previous studies show that creative play is easy to emerge when children interact with tangible, low-tech toys and games than with digital games. This paradoxical situation is linked to the long-standing problem of end-users (or players) authoring of digital contents and systems. We...... are to show how card games can represent digital games, how playful play can emerge in card games and digital games, and to begin defining a new way to express game behavior without the use of universal programming languages....... propose a new scenario in which trading card games help making sense and re-design computer games, to support players express themselves aesthetically and in a highly creative way. Our aim is to look for a middle ground between players becoming programmers and simply editing levels. The main contributions...

  14. Records Management And Private Sector Organizations | Mnjama ...

    African Journals Online (AJOL)

    This article begins by examining the role of records management in private organizations. It identifies the major reason why organizations ought to manage their records effectively and efficiently. Its major emphasis is that a sound records management programme is a pre-requisite to quality management system programme ...

  15. An intercept study to measure the extent to which New Zealand university students pre-game.

    Science.gov (United States)

    Riordan, Benjamin C; Conner, Tamlin S; Flett, Jayde A M; Droste, Nic; Cody, Louise; Brookie, Kate L; Riordan, Jessica K; Scarf, Damian

    2018-02-01

    We aimed to quantify the degree to which students pre-gamed in New Zealand, using self-report and breathalysers. A total of 569 New Zealand undergraduate students were interviewed (men = 45.2%; first year = 81.4%) entering three university-run concerts. We asked participants to report how many drinks they had consumed, their self-reported intoxication and the duration of their pre-gaming session. We then recorded participants' Breath Alcohol Concentration (BrAC; µg/L) and the time they arrived at the event. The number of participants who reported consuming alcohol before the event was 504 (88.6%) and the number of standard drinks consumed was high (M=6.9; median=6.0). A total of 237 (41.7%) participants could not have their BrAC recorded due to having consumed alcohol ≤10 minutes before the interview. The remaining 332 participants (57.3%) recorded a mean BrAC of 288.8µg/L (median=280.0 µg/L). Gender, off-campus accommodation, length of pre-gaming drinking session, and time of arrival at the event were all associated with increased pre-gaming. Conclusion and implications for public health: Pre-gaming was the norm for students. Universities must take pre-gaming into account; policy implications include earlier start times of events and limiting students' access to alcohol prior to events. © 2017 The Authors.

  16. Altered cardiorespiratory coupling in young male adults with excessive online gaming.

    Science.gov (United States)

    Chang, Jae Seung; Kim, Eun Young; Jung, Dooyoung; Jeong, Seong Hoon; Kim, Yeni; Roh, Myoung-Sun; Ahn, Yong Min; Hahm, Bong-Jin

    2015-09-01

    This study aimed to investigate changes in heart rate variability and cardiorespiratory coupling in male college students with problematic Internet use (PIU) excessive gaming type during action video game play to assess the relationship between PIU tendency and central autonomic regulation. Electrocardiograms and respiration were simultaneously recorded from 22 male participants with excessive online gaming and 22 controls during action video game play. Sample entropy (SampEn) was computed to assess autonomic regularity, and cross-SampEn was calculated to quantify autonomic coordination. During video game play, reduced cardiorespiratory coupling (CRC) was observed in individuals with PIU excessive gaming type compared with controls, implicating central autonomic dysregulation. The PIU tendency was associated with the severity of autonomic dysregulation. These findings indicate impaired CRC in PIU excessive gaming type, which may reflect alterations of central inhibitory control over autonomic responses to pleasurable online stimuli. Copyright © 2015 Elsevier B.V. All rights reserved.

  17. Sound algorithms

    OpenAIRE

    De Götzen , Amalia; Mion , Luca; Tache , Olivier

    2007-01-01

    International audience; We call sound algorithms the categories of algorithms that deal with digital sound signal. Sound algorithms appeared in the very infancy of computer. Sound algorithms present strong specificities that are the consequence of two dual considerations: the properties of the digital sound signal itself and its uses, and the properties of auditory perception.

  18. Participatory System Science: Multi-Level Comprehension Through a Game-like Process

    Science.gov (United States)

    Fatland, D. R.; Kuntz, L.

    2012-12-01

    Participatory System Science: Multi-Level Comprehension Through a Game-like Process We built a time-series game that permits the player to make water management decisions concerning the Skagit River (north-central Washington state) every five years for 60 years. This work was inspired by the integrative efforts of the Skagit Climate Science Consortium and the Climate Impacts Group at the University of Washington. Our principle guiding concepts have been - Construct a reasonable system description with -- wherever possible -- Events / Consequences rendered both visually and in terms of financial impact. - Base the system description on peer reviewed publications - Emphasize both connection and absence of connection between player Actions and subsequent Consequences in the catchment basin. Player choices center around dam flow levels and steps to mitigate negative impacts of sediment transport into the lower (populated) reaches of the Skagit River and into Puget Sound (levees, new dams, estuary restoration, etcetera). With this work we hope to explore scientific results in public awareness by engaging the game Player as a problem solver.

  19. Competence-impeding electronic games and players' aggressive feelings, thoughts, and behaviors.

    Science.gov (United States)

    Przybylski, Andrew K; Deci, Edward L; Deci, Edward; Rigby, C Scott; Ryan, Richard M

    2014-03-01

    [Correction Notice: An Erratum for this article was reported in Vol 106(3) of Journal of Personality and Social Psychology (see record 2014-07574-006). In the article, the name of author Edward Deci was missing his middle name initial and should have read as Edward L. Deci. In addition, an incorrect version of figure 1 was published.] Recent studies have examined whether electronic games foster aggression. At present, the extent to which games contribute to aggression and the mechanisms through which such links may exist are hotly debated points. In current research we tested a motivational hypothesis derived from self-determination theory-that gaming would be associated with indicators of human aggression to the degree that the interactive elements of games serve to impede players' fundamental psychological need for competence. Seven studies, using multiple methods to manipulate player competence and a range of approaches for evaluating aggression, indicated that competence-impeding play led to higher levels of aggressive feelings, easier access to aggressive thoughts, and a greater likelihood of enacting aggressive behavior. Results indicated that player perceived competence was positively related to gaming motivation, a factor that was, in turn, negatively associated with player aggression. Overall, this pattern of effects was found to be independent of the presence or absence of violent game contents. We discuss the results in respect to research focused on psychological need frustration and satisfaction and as they regard gaming-related aggression literature. (PsycINFO Database Record (c) 2014 APA, all rights reserved).

  20. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    OpenAIRE

    Soo-Hyun Paik; Hyun Cho; Ji-Won Chun; Jo-Eun Jeong; Dai-Jin Kim

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smart...

  1. 46 CFR 7.20 - Nantucket Sound, Vineyard Sound, Buzzards Bay, Narragansett Bay, MA, Block Island Sound and...

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 1 2010-10-01 2010-10-01 false Nantucket Sound, Vineyard Sound, Buzzards Bay, Narragansett Bay, MA, Block Island Sound and easterly entrance to Long Island Sound, NY. 7.20 Section 7.20... Atlantic Coast § 7.20 Nantucket Sound, Vineyard Sound, Buzzards Bay, Narragansett Bay, MA, Block Island...

  2. The development of indonesian online game addiction questionnaire.

    Directory of Open Access Journals (Sweden)

    Tjibeng Jap

    Full Text Available Online game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online game addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and game addiction. Its construction is further enriched by including findings from qualitative interviews and field observation to ensure appropriate expression of the items. The measure consists of 7 items with a 5-point Likert Scale. It is validated by testing 1,477 Indonesian junior and senior high school students from several schools in Manado, Medan, Pontianak, and Yogyakarta. The validation evidence is shown by item-total correlation and criterion validity. The Indonesian Online Game Addiction Questionnaire has good item-total correlation (ranging from 0.29 to 0.55 and acceptable reliability (α = 0.73. It is also moderately correlated with the participant's longest time record to play online games (r = 0.39; p<0.01, average days per week in playing online games (ρ = 0.43; p<0.01, average hours per days in playing online games (ρ = 0.41; p<0.01, and monthly expenditure for online games (ρ = 0.30; p<0.01. Furthermore, we created a clinical cut-off estimate by combining criteria and population norm. The clinical cut-off estimate showed that the score of 14 to 21 may indicate mild online game addiction, and the score of 22 and above may indicate online game addiction. Overall, the result shows that Indonesian Online Game Addiction Questionnaire has sufficient psychometric property for research use, as well as limited clinical application.

  3. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

    When we agreed to edit the theme on online games for this Encyclopedia our first question was, “What is meant by online games?” Scholars of games distinguish between nondigital games (such as board games) and digital games, rather than between online and offline games. With networked consoles and smartphones it is becoming harder and harder to find players in the wealthy industrialized countries who play “offline” digital games. Most games developers now include ...

  4. Sound quality assessment of wood for xylophone bars.

    Science.gov (United States)

    Aramaki, Mitsuko; Baillères, Henri; Brancheriau, Loïc; Kronland-Martinet, Richard; Ystad, Sølvi

    2007-04-01

    Xylophone sounds produced by striking wooden bars with a mallet are strongly influenced by the mechanical properties of the wood species chosen by the xylophone maker. In this paper, we address the relationship between the sound quality based on the timbre attribute of impacted wooden bars and the physical parameters characterizing wood species. For this, a methodology is proposed that associates an analysis-synthesis process and a perceptual classification test. Sounds generated by impacting 59 wooden bars of different species but with the same geometry were recorded and classified by a renowned instrument maker. The sounds were further digitally processed and adjusted to the same pitch before being once again classified. The processing is based on a physical model ensuring the main characteristics of the wood are preserved during the sound transformation. Statistical analysis of both classifications showed the influence of the pitch in the xylophone maker judgement and pointed out the importance of two timbre descriptors: the frequency-dependent damping and the spectral bandwidth. These descriptors are linked with physical and anatomical characteristics of wood species, providing new clues in the choice of attractive wood species from a musical point of view.

  5. Path length entropy analysis of diastolic heart sounds.

    Science.gov (United States)

    Griffel, Benjamin; Zia, Mohammad K; Fridman, Vladamir; Saponieri, Cesare; Semmlow, John L

    2013-09-01

    Early detection of coronary artery disease (CAD) using the acoustic approach, a noninvasive and cost-effective method, would greatly improve the outcome of CAD patients. To detect CAD, we analyze diastolic sounds for possible CAD murmurs. We observed diastolic sounds to exhibit 1/f structure and developed a new method, path length entropy (PLE) and a scaled version (SPLE), to characterize this structure to improve CAD detection. We compare SPLE results to Hurst exponent, Sample entropy and Multiscale entropy for distinguishing between normal and CAD patients. SPLE achieved a sensitivity-specificity of 80%-81%, the best of the tested methods. However, PLE and SPLE are not sufficient to prove nonlinearity, and evaluation using surrogate data suggests that our cardiovascular sound recordings do not contain significant nonlinear properties. Copyright © 2013 Elsevier Ltd. All rights reserved.

  6. Engagement, enjoyment, and energy expenditure during active video game play.

    Science.gov (United States)

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Ribisl, Kurt M; Bowling, J Michael; Kalyanaraman, Sriram

    2014-02-01

    Playing active video games can produce moderate levels of physical activity, but little is known about how these games motivate players to be active. Several psychological predictors, such as perceptions of competence, control, and engagement, may be associated with enjoyment of a game, which has in turn been hypothesized to predict energy expended during play. However, these relationships have yet to be tested in active video games. Young adults aged 18-35 (N = 97, 50 female) game for 13 minutes while energy expenditure was measured using indirect calorimetry. Self-reported measures of engagement, perceived competence, perceived control, and enjoyment were taken immediately afterward. Mediation was analyzed using path analysis. A path model in which enjoyment mediated the effects of engagement, perceived competence, and perceived control on energy expenditure and BMI directly affected energy expenditure was an adequate fit to the data, χ(2)(1, N = 97) = .199, p = .655; CFI = 1.00; RMSEA video game play. Games that are more enjoyable and engaging may produce greater intensity activity. Developers, practitioners, and researchers should consider characteristics that influence these predictors when creating or recommending active video games. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  7. What the Toadfish Ear Tells the Toadfish Brain About Sound.

    Science.gov (United States)

    Edds-Walton, Peggy L

    2016-01-01

    Of the three, paired otolithic endorgans in the ear of teleost fishes, the saccule is the one most often demonstrated to have a major role in encoding frequencies of biologically relevant sounds. The toadfish saccule also encodes sound level and sound source direction in the phase-locked activity conveyed via auditory afferents to nuclei of the ipsilateral octaval column in the medulla. Although paired auditory receptors are present in teleost fishes, binaural processes were believed to be unimportant due to the speed of sound in water and the acoustic transparency of the tissues in water. In contrast, there are behavioral and anatomical data that support binaural processing in fishes. Studies in the toadfish combined anatomical tract-tracing and physiological recordings from identified sites along the ascending auditory pathway to document response characteristics at each level. Binaural computations in the medulla and midbrain sharpen the directional information provided by the saccule. Furthermore, physiological studies in the central nervous system indicated that encoding frequency, sound level, temporal pattern, and sound source direction are important components of what the toadfish ear tells the toadfish brain about sound.

  8. Energy Expenditure in Playground Games in Primary School Children Measured by Accelerometer and Heart Rate Monitors.

    Science.gov (United States)

    García-Prieto, Jorge Cañete; Martinez-Vizcaino, Vicente; García-Hermoso, Antonio; Sánchez-López, Mairena; Arias-Palencia, Natalia; Fonseca, Juan Fernando Ortega; Mora-Rodriguez, Ricardo

    2017-10-01

    The aim of this study was to examine the energy expenditure (EE) measured using indirect calorimetry (IC) during playground games and to assess the validity of heart rate (HR) and accelerometry counts as indirect indicators of EE in children´s physical activity games. 32 primary school children (9.9 ± 0.6 years old, 19.8 ± 4.9 kg · m -2 BMI and 37.6 ± 7.2 ml · kg -1 · min -1 VO 2max ). Indirect calorimetry (IC), accelerometry and HR data were simultaneously collected for each child during a 90 min session of 30 playground games. Thirty-eight sessions were recorded in 32 different children. Each game was recorded at least in three occasions in other three children. The intersubject coefficient of variation within a game was 27% for IC, 37% for accelerometry and 13% for HR. The overall mean EE in the games was 4.2 ± 1.4 kcals · min -1 per game, totaling to 375 ± 122 kcals/per 90 min/session. The correlation coefficient between indirect calorimetry and accelerometer counts was 0.48 (p = .026) for endurance games and 0.21 (p = .574) for strength games. The correlation coefficient between indirect calorimetry and HR was 0.71 (p = .032) for endurance games and 0.48 (p = .026) for strength games. Our data indicate that both accelerometer and HR monitors are useful devices for estimating EE during endurance games, but only HR monitors estimates are accurate for endurance games.

  9. Game Performance Evaluation in Male Goalball Players

    Science.gov (United States)

    Molik, Bartosz; Morgulec-Adamowicz, Natalia; Kosmol, Andrzej; Perkowski, Krzysztof; Bednarczuk, Grzegorz; Skowroński, Waldemar; Gomez, Miguel Angel; Koc, Krzysztof; Rutkowska, Izabela; Szyman, Robert J

    2015-01-01

    Goalball is a Paralympic sport exclusively for athletes who are visually impaired and blind. The aims of this study were twofold: to describe game performance of elite male goalball players based upon the degree of visual impairment, and to determine if game performance was related to anthropometric characteristics of elite male goalball players. The study sample consisted of 44 male goalball athletes. A total of 38 games were recorded during the Summer Paralympic Games in London 2012. Observations were reported using the Game Efficiency Sheet for Goalball. Additional anthropometric measurements included body mass (kg), body height (cm), the arm span (cm) and length of the body in the defensive position (cm). The results differentiating both groups showed that the players with total blindness obtained higher means than the players with visual impairment for game indicators such as the sum of defense (p = 0.03) and the sum of good defense (p = 0.04). The players with visual impairment obtained higher results than those with total blindness for attack efficiency (p = 0.04), the sum of penalty defenses (p = 0.01), and fouls (p = 0.01). The study showed that athletes with blindness demonstrated higher game performance in defence. However, athletes with visual impairment presented higher efficiency in offensive actions. The analyses confirmed that body mass, body height, the arm span and length of the body in the defensive position did not differentiate players’ performance at the elite level. PMID:26834872

  10. Game Performance Evaluation in Male Goalball Players

    Directory of Open Access Journals (Sweden)

    Molik Bartosz

    2015-12-01

    Full Text Available Goalball is a Paralympic sport exclusively for athletes who are visually impaired and blind. The aims of this study were twofold: to describe game performance of elite male goalball players based upon the degree of visual impairment, and to determine if game performance was related to anthropometric characteristics of elite male goalball players. The study sample consisted of 44 male goalball athletes. A total of 38 games were recorded during the Summer Paralympic Games in London 2012. Observations were reported using the Game Efficiency Sheet for Goalball. Additional anthropometric measurements included body mass (kg, body height (cm, the arm span (cm and length of the body in the defensive position (cm. The results differentiating both groups showed that the players with total blindness obtained higher means than the players with visual impairment for game indicators such as the sum of defense (p = 0.03 and the sum of good defense (p = 0.04. The players with visual impairment obtained higher results than those with total blindness for attack efficiency (p = 0.04, the sum of penalty defenses (p = 0.01, and fouls (p = 0.01. The study showed that athletes with blindness demonstrated higher game performance in defence. However, athletes with visual impairment presented higher efficiency in offensive actions. The analyses confirmed that body mass, body height, the arm span and length of the body in the defensive position did not differentiate players’ performance at the elite level.

  11. Integrating terrestrial and marine records of the LGM in McMurdo Sound, Antarctica: implications for grounded ice expansion, ice flow, and deglaciation of the Ross Sea Embayment

    Science.gov (United States)

    Christ, A. J.; Marchant, D. R.

    2017-12-01

    During the LGM, grounded glacier ice filled the Ross Embayment and deposited glacial drift on volcanic islands and peninsulas in McMurdo Sound, as well as along coastal regions of the Transantarctic Mountains (TAM), including the McMurdo Dry Valleys and Royal Society Range. The flow geometry and retreat history of this ice remains debated, with contrasting views yielding divergent implications for both the fundamental cause of Antarctic ice expansion as well as the interaction and behavior of ice derived from East and West Antarctica during late Quaternary time. We present terrestrial geomorphologic evidence that enables the reconstruction of former ice elevations, ice-flow paths, and ice-marginal environments in McMurdo Sound. Radiocarbon dates of fossil algae interbedded with ice-marginal sediments provide a coherent timeline for local ice retreat. These data are integrated with marine-sediment records and multi-beam data to reconstruct late glacial dynamics of grounded ice in McMurdo Sound and the western Ross Sea. The combined dataset suggest a dominance of ice flow toward the TAM in McMurdo Sound during all phases of glaciation, with thick, grounded ice at or near its maximum extent between 19.6 and 12.3 calibrated thousands of years before present (cal. ka). Our data show no significant advance of locally derived ice from the TAM into McMurdo Sound, consistent with the assertion that Late Pleistocene expansion of grounded ice in McMurdo Sound, and throughout the wider Ross Embayment, occurs in response to lower eustatic sea level and the resulting advance of marine-based outlet glaciers and ice streams (and perhaps also reduced oceanic heat flux), rather than local increases in precipitation and ice accumulation. Finally, when combined with allied data across the wider Ross Embayment, which show that widespread deglaciation outside McMurdo Sound did not commence until 13.1 ka, the implication is that retreat of grounded glacier ice in the Ross Embayment did

  12. Evaluating Environmental Sounds from a Presence Perspective for Virtual Reality Applications

    Directory of Open Access Journals (Sweden)

    Nordahl Rolf

    2010-01-01

    Full Text Available We propose a methodology to design and evaluate environmental sounds for virtual environments. We propose to combine physically modeled sound events with recorded soundscapes. Physical models are used to provide feedback to users' actions, while soundscapes reproduce the characteristic soundmarks of an environment. In this particular case, physical models are used to simulate the act of walking in the botanical garden of the city of Prague, while soundscapes are used to reproduce the particular sound of the garden. The auditory feedback designed was combined with a photorealistic reproduction of the same garden. A between-subject experiment was conducted, where 126 subjects participated, involving six different experimental conditions, including both uni- and bimodal stimuli (auditory and visual. The auditory stimuli consisted of several combinations of auditory feedback, including static sound sources as well as self-induced interactive sounds simulated using physical models. Results show that subjects' motion in the environment is significantly enhanced when dynamic sound sources and sound of egomotion are rendered in the environment.

  13. Productive Gaming

    OpenAIRE

    Brandstätter , Ulrich; Sommerer , Christa

    2016-01-01

    Part 4: Short Papers; International audience; Video games can be appropriated for productive purposes. Commercial games and game engines are often used for video productions, and game development companies provide development kits and modding environments to gaming communities and independent developers. With gamification, game principles are deployed in non-game contexts for benefits beyond pure entertainment. Most approaches are more focused on using games and their design elements rather t...

  14. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

    This volume lays the mathematical foundations for the theory of differential games, developing a rigorous mathematical framework with existence theorems. It begins with a precise definition of a differential game and advances to considerations of games of fixed duration, games of pursuit and evasion, the computation of saddle points, games of survival, and games with restricted phase coordinates. Final chapters cover selected topics (including capturability and games with delayed information) and N-person games.Geared toward graduate students, Differential Games will be of particular interest

  15. Serious Games: Video Games for Good?

    Science.gov (United States)

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  16. Sound-Making Actions Lead to Immediate Plastic Changes of Neuromagnetic Evoked Responses and Induced β-Band Oscillations during Perception.

    Science.gov (United States)

    Ross, Bernhard; Barat, Masihullah; Fujioka, Takako

    2017-06-14

    Auditory and sensorimotor brain areas interact during the action-perception cycle of sound making. Neurophysiological evidence of a feedforward model of the action and its outcome has been associated with attenuation of the N1 wave of auditory evoked responses elicited by self-generated sounds, such as talking and singing or playing a musical instrument. Moreover, neural oscillations at β-band frequencies have been related to predicting the sound outcome after action initiation. We hypothesized that a newly learned action-perception association would immediately modify interpretation of the sound during subsequent listening. Nineteen healthy young adults (7 female, 12 male) participated in three magnetoencephalographic recordings while first passively listening to recorded sounds of a bell ringing, then actively striking the bell with a mallet, and then again listening to recorded sounds. Auditory cortex activity showed characteristic P1-N1-P2 waves. The N1 was attenuated during sound making, while P2 responses were unchanged. In contrast, P2 became larger when listening after sound making compared with the initial naive listening. The P2 increase occurred immediately, while in previous learning-by-listening studies P2 increases occurred on a later day. Also, reactivity of β-band oscillations, as well as θ coherence between auditory and sensorimotor cortices, was stronger in the second listening block. These changes were significantly larger than those observed in control participants (eight female, five male), who triggered recorded sounds by a key press. We propose that P2 characterizes familiarity with sound objects, whereas β-band oscillation signifies involvement of the action-perception cycle, and both measures objectively indicate functional neuroplasticity in auditory perceptual learning. SIGNIFICANCE STATEMENT While suppression of auditory responses to self-generated sounds is well known, it is not clear whether the learned action-sound association

  17. A negative association between video game experience and proactive cognitive control.

    Science.gov (United States)

    Bailey, Kira; West, Robert; Anderson, Craig A

    2010-01-01

    Some evidence demonstrates that video game experience has a beneficial effect on visuospatial cognition. In contrast, other evidence indicates that video game experience may be negatively related to cognitive control. In this study we examined the specificity of the influence of video game experience on cognitive control. Participants with high and low video game experience performed the Stroop task while event-related brain potentials were recorded. The behavioral data revealed no difference between high and low gamers for the Stroop interference effect and a reduction in the conflict adaptation effect in high gamers. The amplitude of the medial frontal negativity and a frontal slow wave was attenuated in high gamers, and there was no effect of gaming status on the conflict slow potential. These data lead to the suggestion that video game experience has a negative influence on proactive, but not reactive, cognitive control.

  18. Physiological arousal deficits in addicted gamers differ based on preferred game genre.

    Science.gov (United States)

    Metcalf, Olivia; Pammer, Kristen

    2014-01-01

    There has been significant discussion surrounding the psychopathology of excessive gaming and whether it constitutes an addiction. The current study investigated physiological and subjective levels of arousal in gamers of two genres and the relationship between sensation seeking and gaming addiction. Heart rate (HR), blood pressure (BP) and skin conductance were recorded at baseline, during gaming for 15 min and after gaming in 30 massively multiplayer online role-playing game (MMORPG) and 30 first-person shooter (FPS) male gamers. Gamers were identified as addicted using the Addiction-Engagement Questionnaire. Sensation seeking was measured using the Arnett Inventory of Sensation Seeking. Addicted MMORPG gamers (n=16) displayed significant decreases in cardiovascular activity during gaming compared to baseline and showed significant increases after gaming. Addicted FPS gamers (n=13) had significant increases in BP during gaming which decreased significantly after gaming. In comparison, non-addicted MMORPG gamers (n=14) had significant decreases in HR during gaming, whereas BP in non-addicted MMORPG and FPS gamers (n=17) increased during gaming and after gaming. There were no significant relationships between sensation seeking and addiction. There are physiological arousal deficits in addicted gamers, and these patterns differ according to the genre of game played. Copyright © 2013 S. Karger AG, Basel.

  19. Computerised respiratory sounds can differentiate smokers and non-smokers.

    Science.gov (United States)

    Oliveira, Ana; Sen, Ipek; Kahya, Yasemin P; Afreixo, Vera; Marques, Alda

    2017-06-01

    Cigarette smoking is often associated with the development of several respiratory diseases however, if diagnosed early, the changes in the lung tissue caused by smoking may be reversible. Computerised respiratory sounds have shown to be sensitive to detect changes within the lung tissue before any other measure, however it is unknown if it is able to detect changes in the lungs of healthy smokers. This study investigated the differences between computerised respiratory sounds of healthy smokers and non-smokers. Healthy smokers and non-smokers were recruited from a university campus. Respiratory sounds were recorded simultaneously at 6 chest locations (right and left anterior, lateral and posterior) using air-coupled electret microphones. Airflow (1.0-1.5 l/s) was recorded with a pneumotachograph. Breathing phases were detected using airflow signals and respiratory sounds with validated algorithms. Forty-four participants were enrolled: 18 smokers (mean age 26.2, SD = 7 years; mean FEV 1 % predicted 104.7, SD = 9) and 26 non-smokers (mean age 25.9, SD = 3.7 years; mean FEV 1 % predicted 96.8, SD = 20.2). Smokers presented significantly higher frequency at maximum sound intensity during inspiration [(M = 117, SD = 16.2 Hz vs. M = 106.4, SD = 21.6 Hz; t(43) = -2.62, p = 0.0081, d z  = 0.55)], lower expiratory sound intensities (maximum intensity: [(M = 48.2, SD = 3.8 dB vs. M = 50.9, SD = 3.2 dB; t(43) = 2.68, p = 0.001, d z  = -0.78)]; mean intensity: [(M = 31.2, SD = 3.6 dB vs. M = 33.7,SD = 3 dB; t(43) = 2.42, p = 0.001, d z  = 0.75)] and higher number of inspiratory crackles (median [interquartile range] 2.2 [1.7-3.7] vs. 1.5 [1.2-2.2], p = 0.081, U = 110, r = -0.41) than non-smokers. Significant differences between computerised respiratory sounds of smokers and non-smokers have been found. Changes in respiratory sounds are often the earliest sign of disease. Thus, computerised respiratory sounds

  20. Simple gambling or sophisticated gaming? : applying game analysis methods to modern video slot machine games

    OpenAIRE

    Leppäsalko, Tero

    2017-01-01

    Slot machine games have become the most popular form of gambling worldwide. In Finland, their pervasiveness in public spaces and popularity makes them one of the most common form of gaming. However, in game studies, gambling games are often regarded as borderline games due to the player’s lack of control. In this thesis I ask whether modern video slot machine games can be considered as games and if so, what similarities there are between them and contemporary video games. To find out if m...

  1. Are binaural recordings needed for subjective and objective annoyance assessment of traffic noise?

    DEFF Research Database (Denmark)

    Rodríguez, Estefanía Cortés; Song, Wookeun; Brunskog, Jonas

    2011-01-01

    Humans are annoyed when they are exposed to environmental noise. Traditional measures such as sound pressure levels may not correlate well with how humans perceive annoyance, therefore it is important to investigate psychoacoustic metrics that may correlate better with the perceived annoyance...... of environmental noise than the A-weighted equivalent sound pressure level. This study examined whether the use of binaural recordings of sound events improves the correlation between the objective metrics and the perceived annoyance, particularly for road traffic noise. Metrics based on measurement with a single...... microphone and on binaural sound field recordings have been examined and compared. In order to acquire data for the subjective perception of annoyance, a series of listening tests has been carried out. It is concluded that binaural loudness metrics from binaural recordings are better correlated...

  2. Childhood education student teachers responses to a simulation game on food security

    Directory of Open Access Journals (Sweden)

    Nadine Felicity Petersen

    2014-07-01

    Full Text Available This paper provides an account of student teachers responses to a simulation game about food scarcity and how the game served as a conversation starter about the influence of food scarcity on educational provisioning. The simulation game was utilised as part of a suite of activities during an educational excursion for first years in primary school teacher education. In this investigation data were generated via video recordings of the simulation game itself, summary notes of the key points of the discussion session during the game, and students’ learning portfolios. Analysis of the various data sets indicate that student-teachers’ engaged with the game both viscerally and cerebrally, with the game providing a powerful concrete introduction to the issues of food scarcity and unequal distribution of resources. Most student teachers were able to relate the lessons learned from the game to the classroom and educational situation. In addition, I found that the simulation game as method can assist students in their activity of learning to look at education as an equity and justice issue.

  3. Designing Game Analytics For A City-Builder Game

    OpenAIRE

    Korppoo, Karoliina

    2015-01-01

    The video game industry continues to grow. Competition is tough as games become more and more popular and easier for the users to get, thanks to digital distribution and social media platforms that support games. Thanks to the readily available internet connections and games using them, data of player behaviour can be acquired. This is where game analytics come in. What sort of player actions provide meaningful information that can be used to iterate the game? Typically game analytics is appl...

  4. Defining and Leveraging Game Qualities for Serious Games

    Science.gov (United States)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

    Serious games can and should leverage the unique qualities of video games to effectively deliver educational experiences for the learners. However, leveraging these qualities is incumbent upon understanding what these unique 'game' qualities are , and how they can facilitate the learning process. This paper presents an examination of the meaning of the term 'game' . as it applies to both serious games and digital entertainment games. Through the examination of counter examples, we derive three game characteristics; games are self contained, provide a variety of meaningful choices, and are intrinsically compelling. We also discuss the theoretical educational foundations which support the application of these 'game qualities' to educational endeavors. This paper concludes with a presentation of results achieved through the application of these qualities and the applicable educational theories to teach learners about the periodic table of elements via a serious game developed by the authors.

  5. Churn prediction of mobile and online casual games using play log data.

    Science.gov (United States)

    Kim, Seungwook; Choi, Daeyoung; Lee, Eunjung; Rhee, Wonjong

    2017-01-01

    Internet-connected devices, especially mobile devices such as smartphones, have become widely accessible in the past decade. Interaction with such devices has evolved into frequent and short-duration usage, and this phenomenon has resulted in a pervasive popularity of casual games in the game sector. On the other hand, development of casual games has become easier than ever as a result of the advancement of development tools. With the resulting fierce competition, now both acquisition and retention of users are the prime concerns in the field. In this study, we focus on churn prediction of mobile and online casual games. While churn prediction and analysis can provide important insights and action cues on retention, its application using play log data has been primitive or very limited in the casual game area. Most of the existing methods cannot be applied to casual games because casual game players tend to churn very quickly and they do not pay periodic subscription fees. Therefore, we focus on the new players and formally define churn using observation period (OP) and churn prediction period (CP). Using the definition, we develop a standard churn analysis process for casual games. We cover essential topics such as pre-processing of raw data, feature engineering including feature analysis, churn prediction modeling using traditional machine learning algorithms (logistic regression, gradient boosting, and random forests) and two deep learning algorithms (CNN and LSTM), and sensitivity analysis for OP and CP. Play log data of three different casual games are considered by analyzing a total of 193,443 unique player records and 10,874,958 play log records. While the analysis results provide useful insights, the overall results indicate that a small number of well-chosen features used as performance metrics might be sufficient for making important action decisions and that OP and CP should be properly chosen depending on the analysis goal.

  6. GAME FPS DENGAN MENGGUNAKAN MULTIPLAYER GAME

    Directory of Open Access Journals (Sweden)

    Ida Bagus Made Oka Widharma

    2016-08-01

    Full Text Available Perkembangan game saat ini sangat pesat sehingga banyak orang yang tertarik untuk memainkannya bahkan sampai lupa waktu,suatu game akan membuat orang tertarik dan penasaran karena didalam nya terdapat AI (artificial intelegent. Tujuan pengembangan kecerdasan buatan adalah untuk membuat aksi dan reaksi otonom agen atau NPC (Non-Player Character dari game. Dua NPC bisa saling membantu dalam menjalankan strategi menyerang terhadap musuh. penelitian  ini menjelaskan tentang bagaimana orang dapat bermain game secara bersama-sama dengan menggunakan jaringan computer atau jaringan internet . Dua NPC yang dimaksud  adalahNPC Scout yang bertugas memancing serangan musuh, dan NPC Sniper yang bertugas memberikan back up serangan dari jarak jauh.. Perilaku yangdimaksud adalah menyerang brutal, menyerang, bertahan dan melarikan diri. Masing-masing perilaku diujicobakan dalam game First Person Shooter menggunakan unity engine. Dalam simulasi game terjadi respon perubahan perilaku masing-masing NPC terhadap kondisi yang dihadapi dengan mengetahui respon dari NPC maka akan dapat menentukan strategi dalam game tersebut.

  7. Efficacy of extracting indices from large-scale acoustic recordings to monitor biodiversity.

    Science.gov (United States)

    Buxton, Rachel; McKenna, Megan F; Clapp, Mary; Meyer, Erik; Stabenau, Erik; Angeloni, Lisa M; Crooks, Kevin; Wittemyer, George

    2018-04-20

    Passive acoustic monitoring has the potential to be a powerful approach for assessing biodiversity across large spatial and temporal scales. However, extracting meaningful information from recordings can be prohibitively time consuming. Acoustic indices offer a relatively rapid method for processing acoustic data and are increasingly used to characterize biological communities. We examine the ability of acoustic indices to predict the diversity and abundance of biological sounds within recordings. First we reviewed the acoustic index literature and found that over 60 indices have been applied to a range of objectives with varying success. We then implemented a subset of the most successful indices on acoustic data collected at 43 sites in temperate terrestrial and tropical marine habitats across the continental U.S., developing a predictive model of the diversity of animal sounds observed in recordings. For terrestrial recordings, random forest models using a suite of acoustic indices as covariates predicted Shannon diversity, richness, and total number of biological sounds with high accuracy (R 2 > = 0.94, mean squared error MSE indices assessed, roughness, acoustic activity, and acoustic richness contributed most to the predictive ability of models. Performance of index models was negatively impacted by insect, weather, and anthropogenic sounds. For marine recordings, random forest models predicted Shannon diversity, richness, and total number of biological sounds with low accuracy (R 2 = 195), indicating that alternative methods are necessary in marine habitats. Our results suggest that using a combination of relevant indices in a flexible model can accurately predict the diversity of biological sounds in temperate terrestrial acoustic recordings. Thus, acoustic approaches could be an important contribution to biodiversity monitoring in some habitats in the face of accelerating human-caused ecological change. This article is protected by copyright. All rights

  8. Understanding and crafting the mix the art of recording

    CERN Document Server

    Moylan, William

    2014-01-01

    Understanding and Crafting the Mix, 3rd edition provides the framework to identify, evaluate, and shape your recordings with clear and systematic methods. Featuring numerous exercises, this third edition allows you to develop critical listening and analytical skills to gain greater control over the quality of your recordings. Sample production sequences and descriptions of the recording engineer's role as composer, conductor, and performer provide you with a clear view of the entire recording process. Dr. William Moylan takes an inside look into a range of iconic popular music, thus offering insights into making meaningful sound judgments during recording. His unique focus on the aesthetic of recording and mixing will allow you to immediately and artfully apply his expertise while at the mixing desk. A companion website features recorded tracks to use in exercises, reference materials, additional examples of mixes and sound qualities, and mixed tracks.

  9. Equivalence between quantum simultaneous games and quantum sequential games

    OpenAIRE

    Kobayashi, Naoki

    2007-01-01

    A framework for discussing relationships between different types of games is proposed. Within the framework, quantum simultaneous games, finite quantum simultaneous games, quantum sequential games, and finite quantum sequential games are defined. In addition, a notion of equivalence between two games is defined. Finally, the following three theorems are shown: (1) For any quantum simultaneous game G, there exists a quantum sequential game equivalent to G. (2) For any finite quantum simultaneo...

  10. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

    , called “pervasive games.” These are games that are based on computer technology, but use a physical space as the game space as opposed to video games. Coupling spatial configuration with performance theory of rituals as liminal phenomena, I put forward a model and a new understanding of the magic circle......When we play games of any kind, from tennis to board games, it is easy to notice that games seem to be configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a border in games like...... hide-and-seek, but even these games are still spatially configured. The border (visible or not) both seem to separate and uphold the game that it is meant for. This chapter sets out to analyse the possible border that separates a game from the surrounding world. Johan Huizinga noted this “separateness...

  11. Measurement and classification of heart and lung sounds by using LabView for educational use.

    Science.gov (United States)

    Altrabsheh, B

    2010-01-01

    This study presents the design, development and implementation of a simple low-cost method of phonocardiography signal detection. Human heart and lung signals are detected by using a simple microphone through a personal computer; the signals are recorded and analysed using LabView software. Amplitude and frequency analyses are carried out for various phonocardiography pathological cases. Methods for automatic classification of normal and abnormal heart sounds, murmurs and lung sounds are presented. Various cases of heart and lung sound measurement are recorded and analysed. The measurements can be saved for further analysis. The method in this study can be used by doctors as a detection tool aid and may be useful for teaching purposes at medical and nursing schools.

  12. Game Analytics for Game User Research, Part 1

    DEFF Research Database (Denmark)

    Seif El-Nasr, Magy; Desurvire, Heather; Aghabeigi, Bardia

    2013-01-01

    The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design......The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design...

  13. The insider's guide to home recording record music and get paid

    CERN Document Server

    Tarquin, Brian

    2015-01-01

    The last decade has seen an explosion in the number of home-recording studios. With the mass availability of sophisticated technology, there has never been a better time to do it yourself and make a profit.Take a studio journey with Brian Tarquin, the multiple-Emmy-award winning recording artist and producer, as he leads you through the complete recording process, and shows you how to perfect your sound using home equipment. He guides you through the steps to increase your creative freedom, and offers numerous tips to improve the effectiveness of your workflow. Topics covered in this book incl

  14. Connected Gaming: An Inclusive Perspective for Serious Gaming

    Directory of Open Access Journals (Sweden)

    Yasmin Kafai

    2017-09-01

    Full Text Available Serious games should focus on connected gaming, which is combining the instructionist approach on having students play educational games for learning with the constructionist approach on having students make their own games for learning. Constructionist activities have always been part of the larger gaming ecology but have traditionally received far less attention than their instructionist counterparts. Future developments in serious gaming ought to promote this more inclusive perspective to better realize the full potential of gaming as a means for learning and for connecting children to technology and to each other. This potential for more meaningful connectivity can also address the persistent access and diversity issues long facing gaming cultures. 

  15. Development of an Amplifier for Electronic Stethoscope System and Heart Sound Analysis

    Energy Technology Data Exchange (ETDEWEB)

    Kim, D. J.; Kang, D. K. [Chongju University, Chongju (Korea)

    2001-05-01

    The conventional stethoscope can not store its stethoscopic sounds. Therefore a doctor diagnoses a patient with instantaneous stethoscopic sounds at that time, and he can not remember the state of the patient's stethoscopic sounds on the next. This prevent accurate and objective diagnosis. If the electronic stethoscope, which can store the stethoscopic sound, is developed, the auscultation will be greatly improved. This study describes an amplifier for electronic stethoscope system that can extract heart sounds of fetus as well as adult and allow us hear and record the sounds. Using the developed stethoscopic amplifier, clean heart sounds of fetus and adult can be heard in noisy environment, such as a consultation room of a university hospital, a laboratory of a university. Surprisingly, the heart sound of a 22-week fetus was heard through the developed electronic stethoscope. Pitch detection experiments using the detected heart sounds showed that the signal represents distinct periodicity. It can be expected that the developed electronic stethoscope can substitute for conventional stethoscopes and if proper analysis method for the stethoscopic signal is developed, a good electronic stethoscope system can be produced. (author). 17 refs., 6 figs.

  16. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder

    NARCIS (Netherlands)

    Lemmens, J.S.; Hendriks, S.J.F.

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games.

  17. Perceived loudness of spatially distributed sound sources

    DEFF Research Database (Denmark)

    Song, Woo-keun; Ellermeier, Wolfgang; Minnaar, Pauli

    2005-01-01

    psychoacoustic attributes into account. Therefore, a method for deriving loudness maps was developed in an earlier study [Song, Internoise2004, paper 271]. The present experiment investigates to which extent perceived loudness depends on the distribution of individual sound sources. Three loudspeakers were...... positioned 1.5 m from the centre of the listener’s head, one straight ahead, and two 10 degrees to the right and left, respectively. Six participants matched the loudness of either one, or two simultaneous sounds (narrow-band noises with 1-kHz, and 3.15-kHz centre frequencies) to a 2-kHz, 60-dB SPL narrow......-band noise placed in the frontal loudspeaker. The two sounds were either originating from the central speaker, or from the two offset loudspeakers. It turned out that the subjects perceived the noises to be softer when they were distributed in space. In addition, loudness was calculated from the recordings...

  18. Upper limb muscle activation during sports video gaming of persons with spinal cord injury.

    Science.gov (United States)

    Jaramillo, Jeffrey P; Johanson, M Elise; Kiratli, B Jenny

    2018-04-04

    Video gaming as a therapeutic tool has largely been studied within the stroke population with some benefits reported in upper limb motor performance, balance, coordination, and cardiovascular status. To date, muscle activation of upper limb muscles in persons with spinal cord injuries (SCI) has not been studied during video game play. In this paper, we provide descriptive and comparative data for muscle activation and strength during gaming for players with tetraplegia and paraplegia, as well as, compare these results with data from traditional arm exercises (ie, biceps curl and shoulder press) with light weights which are commonly prescribed for a home program. Fourteen individuals with chronic SCI (9 tetraplegia, 5 paraplegia). We measured upper limb muscle activation with surface electromyography (EMG) during Wii Sports video game play. Muscle activation was recorded from the playing arm during 4 selected games and normalized to a maximum voluntary contraction (MVC). Heart rate and upper limb motion were recorded simultaneously with EMG. Wilcoxon signed rank tests were used to analyze differences in muscle activation between participants with paraplegia versus tetraplegia and compare gaming with traditional arm exercises with light weights. A Friedman 2-way analysis of variance identified key muscle groups active during game play. Overall muscle activation across the games was not different between those with paraplegia and tetraplegia. Heart rate during video game play for tennis and boxing were on average 10 to 20 beats/minute above resting heart rate. The magnitude of EMG was relatively greater for traditional arm exercises with light weights compared with game play. The selected Wii games were able to elicit upper extremity muscle activation and elevated heart rates for individuals with SCI that may be used to target therapeutic outcomes.

  19. Exploring Game Experiences and Game Leadership in Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

    This study explored the in-game experiences of massively multiplayer online role-playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play…

  20. Application of semi-supervised deep learning to lung sound analysis.

    Science.gov (United States)

    Chamberlain, Daniel; Kodgule, Rahul; Ganelin, Daniela; Miglani, Vivek; Fletcher, Richard Ribon

    2016-08-01

    The analysis of lung sounds, collected through auscultation, is a fundamental component of pulmonary disease diagnostics for primary care and general patient monitoring for telemedicine. Despite advances in computation and algorithms, the goal of automated lung sound identification and classification has remained elusive. Over the past 40 years, published work in this field has demonstrated only limited success in identifying lung sounds, with most published studies using only a small numbers of patients (typically Ndeep learning algorithm for automatically classify lung sounds from a relatively large number of patients (N=284). Focusing on the two most common lung sounds, wheeze and crackle, we present results from 11,627 sound files recorded from 11 different auscultation locations on these 284 patients with pulmonary disease. 890 of these sound files were labeled to evaluate the model, which is significantly larger than previously published studies. Data was collected with a custom mobile phone application and a low-cost (US$30) electronic stethoscope. On this data set, our algorithm achieves ROC curves with AUCs of 0.86 for wheeze and 0.74 for crackle. Most importantly, this study demonstrates how semi-supervised deep learning can be used with larger data sets without requiring extensive labeling of data.

  1. Computerized Respiratory Sounds: Novel Outcomes for Pulmonary Rehabilitation in COPD.

    Science.gov (United States)

    Jácome, Cristina; Marques, Alda

    2017-02-01

    Computerized respiratory sounds are a simple and noninvasive measure to assess lung function. Nevertheless, their potential to detect changes after pulmonary rehabilitation (PR) is unknown and needs clarification if respiratory acoustics are to be used in clinical practice. Thus, this study investigated the short- and mid-term effects of PR on computerized respiratory sounds in subjects with COPD. Forty-one subjects with COPD completed a 12-week PR program and a 3-month follow-up. Secondary outcome measures included dyspnea, self-reported sputum, FEV 1 , exercise tolerance, self-reported physical activity, health-related quality of life, and peripheral muscle strength. Computerized respiratory sounds, the primary outcomes, were recorded at right/left posterior chest using 2 stethoscopes. Air flow was recorded with a pneumotachograph. Normal respiratory sounds, crackles, and wheezes were analyzed with validated algorithms. There was a significant effect over time in all secondary outcomes, with the exception of FEV 1 and of the impact domain of the St George Respiratory Questionnaire. Inspiratory and expiratory median frequencies of normal respiratory sounds in the 100-300 Hz band were significantly lower immediately (-2.3 Hz [95% CI -4 to -0.7] and -1.9 Hz [95% CI -3.3 to -0.5]) and at 3 months (-2.1 Hz [95% CI -3.6 to -0.7] and -2 Hz [95% CI -3.6 to -0.5]) post-PR. The mean number of expiratory crackles (-0.8, 95% CI -1.3 to -0.3) and inspiratory wheeze occupation rate (median 5.9 vs 0) were significantly lower immediately post-PR. Computerized respiratory sounds were sensitive to short- and mid-term effects of PR in subjects with COPD. These findings are encouraging for the clinical use of respiratory acoustics. Future research is needed to strengthen these findings and explore the potential of computerized respiratory sounds to assess the effectiveness of other clinical interventions in COPD. Copyright © 2017 by Daedalus Enterprises.

  2. Gaming Increases Craving to Gaming-Related Stimuli in Individuals With Internet Gaming Disorder.

    Science.gov (United States)

    Dong, Guangheng; Wang, Lingxiao; Du, Xiaoxia; Potenza, Marc N

    2017-07-01

    Internet gaming disorder (IGD) has been proposed as a behavioral addiction warranting additional investigation. Craving is considered a core component of addictions. However, few studies to date have investigated craving in IGD. In the current study, we investigated how gaming was associated with changes in response to gaming-related stimuli in subjects with IGD and those with recreational game use (RGU). Behavioral and functional magnetic resonance imaging data were collected from 27 individuals with IGD and 43 individuals with RGU. Subjects' craving responses to gaming-related stimuli were measured before and after 30 minutes of gaming. The comparison between post- and pregaming measures showed that for IGD, gaming was associated with increased craving and increased brain activation of the lateral and prefrontal cortex, the striatum, and the precuneus when exposed to gaming-related stimuli. In individuals with RGU, no enhanced brain activity was observed. These results suggest that gaming behavior enhances craving responses in subjects with IGD but not in subjects with RGU, provide insight into potential mechanisms underlying IGD, and suggest behavioral and neurobiological targets for IGD-related interventions. Copyright © 2017 Society of Biological Psychiatry. Published by Elsevier Inc. All rights reserved.

  3. Problems in nonlinear acoustics: Scattering of sound by sound, parametric receiving arrays, nonlinear effects in asymmetric sound beams and pulsed finite amplitude sound beams

    Science.gov (United States)

    Hamilton, Mark F.

    1989-08-01

    Four projects are discussed in this annual summary report, all of which involve basic research in nonlinear acoustics: Scattering of Sound by Sound, a theoretical study of two nonconlinear Gaussian beams which interact to produce sum and difference frequency sound; Parametric Receiving Arrays, a theoretical study of parametric reception in a reverberant environment; Nonlinear Effects in Asymmetric Sound Beams, a numerical study of two dimensional finite amplitude sound fields; and Pulsed Finite Amplitude Sound Beams, a numerical time domain solution of the KZK equation.

  4. Direct Measurement of the Speed of Sound Using a Microphone and a Speaker

    Science.gov (United States)

    Gómez-Tejedor, José A.; Castro-Palacio, Juan C.; Monsoriu, Juan A.

    2014-01-01

    We present a simple and accurate experiment to obtain the speed of sound in air using a conventional speaker and a microphone connected to a computer. A free open source digital audio editor and recording computer software application allows determination of the time-of-flight of the wave for different distances, from which the speed of sound is…

  5. Artificial neural networks for breathing and snoring episode detection in sleep sounds

    International Nuclear Information System (INIS)

    Emoto, Takahiro; Akutagawa, Masatake; Kinouchi, Yohsuke; Abeyratne, Udantha R; Chen, Yongjian; Kawata, Ikuji

    2012-01-01

    Obstructive sleep apnea (OSA) is a serious disorder characterized by intermittent events of upper airway collapse during sleep. Snoring is the most common nocturnal symptom of OSA. Almost all OSA patients snore, but not all snorers have the disease. Recently, researchers have attempted to develop automated snore analysis technology for the purpose of OSA diagnosis. These technologies commonly require, as the first step, the automated identification of snore/breathing episodes (SBE) in sleep sound recordings. Snore intensity may occupy a wide dynamic range (>95 dB) spanning from the barely audible to loud sounds. Low-intensity SBE sounds are sometimes seen buried within the background noise floor, even in high-fidelity sound recordings made within a sleep laboratory. The complexity of SBE sounds makes it a challenging task to develop automated snore segmentation algorithms, especially in the presence of background noise. In this paper, we propose a fundamentally novel approach based on artificial neural network (ANN) technology to detect SBEs. Working on clinical data, we show that the proposed method can detect SBE at a sensitivity and specificity exceeding 0.892 and 0.874 respectively, even when the signal is completely buried in background noise (SNR <0 dB). We compare the performance of the proposed technology with those of the existing methods (short-term energy, zero-crossing rates) and illustrate that the proposed method vastly outperforms conventional techniques. (paper)

  6. PREFACE: Aerodynamic sound Aerodynamic sound

    Science.gov (United States)

    Akishita, Sadao

    2010-02-01

    The modern theory of aerodynamic sound originates from Lighthill's two papers in 1952 and 1954, as is well known. I have heard that Lighthill was motivated in writing the papers by the jet-noise emitted by the newly commercialized jet-engined airplanes at that time. The technology of aerodynamic sound is destined for environmental problems. Therefore the theory should always be applied to newly emerged public nuisances. This issue of Fluid Dynamics Research (FDR) reflects problems of environmental sound in present Japanese technology. The Japanese community studying aerodynamic sound has held an annual symposium since 29 years ago when the late Professor S Kotake and Professor S Kaji of Teikyo University organized the symposium. Most of the Japanese authors in this issue are members of the annual symposium. I should note the contribution of the two professors cited above in establishing the Japanese community of aerodynamic sound research. It is my pleasure to present the publication in this issue of ten papers discussed at the annual symposium. I would like to express many thanks to the Editorial Board of FDR for giving us the chance to contribute these papers. We have a review paper by T Suzuki on the study of jet noise, which continues to be important nowadays, and is expected to reform the theoretical model of generating mechanisms. Professor M S Howe and R S McGowan contribute an analytical paper, a valuable study in today's fluid dynamics research. They apply hydrodynamics to solve the compressible flow generated in the vocal cords of the human body. Experimental study continues to be the main methodology in aerodynamic sound, and it is expected to explore new horizons. H Fujita's study on the Aeolian tone provides a new viewpoint on major, longstanding sound problems. The paper by M Nishimura and T Goto on textile fabrics describes new technology for the effective reduction of bluff-body noise. The paper by T Sueki et al also reports new technology for the

  7. Evoked responses to sinusoidally modulated sound in unanaesthetized dogs

    NARCIS (Netherlands)

    Tielen, A.M.; Kamp, A.; Lopes da Silva, F.H.; Reneau, J.P.; Storm van Leeuwen, W.

    1. 1. Responses evoked by sinusoidally amplitude-modulated sound in unanaesthetized dogs have been recorded from inferior colliculus and from auditory cortex structures by means of chronically indwelling stainless steel wire electrodes. 2. 2. Harmonic analysis of the average responses demonstrated

  8. Vehicle engine sound design based on an active noise control system

    Energy Technology Data Exchange (ETDEWEB)

    Lewis, M. [Siemens VDO Automotive, Auburn Hills, MI (United States)

    2002-07-01

    A study has been carried out to identify the types of vehicle engine sounds that drivers prefer while driving at different locations and under different driving conditions. An active noise control system controlled the sound at the air intake orifice of a vehicle engine's first sixteen orders and half orders. The active noise control system was used to change the engine sound to quiet, harmonic, high harmonic, spectral shaped and growl. Videos were made of the roads traversed, binaural recording of vehicle interior sounds, and vibrations of the vehicle floor pan. Jury tapes were made up for day driving, nighttime driving and driving in the rain during the day for each of the sites. Jurors used paired comparisons to evaluate the vehicle interior sounds while sitting in a vehicle simulator developed by Siemens VDO that replicated videos of the road traversed, binaural recording of the vehicle interior sounds and vibrations of the floor pan and seat. (orig.) [German] Im Rahmen einer Studie wurden Typen von Motorgeraeuschen identifiziert, die von Fahrern unter verschiedenen Fahrbedingungen als angenehm empfunden werden. Ein System zur aktiven Geraeuschbeeinflussung am Ansauglufteinlass im Bereich des Luftfilters modifizierte den Klang des Motors bis zur 16,5ten Motorordnung, und zwar durch Bedaempfung, Verstaerkung und Filterung der Signalfrequenzen. Waehrend der Fahrt wurden Videoaufnahmen der befahrenen Strassen, Stereoaufnahmen der Fahrzeuginnengeraeusche und Aufnahmen der Vibrationsamplituden des Fahrzeugbodens erstellt; dies bei Tag- und Nachtfahrten und bei Tagfahrten im Regen. Zur Beurteilung der aufgezeichneten Geraeusche durch Versuchspersonen wurde ein Fahrzeug-Laborsimulator mit Fahrersitz, Bildschirm, Lautsprecher und mechanischer Erregung der Bodenplatte aufgebaut, um die aufgenommenen Signale moeglichst wirklichkeitsgetreu wiederzugeben. (orig.)

  9. A Framework for Structuring Learning Assessment in a Online Educational Game: Experiment Centered Design

    Science.gov (United States)

    Conrad, Shawn; Clarke-Midura, Jody; Klopfer, Eric

    2014-01-01

    Educational games offer an opportunity to engage and inspire students to take interest in science, technology, engineering, and mathematical (STEM) subjects. Unobtrusive learning assessment techniques coupled with machine learning algorithms can be utilized to record students' in-game actions and formulate a model of the students' knowledge…

  10. Understanding the Doppler effect by analysing spectrograms of the sound of a passing vehicle

    Science.gov (United States)

    Lubyako, Dmitry; Martinez-Piedra, Gordon; Ushenin, Arthur; Denvir, Patrick; Dunlop, John; Hall, Alex; Le Roux, Gus; van Someren, Laurence; Weinberger, Harvey

    2017-11-01

    The purpose of this paper is to demonstrate how the Doppler effect can be analysed to deduce information about a moving source of sound waves. Specifically, we find the speed of a car and the distance of its closest approach to an observer using sound recordings from smartphones. A key focus of this paper is how this can be achieved in a classroom, both theoretically and experimentally, to deepen students’ understanding of the Doppler effect. Included are our own experimental data (48 sound recordings) to allow others to reproduce the analysis, if they cannot repeat the whole experiment themselves. In addition to its educational purpose, this paper examines the percentage errors in our results. This enabled us to determine sources of error, allowing those conducting similar future investigations to optimize their accuracy.

  11. Melodic multi-feature paradigm reveals auditory profiles in music-sound encoding

    Directory of Open Access Journals (Sweden)

    Mari eTervaniemi

    2014-07-01

    Full Text Available Musical expertise modulates preattentive neural sound discrimination. However, this evidence up to great extent originates from paradigms using very simple stimulation. Here we use a novel melody paradigm (revealing the auditory profile for six sound parameters in parallel to compare memory-related MMN and attention-related P3a responses recorded from non-musicians and Finnish Folk musicians. MMN emerged in both groups of participants for all sound changes (except for rhythmic changes in non-musicians. In Folk musicians, the MMN was enlarged for mistuned sounds when compared with non-musicians. This is taken to reflect their familiarity with pitch information which is in key position in Finnish folk music when compared with e.g., rhythmic information. The MMN was followed by P3a after timbre changes, rhythm changes, and melody transposition. The MMN and P3a topographies differentiated the groups for all sound changes. Thus, the melody paradigm offers a fast and cost-effective means for determining the auditory profile for music-sound encoding and also, importantly, for probing the effects of musical expertise on it.

  12. Melodic multi-feature paradigm reveals auditory profiles in music-sound encoding.

    Science.gov (United States)

    Tervaniemi, Mari; Huotilainen, Minna; Brattico, Elvira

    2014-01-01

    Musical expertise modulates preattentive neural sound discrimination. However, this evidence up to great extent originates from paradigms using very simple stimulation. Here we use a novel melody paradigm (revealing the auditory profile for six sound parameters in parallel) to compare memory-related mismatch negativity (MMN) and attention-related P3a responses recorded from non-musicians and Finnish Folk musicians. MMN emerged in both groups of participants for all sound changes (except for rhythmic changes in non-musicians). In Folk musicians, the MMN was enlarged for mistuned sounds when compared with non-musicians. This is taken to reflect their familiarity with pitch information which is in key position in Finnish folk music when compared with e.g., rhythmic information. The MMN was followed by P3a after timbre changes, rhythm changes, and melody transposition. The MMN and P3a topographies differentiated the groups for all sound changes. Thus, the melody paradigm offers a fast and cost-effective means for determining the auditory profile for music-sound encoding and also, importantly, for probing the effects of musical expertise on it.

  13. Use of a simulation game for HIV/AIDS education with pre-service teachers.

    Science.gov (United States)

    Petersen, Nadine; de Beer, Josef; Dunbar-Krige, Helen

    2011-04-01

    The article describes the use of a simulation game in HIV/AIDS education with pre-service teachers in Johannesburg, South Africa. The use of a simulation game, as novel experiential pedagogy, was an attempt to raise awareness about HIV and AIDS and to demonstrate that anyone can be at risk of HIV infection. Using a generic qualitative research design, the data were collected over a three-year period by way of video recordings of the simulation game, recordings of large and small group discussions afterwards, and via questionnaires and written reflections by the education students four weeks afterwards. Content analysis and discourse analysis led to the construction of three main themes. First, we found that the novelty factor of the simulation game for raising HIV/AIDS awareness was confirmed both during the game itself and after a period of time had elapsed. Second, in light of many education students' naivety about the intersection of biological, socio-cultural and economic issues at play in the spread of HIV, the game prompted more reflexivity about the disease and helped to broaden the participants' discussions. Lastly, the data revealed the disjuncture between theory and practice in HIV/AIDS education. We propose that in raising awareness of HIV and AIDS, educators should move towards more engaging and challenging pedagogies that address the learning needs of the 'new' generation of university students.

  14. The effect of sound sources on soundscape appraisal

    NARCIS (Netherlands)

    van den Bosch, Kirsten; Andringa, Tjeerd

    2014-01-01

    In this paper we explore how the perception of sound sources (like traffic, birds, and the presence of distant people) influences the appraisal of soundscapes (as calm, lively, chaotic, or boring). We have used 60 one-minute recordings, selected from 21 days (502 hours) in March and July 2010.

  15. Pleasure to play, arousal to stay: the effect of player emotions on digital game preferences and playing time.

    Science.gov (United States)

    Poels, Karolien; van den Hoogen, Wouter; Ijsselsteijn, Wijnand; de Kort, Yvonne

    2012-01-01

    This study investigated how player emotions during game-play, measured through self-report and physiological recordings, predict playing time and game preferences. We distinguished between short-term (immediately after game-play) and long-term (after 3 weeks) playing time and game preferences. While pleasure was most predictive for short-term playing time and game preferences, arousal, particularly for game preferences, was most predictive on the longer term. This result was found through both self-report and physiological emotion measures. This study initiates theorizing about digital gaming as a hedonic consumer product and sketches future research endeavors of this topic.

  16. Game, game, game and again game, de Jason Nelson: aspectos da contemporaneidade

    Directory of Open Access Journals (Sweden)

    Flavio Pereira Senra

    2016-01-01

    Full Text Available Embora pensadores como o escritor Mario Vargas Llosa afirmem que os tempos hodiernos têm como característica principal a frivolidade, por conta da velocidade e quantidade de informações a serem digeridas diariamente, artistas em sua pulsão criativa exploram tais paradoxos de grandeza/pequenez em suas obras de arte. Este artigo visa apreender na obra Game, game, game and again game aspectos da contemporaneidade, como o conceito de lúdico e a enorme gama de entretenimentos voltados a um público imerso na indústria da cultura, através da forma como eles são trabalhados junto a conceitos como interatividade como forma de coautoria da obra de arte, finitude artística e permanência no meio digital, e transmidialidade na criação estética.

  17. The influence of in-game emotions on basketball performance.

    Science.gov (United States)

    Uphill, Mark; Groom, Ryan; Jones, Marc

    2014-01-01

    This study examined the influence of emotions on performance in basketball. Six female basketball players were videotaped in six games. Frequency of performance behaviours was recorded minute-by-minute and indices of successful (SGI) and unsuccessful (UGI) game involvement derived for each player. Post-game, players reported the intensity of experienced emotions (anger, anxiety, embarrassment, excitement and happiness), and the time of the eliciting incident. The only emotion revealed as a significant predictor of SGI was happiness; both anger and embarrassment were significant predictors of increased UGI. Consideration of individual player analyses suggests that there is variation in the magnitude of the influence of emotions on performance and the extent to which this influence was helpful or harmful to performance. The study provides evidence that emotions are associated with changes in game behaviours in competition. Implications for further research examining the emotion-performance relationship are discussed.

  18. Emotional sounds modulate early neural processing of emotional pictures

    Directory of Open Access Journals (Sweden)

    Antje B M Gerdes

    2013-10-01

    Full Text Available In our natural environment, emotional information is conveyed by converging visual and auditory information; multimodal integration is of utmost importance. In the laboratory, however, emotion researchers have mostly focused on the examination of unimodal stimuli. Few existing studies on multimodal emotion processing have focused on human communication such as the integration of facial and vocal expressions. Extending the concept of multimodality, the current study examines how the neural processing of emotional pictures is influenced by simultaneously presented sounds. Twenty pleasant, unpleasant, and neutral pictures of complex scenes were presented to 22 healthy participants. On the critical trials these pictures were paired with pleasant, unpleasant and neutral sounds. Sound presentation started 500 ms before picture onset and each stimulus presentation lasted for 2s. EEG was recorded from 64 channels and ERP analyses focused on the picture onset. In addition, valence, and arousal ratings were obtained. Previous findings for the neural processing of emotional pictures were replicated. Specifically, unpleasant compared to neutral pictures were associated with an increased parietal P200 and a more pronounced centroparietal late positive potential (LPP, independent of the accompanying sound valence. For audiovisual stimulation, increased parietal P100 and P200 were found in response to all pictures which were accompanied by unpleasant or pleasant sounds compared to pictures with neutral sounds. Most importantly, incongruent audiovisual pairs of unpleasant pictures and pleasant sounds enhanced parietal P100 and P200 compared to pairings with congruent sounds. Taken together, the present findings indicate that emotional sounds modulate early stages of visual processing and, therefore, provide an avenue by which multimodal experience may enhance perception.

  19. Behavioral response of manatees to variations in environmental sound levels

    Science.gov (United States)

    Miksis-Olds, Jennifer L.; Wagner, Tyler

    2011-01-01

    Florida manatees (Trichechus manatus latirostris) inhabit coastal regions because they feed on the aquatic vegetation that grows in shallow waters, which are the same areas where human activities are greatest. Noise produced from anthropogenic and natural sources has the potential to affect these animals by eliciting responses ranging from mild behavioral changes to extreme aversion. Sound levels were calculated from recordings made throughout behavioral observation periods. An information theoretic approach was used to investigate the relationship between behavior patterns and sound level. Results indicated that elevated sound levels affect manatee activity and are a function of behavioral state. The proportion of time manatees spent feeding and milling changed in response to sound level. When ambient sound levels were highest, more time was spent in the directed, goal-oriented behavior of feeding, whereas less time was spent engaged in undirected behavior such as milling. This work illustrates how shifts in activity of individual manatees may be useful parameters for identifying impacts of noise on manatees and might inform population level effects.

  20. The influence of game genre on Internet gaming disorder.

    Science.gov (United States)

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-06-29

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.

  1. Novel Approaches to Obesity Prevention: Effects of Game Enjoyment and Game Type on Energy Expenditure in Active Video Games

    Science.gov (United States)

    Lyons, Elizabeth J.; Tate, Deborah F.; Komoski, Stephanie E.; Carr, Philip M.; Ward, Dianne S.

    2012-01-01

    Background Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Method Young adults (N = 100, 50 female, 55 overweight, aged 18–35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. Results After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg-1/h-1 (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p games were more enjoyable (p games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Conclusions Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. PMID:22920810

  2. Graphic recording of heart sounds in height native subjects

    OpenAIRE

    Rotta, Andrés; Ascenzo C., Jorge

    2014-01-01

    The phonocardiograms series obtained from normal subjects show that it is not always possible to record the noises Headset and 3rd, giving diverse enrollment rates by different authors. The reason why the graphic registration fails these noises largely normal individuals has not yet been explained in concrete terms, but allowed different influencing factors such as age, determinants of noises, terms of transmissibility chest wall sensitivity of the recording apparatus, etc. Los fonocardiog...

  3. Games on Games. Game Design as Critical Reflexive Practice

    OpenAIRE

    Giovanni Caruso; Riccardo Fassone; Gabriele Ferri; Stefano Gualeni; Mauro Salvador

    2016-01-01

    Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011), the practice of producing artifacts of different sorts in order to supple...

  4. Video game addiction, ADHD symptomatology, and video game reinforcement.

    Science.gov (United States)

    Mathews, Christine L; Morrell, Holly E R; Molle, Jon E

    2018-06-06

    Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.

  5. Say what? Coral reef sounds as indicators of community assemblages and reef conditions

    Science.gov (United States)

    Mooney, T. A.; Kaplan, M. B.

    2016-02-01

    Coral reefs host some of the highest diversity of life on the planet. Unfortunately, reef health and biodiversity is declining or is threatened as a result of climate change and human influences. Tracking these changes is necessary for effective resource management, yet estimating marine biodiversity and tracking trends in ecosystem health is a challenging and expensive task, especially in many pristine reefs which are remote and difficult to access. Many fishes, mammals and invertebrates make sound. These sounds are reflective of a number of vital biological processes and are a cue for settling reef larvae. Biological sounds may be a means to quantify ecosystem health and biodiversity, however the relationship between coral reef soundscapes and the actual taxa present remains largely unknown. This study presents a comparative evaluation of the soundscape of multiple reefs, naturally differing in benthic cover and fish diversity, in the U.S. Virgin Islands National Park. Using multiple recorders per reef we characterized spacio-temporal variation in biological sound production within and among reefs. Analyses of sounds recorded over 4 summer months indicated diel trends in both fish and snapping shrimp acoustic frequency bands with crepuscular peaks at all reefs. There were small but statistically significant acoustic differences among sites on a given reef raising the possibility of potentially localized acoustic habitats. The strength of diel trends in lower, fish-frequency bands were correlated with coral cover and fish density, yet no such relationship was found with shrimp sounds suggesting that fish sounds may be of higher relevance to tracking certain coral reef conditions. These findings indicate that, in spite of considerable variability within reef soundscapes, diel trends in low-frequency sound production reflect reef community assemblages. Further, monitoring soundscapes may be an efficient means of establishing and monitoring reef conditions.

  6. Computer and video game addiction-a comparison between game users and non-game users.

    Science.gov (United States)

    Weinstein, Aviv Malkiel

    2010-09-01

    Computer game addiction is excessive or compulsive use of computer and video games that may interfere with daily life. It is not clear whether video game playing meets diagnostic criteria for Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV). First objective is to review the literature on computer and video game addiction over the topics of diagnosis, phenomenology, epidemiology, and treatment. Second objective is to describe a brain imaging study measuring dopamine release during computer game playing. Article search of 15 published articles between 2000 and 2009 in Medline and PubMed on computer and video game addiction. Nine abstinent "ecstasy" users and 8 control subjects were scanned at baseline and after performing on a motorbike riding computer game while imaging dopamine release in vivo with [123I] IBZM and single photon emission computed tomography (SPECT). Psycho-physiological mechanisms underlying computer game addiction are mainly stress coping mechanisms, emotional reactions, sensitization, and reward. Computer game playing may lead to long-term changes in the reward circuitry that resemble the effects of substance dependence. The brain imaging study showed that healthy control subjects had reduced dopamine D2 receptor occupancy of 10.5% in the caudate after playing a motorbike riding computer game compared with baseline levels of binding consistent with increased release and binding to its receptors. Ex-chronic "ecstasy" users showed no change in levels of dopamine D2 receptor occupancy after playing this game. This evidence supports the notion that psycho-stimulant users have decreased sensitivity to natural reward. Computer game addicts or gamblers may show reduced dopamine response to stimuli associated with their addiction presumably due to sensitization.

  7. Software for objective comparison of vocal acoustic features over weeks of audio recording: KLFromRecordingDays

    Science.gov (United States)

    Soderstrom, Ken; Alalawi, Ali

    KLFromRecordingDays allows measurement of Kullback-Leibler (KL) distances between 2D probability distributions of vocal acoustic features. Greater KL distance measures reflect increased phonological divergence across the vocalizations compared. The software has been used to compare *.wav file recordings made by Sound Analysis Recorder 2011 of songbird vocalizations pre- and post-drug and surgical manipulations. Recordings from individual animals in *.wav format are first organized into subdirectories by recording day and then segmented into individual syllables uttered and acoustic features of these syllables using Sound Analysis Pro 2011 (SAP). KLFromRecordingDays uses syllable acoustic feature data output by SAP to a MySQL table to generate and compare "template" (typically pre-treatment) and "target" (typically post-treatment) probability distributions. These distributions are a series of virtual 2D plots of the duration of each syllable (as x-axis) to each of 13 other acoustic features measured by SAP for that syllable (as y-axes). Differences between "template" and "target" probability distributions for each acoustic feature are determined by calculating KL distance, a measure of divergence of the target 2D distribution pattern from that of the template. KL distances and the mean KL distance across all acoustic features are calculated for each recording day and output to an Excel spreadsheet. Resulting data for individual subjects may then be pooled across treatment groups and graphically summarized and used for statistical comparisons. Because SAP-generated MySQL files are accessed directly, data limits associated with spreadsheet output are avoided, and the totality of vocal output over weeks may be objectively analyzed all at once. The software has been useful for measuring drug effects on songbird vocalizations and assessing recovery from damage to regions of vocal motor cortex. It may be useful in studies employing other species, and as part of speech

  8. Software for objective comparison of vocal acoustic features over weeks of audio recording: KLFromRecordingDays

    Directory of Open Access Journals (Sweden)

    Ken Soderstrom

    2017-01-01

    Full Text Available KLFromRecordingDays allows measurement of Kullback–Leibler (KL distances between 2D probability distributions of vocal acoustic features. Greater KL distance measures reflect increased phonological divergence across the vocalizations compared. The software has been used to compare *.wav file recordings made by Sound Analysis Recorder 2011 of songbird vocalizations pre- and post-drug and surgical manipulations. Recordings from individual animals in *.wav format are first organized into subdirectories by recording day and then segmented into individual syllables uttered and acoustic features of these syllables using Sound Analysis Pro 2011 (SAP. KLFromRecordingDays uses syllable acoustic feature data output by SAP to a MySQL table to generate and compare “template” (typically pre-treatment and “target” (typically post-treatment probability distributions. These distributions are a series of virtual 2D plots of the duration of each syllable (as x-axis to each of 13 other acoustic features measured by SAP for that syllable (as y-axes. Differences between “template” and “target” probability distributions for each acoustic feature are determined by calculating KL distance, a measure of divergence of the target 2D distribution pattern from that of the template. KL distances and the mean KL distance across all acoustic features are calculated for each recording day and output to an Excel spreadsheet. Resulting data for individual subjects may then be pooled across treatment groups and graphically summarized and used for statistical comparisons. Because SAP-generated MySQL files are accessed directly, data limits associated with spreadsheet output are avoided, and the totality of vocal output over weeks may be objectively analyzed all at once. The software has been useful for measuring drug effects on songbird vocalizations and assessing recovery from damage to regions of vocal motor cortex. It may be useful in studies employing other

  9. Game Learning Analytics: Learning Analytics for Serious Games

    NARCIS (Netherlands)

    Freire, Manuel; Serrano-Laguna, Angel; Manero, Borja; Martinez-Ortiz, Ivan; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar

    2016-01-01

    Video games have become one of the largest entertainment industries, and their power to capture the attention of players worldwide soon prompted the idea of using games to improve education. However, these educational games, commonly referred to as serious games, face different challenges when

  10. A consideration on physical tuning for acoustical coloration in recording studio

    Science.gov (United States)

    Shimizu, Yasushi

    2003-04-01

    Coloration due to particular architectural shapes and dimension or less surface absorption has been mentioned as an acoustical defect in recording studio. Generally interference among early reflected sounds arriving within 10 ms in delay after the direct sound produces coloration by comb filter effect over mid- and high-frequency sounds. In addition, less absorbed room resonance modes also have been well known as a major component for coloration in low-frequency sounds. Small size in dimension with recording studio, however, creates difficulty in characterization associated with wave acoustics behavior, that make acoustical optimization more difficult than that of concert hall acoustics. There still remains difficulty in evaluating amount of coloration as well as predicting its acoustical characteristics in acoustical modeling and in other words acoustical tuning technique during construction is regarded as important to optimize acoustics appropriately to the function of recording studio. This paper presents a example of coloration by comb filtering effect and less damped room modes in typical post-processing recording studio. And acoustical design and measurement technique will be presented for adjusting timbre due to coloration based on psycho-acoustical performance with binaural hearing and room resonance control with line array resonator adjusted to the particular room modes considered.

  11. Tabletop Games: Platforms, Experimental Games and Design Recommendations

    Science.gov (United States)

    Haller, Michael; Forlines, Clifton; Koeffel, Christina; Leitner, Jakob; Shen, Chia

    While the last decade has seen massive improvements in not only the rendering quality, but also the overall performance of console and desktop video games, these improvements have not necessarily led to a greater population of video game players. In addition to continuing these improvements, the video game industry is also constantly searching for new ways to convert non-players into dedicated gamers. Despite the growing popularity of computer-based video games, people still love to play traditional board games, such as Risk, Monopoly, and Trivial Pursuit. Both video and board games have their strengths and weaknesses, and an intriguing conclusion is to merge both worlds. We believe that a tabletop form-factor provides an ideal interface for digital board games. The design and implementation of tabletop games will be influenced by the hardware platforms, form factors, sensing technologies, as well as input techniques and devices that are available and chosen. This chapter is divided into three major sections. In the first section, we describe the most recent tabletop hardware technologies that have been used by tabletop researchers and practitioners. In the second section, we discuss a set of experimental tabletop games. The third section presents ten evaluation heuristics for tabletop game design.

  12. Physiological and skill demands of 'on-side' and 'off-side' games.

    Science.gov (United States)

    Gabbett, Tim J; Jenkins, David G; Abernethy, Bruce

    2010-11-01

    This study investigated the physiological and skill demands of 'on-side' and 'off-side' games in elite rugby league players. Sixteen male rugby league players participated in 'on-side' and 'off-side' games. Both small-sided games were played in a 40- × 40-m playing area. The 'off-side' game permitted players to have 3 'plays' while in possession of the ball. Players were permitted to pass backward or forward (to an 'off-side' player). The 'on-side' game also permitted players to have 3 'plays' while in possession of the ball. However, players were only permitted to pass backward to players in an 'on-side' position. Heart rate and movement patterns (via global positioning system) were recorded continuously throughout both games. Data were collected on the distance covered, number of high-acceleration and velocity efforts, and recovery between efforts. Video footage was also taken to track the performance of the players. Post hoc inspection of the footage was undertaken to count the number of possessions and the number and quality of disposals. In comparison to 'on-side' games, 'off-side' games had a greater number of involvements ("touches"), passes, and effective passes. However, the cognitive demands of 'on-side' games were greater than 'off-side' games. 'Off-side' games resulted in a greater total distance covered, greater distance covered in mild and moderate accelerations, and greater distance covered in low, moderate, and high-velocity efforts. There were also a greater number of short duration recovery periods between efforts in 'off-side' games. The results of this study demonstrate that 'off-side' games provide greater physiological and skill demands than 'on-side' games. 'Off-side' games may provide a practical alternative to 'on-side' games for the development of skill and fitness in elite rugby league players.

  13. Analysis of sound data streamed over the network

    Directory of Open Access Journals (Sweden)

    Jiří Fejfar

    2013-01-01

    Full Text Available In this paper we inspect a difference between original sound recording and signal captured after streaming this original recording over a network loaded with a heavy traffic. There are several kinds of failures occurring in the captured recording caused by network congestion. We try to find a method how to evaluate correctness of streamed audio. Usually there are metrics based on a human perception of a signal such as “signal is clear, without audible failures”, “signal is having some failures but it is understandable”, or “signal is inarticulate”. These approaches need to be statistically evaluated on a broad set of respondents, which is time and resource consuming. We try to propose some metrics based on signal properties allowing us to compare the original and captured recording. We use algorithm called Dynamic Time Warping (Müller, 2007 commonly used for time series comparison in this paper. Some other time series exploration approaches can be found in (Fejfar, 2011 and (Fejfar, 2012. The data was acquired in our network laboratory simulating network traffic by downloading files, streaming audio and video simultaneously. Our former experiment inspected Quality of Service (QoS and its impact on failures of received audio data stream. This experiment is focused on the comparison of sound recordings rather than network mechanism.We focus, in this paper, on a real time audio stream such as a telephone call, where it is not possible to stream audio in advance to a “pool”. Instead it is necessary to achieve as small delay as possible (between speaker voice recording and listener voice replay. We are using RTP protocol for streaming audio.

  14. Comparison between Famous Game Engines and Eminent Games

    Directory of Open Access Journals (Sweden)

    Prerna Mishra

    2016-09-01

    Full Text Available Nowadays game engines are imperative for building 3D applications and games. This is for the reason that the engines appreciably reduce resources for employing obligatory but intricate utilities. This paper elucidates about a game engine, popular games developed by these engines and its foremost elements. It portrays a number of special kinds of contemporary game developed by engines in the way of their aspects, procedure and deliberates their stipulations with comparison.

  15. Melodic multi-feature paradigm reveals auditory profiles in music-sound encoding

    DEFF Research Database (Denmark)

    Tervaniemi, Mari; Huotilainen, Minna; Brattico, Elvira

    2014-01-01

    Musical expertise modulates preattentive neural sound discrimination. However, this evidence up to great extent originates from paradigms using very simple stimulation. Here we use a novel melody paradigm (revealing the auditory profile for six sound parameters in parallel) to compare memory......-related mismatch negativity (MMN) and attention-related P3a responses recorded from non-musicians and Finnish Folk musicians. MMN emerged in both groups of participants for all sound changes (except for rhythmic changes in non-musicians). In Folk musicians, the MMN was enlarged for mistuned sounds when compared...... with non-musicians. This is taken to reflect their familiarity with pitch information which is in key position in Finnish folk music when compared with e.g., rhythmic information. The MMN was followed by P3a after timbre changes, rhythm changes, and melody transposition. The MMN and P3a topographies...

  16. Underwater sound from vessel traffic reduces the effective communication range in Atlantic cod and haddock.

    Science.gov (United States)

    Stanley, Jenni A; Van Parijs, Sofie M; Hatch, Leila T

    2017-11-07

    Stellwagen Bank National Marine Sanctuary is located in Massachusetts Bay off the densely populated northeast coast of the United States; subsequently, the marine inhabitants of the area are exposed to elevated levels of anthropogenic underwater sound, particularly due to commercial shipping. The current study investigated the alteration of estimated effective communication spaces at three spawning locations for populations of the commercially and ecologically important fishes, Atlantic cod (Gadus morhua) and haddock (Melanogrammus aeglefinus). Both the ambient sound pressure levels and the estimated effective vocalization radii, estimated through spherical spreading models, fluctuated dramatically during the three-month recording periods. Increases in sound pressure level appeared to be largely driven by large vessel activity, and accordingly exhibited a significant positive correlation with the number of Automatic Identification System tracked vessels at the two of the three sites. The near constant high levels of low frequency sound and consequential reduction in the communication space observed at these recording sites during times of high vocalization activity raises significant concerns that communication between conspecifics may be compromised during critical biological periods. This study takes the first steps in evaluating these animals' communication spaces and alteration of these spaces due to anthropogenic underwater sound.

  17. Social activities, self-efficacy, game attitudes, and game addiction.

    Science.gov (United States)

    Jeong, Eui Jun; Kim, Doo Hwan

    2011-04-01

    This study examines whether social activities with parents, online and offline social self-efficacy, and attitudes toward gaming are associated with the degree of game addiction among adolescents. Using data from a survey of 600 middle- and high-school students in South Korea, we tested the relationships of personal characteristics (grade point average and time spent on gaming each day), social self-efficacy (both on- and offline), general social activities (with parents, friends, and teachers), gaming activities with parents, and attitudes toward gaming (those of self, parents, friends, and teachers) with the degree of game addiction. In addition, we conducted ANOVA tests to determine the differences among three groups: non-addicts (NA), possible (mild or moderate) addicts (PA), and Internet addicts (IA). The results show that social self-efficacy in the real world (offline) was negatively related with the degree of game addiction, whereas social self-efficacy in the virtual world (online) indicated a positive association. Social activities with parents are negatively associated with game addiction, although no relationship is found between gaming activities with parents and game addiction. Parental attitude toward gaming has a negative relationship with the addiction. Results and implications are discussed.

  18. Imagining Sound

    DEFF Research Database (Denmark)

    Grimshaw, Mark; Garner, Tom Alexander

    2014-01-01

    We make the case in this essay that sound that is imagined is both a perception and as much a sound as that perceived through external stimulation. To argue this, we look at the evidence from auditory science, neuroscience, and philosophy, briefly present some new conceptual thinking on sound...... that accounts for this view, and then use this to look at what the future might hold in the context of imagining sound and developing technology....

  19. Differences between Outdoor and Indoor Sound Levels for Open, Tilted, and Closed Windows.

    Science.gov (United States)

    Locher, Barbara; Piquerez, André; Habermacher, Manuel; Ragettli, Martina; Röösli, Martin; Brink, Mark; Cajochen, Christian; Vienneau, Danielle; Foraster, Maria; Müller, Uwe; Wunderli, Jean Marc

    2018-01-18

    Noise exposure prediction models for health effect studies normally estimate free field exposure levels outside. However, to assess the noise exposure inside dwellings, an estimate of indoor sound levels is necessary. To date, little field data is available about the difference between indoor and outdoor noise levels and factors affecting the damping of outside noise. This is a major cause of uncertainty in indoor noise exposure prediction and may lead to exposure misclassification in health assessments. This study aims to determine sound level differences between the indoors and the outdoors for different window positions and how this sound damping is related to building characteristics. For this purpose, measurements were carried out at home in a sample of 102 Swiss residents exposed to road traffic noise. Sound pressure level recordings were performed outdoors and indoors, in the living room and in the bedroom. Three scenarios-of open, tilted, and closed windows-were recorded for three minutes each. For each situation, data on additional parameters such as the orientation towards the source, floor, and room, as well as sound insulation characteristics were collected. On that basis, linear regression models were established. The median outdoor-indoor sound level differences were of 10 dB(A) for open, 16 dB(A) for tilted, and 28 dB(A) for closed windows. For open and tilted windows, the most relevant parameters affecting the outdoor-indoor differences were the position of the window, the type and volume of the room, and the age of the building. For closed windows, the relevant parameters were the sound level outside, the material of the window frame, the existence of window gaskets, and the number of windows.

  20. Churn prediction of mobile and online casual games using play log data.

    Directory of Open Access Journals (Sweden)

    Seungwook Kim

    Full Text Available Internet-connected devices, especially mobile devices such as smartphones, have become widely accessible in the past decade. Interaction with such devices has evolved into frequent and short-duration usage, and this phenomenon has resulted in a pervasive popularity of casual games in the game sector. On the other hand, development of casual games has become easier than ever as a result of the advancement of development tools. With the resulting fierce competition, now both acquisition and retention of users are the prime concerns in the field. In this study, we focus on churn prediction of mobile and online casual games. While churn prediction and analysis can provide important insights and action cues on retention, its application using play log data has been primitive or very limited in the casual game area. Most of the existing methods cannot be applied to casual games because casual game players tend to churn very quickly and they do not pay periodic subscription fees. Therefore, we focus on the new players and formally define churn using observation period (OP and churn prediction period (CP. Using the definition, we develop a standard churn analysis process for casual games. We cover essential topics such as pre-processing of raw data, feature engineering including feature analysis, churn prediction modeling using traditional machine learning algorithms (logistic regression, gradient boosting, and random forests and two deep learning algorithms (CNN and LSTM, and sensitivity analysis for OP and CP. Play log data of three different casual games are considered by analyzing a total of 193,443 unique player records and 10,874,958 play log records. While the analysis results provide useful insights, the overall results indicate that a small number of well-chosen features used as performance metrics might be sufficient for making important action decisions and that OP and CP should be properly chosen depending on the analysis goal.

  1. Churn prediction of mobile and online casual games using play log data

    Science.gov (United States)

    Kim, Seungwook; Choi, Daeyoung; Lee, Eunjung

    2017-01-01

    Internet-connected devices, especially mobile devices such as smartphones, have become widely accessible in the past decade. Interaction with such devices has evolved into frequent and short-duration usage, and this phenomenon has resulted in a pervasive popularity of casual games in the game sector. On the other hand, development of casual games has become easier than ever as a result of the advancement of development tools. With the resulting fierce competition, now both acquisition and retention of users are the prime concerns in the field. In this study, we focus on churn prediction of mobile and online casual games. While churn prediction and analysis can provide important insights and action cues on retention, its application using play log data has been primitive or very limited in the casual game area. Most of the existing methods cannot be applied to casual games because casual game players tend to churn very quickly and they do not pay periodic subscription fees. Therefore, we focus on the new players and formally define churn using observation period (OP) and churn prediction period (CP). Using the definition, we develop a standard churn analysis process for casual games. We cover essential topics such as pre-processing of raw data, feature engineering including feature analysis, churn prediction modeling using traditional machine learning algorithms (logistic regression, gradient boosting, and random forests) and two deep learning algorithms (CNN and LSTM), and sensitivity analysis for OP and CP. Play log data of three different casual games are considered by analyzing a total of 193,443 unique player records and 10,874,958 play log records. While the analysis results provide useful insights, the overall results indicate that a small number of well-chosen features used as performance metrics might be sufficient for making important action decisions and that OP and CP should be properly chosen depending on the analysis goal. PMID:28678880

  2. Set-Theoretic Inequalities in Stochastic Noncooperative Games with Coalition

    Directory of Open Access Journals (Sweden)

    Ailada Treerattrakoon

    2008-04-01

    Full Text Available We model and analyze antagonistic stochastic games of three players, two of whom form a coalition against the third one. The actions of the players are modeled by random walk processes recording the cumulative damages to each player at any moment of time. The game continues until the single player or the coalition is defeated. The defeat of any particular player takes place when the associated process (representing the collateral damage crosses a fixed threshold. Once the threshold is exceeded at some time, the associated player exits the game. All involved processes are being “observed by a third party process” so that the information regarding the status of all players is restricted to those special epochs. Furthermore, all processed are modulated (with their parameters being modified in due course of the game. We obtain a closed form joint functional of the named processes at key reference points.

  3. Gender and computer games / video games : girls’ perspective orientation

    OpenAIRE

    Yan, Jingjing

    2010-01-01

    The topic of this thesis is “Gender Differences in Computer games/ Video games Industry”. Due to rapid development in technology and popularization of computers all around the world, computer games have already become a kind of common entertainment. Because computer games were designed especially for boys at the very beginning, there are still some remaining barriers when training female game designers and expanding game markets among female players.This thesis is mainly based on two studies ...

  4. Statistical inference of seabed sound-speed structure in the Gulf of Oman Basin.

    Science.gov (United States)

    Sagers, Jason D; Knobles, David P

    2014-06-01

    Addressed is the statistical inference of the sound-speed depth profile of a thick soft seabed from broadband sound propagation data recorded in the Gulf of Oman Basin in 1977. The acoustic data are in the form of time series signals recorded on a sparse vertical line array and generated by explosive sources deployed along a 280 km track. The acoustic data offer a unique opportunity to study a deep-water bottom-limited thickly sedimented environment because of the large number of time series measurements, very low seabed attenuation, and auxiliary measurements. A maximum entropy method is employed to obtain a conditional posterior probability distribution (PPD) for the sound-speed ratio and the near-surface sound-speed gradient. The multiple data samples allow for a determination of the average error constraint value required to uniquely specify the PPD for each data sample. Two complicating features of the statistical inference study are addressed: (1) the need to develop an error function that can both utilize the measured multipath arrival structure and mitigate the effects of data errors and (2) the effect of small bathymetric slopes on the structure of the bottom interacting arrivals.

  5. Video game as a preoperative warm-up for laparoscopic surgery

    Directory of Open Access Journals (Sweden)

    Fernando Korkes

    2009-12-01

    Full Text Available Objective: The aim of the present study was to assess the influence of video game as warm-up before dry-lab laparoscopic activities. Methods: Eleven medical students participated in this prospective randomized crossover study. Students were divided into two groups. Students in Group 1 had to execute an interrupted suture with the dominant hand using a standardized technique (non-video game group. Students in Group 2 performed the same suture, but after playing a video game match (video game group. After this initial task, groups were crossed. The time spent to complete each task was recorded, and the participants and observers had to judge the performance for each laparoscopic exercise. These variables were used as a measure of performance. Rresults: Mean time for laparoscopic surgery in this subset of inexperienced laparoscopic students was similar between non-video game versus video game groups (254.6 ± 187.7 versus 255.8 ± 183.6; p = 0.875. Subjective impression of observers regarding students’ performance was also similar (p = 0.662, but subjective impression of the participant about his own performance was different between both groups, with 64.7 versus 20.0% of participants that considered their performance good for video game versus non-video game groups (p = 0.044. Cconclusions: In conclusion, video games used as warm-up for laparoscopic practice seem to make inexperienced surgeons more confident and comfortable with the procedures, even though objective measures, as operative time and observers’ impression of surgeons’ performance do not seem to be affected by video game warm-up.

  6. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

    General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at ""runtime"" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player.GGP is an interesting application in its own right. It is intell

  7. Usability evaluation of low-cost virtual reality hand and arm rehabilitation games.

    Science.gov (United States)

    Seo, Na Jin; Arun Kumar, Jayashree; Hur, Pilwon; Crocher, Vincent; Motawar, Binal; Lakshminarayanan, Kishor

    2016-01-01

    The emergence of lower-cost motion tracking devices enables home-based virtual reality rehabilitation activities and increased accessibility to patients. Currently, little documentation on patients' expectations for virtual reality rehabilitation is available. This study surveyed 10 people with stroke for their expectations of virtual reality rehabilitation games. This study also evaluated the usability of three lower-cost virtual reality rehabilitation games using a survey and House of Quality analysis. The games (kitchen, archery, and puzzle) were developed in the laboratory to encourage coordinated finger and arm movements. Lower-cost motion tracking devices, the P5 Glove and Microsoft Kinect, were used to record the movements. People with stroke were found to desire motivating and easy-to-use games with clinical insights and encouragement from therapists. The House of Quality analysis revealed that the games should be improved by obtaining evidence for clinical effectiveness, including clinical feedback regarding improving functional abilities, adapting the games to the user's changing functional ability, and improving usability of the motion-tracking devices. This study reports the expectations of people with stroke for rehabilitation games and usability analysis that can help guide development of future games.

  8. Four odontocete species change hearing levels when warned of impending loud sound.

    Science.gov (United States)

    Nachtigall, Paul E; Supin, Alexander Ya; Pacini, Aude F; Kastelein, Ronald A

    2018-03-01

    Hearing sensitivity change was investigated when a warning sound preceded a loud sound in the false killer whale (Pseudorca crassidens), the bottlenose dolphin (Tursiops truncatus), the beluga whale (Delphinaperus leucas) and the harbor porpoise (Phocoena phocoena). Hearing sensitivity was measured using pip-train test stimuli and auditory evoked potential recording. When the test/warning stimuli preceded a loud sound, hearing thresholds before the loud sound increased relative to the baseline by 13 to 17 dB. Experiments with multiple frequencies of exposure and shift provided evidence of different amounts of hearing change depending on frequency, indicating that the hearing sensation level changes were not likely due to a simple stapedial reflex. © 2017 International Society of Zoological Sciences, Institute of Zoology/Chinese Academy of Sciences and John Wiley & Sons Australia, Ltd.

  9. Game and Digital Culture: A Study on Hay Day Game

    Directory of Open Access Journals (Sweden)

    Mia Angeline

    2016-01-01

    Full Text Available Digital games are a commercial product developed and distributed by media companies and often uses characters or scenarios of movies, books, and comics. The digital game play comes from individual media consumption patterns. Playing digital games also offer experience and satisfaction based on interactive communication technologies and immersive gameplay. In this digital age, digital games became more social-based, which means they implement the need to invite friends on social media to come into play and help each other in the game. The problems of this study was to determine what factors make Hay Day popular among the players and to find out how Hay Day changing the social patterns interaction of the players. This study aims to look at the functions of digital games in the context of communication with relations in social media and why certain games can achieve very high popularity, while other games failed miserably. This research focuses on Hay Day. The method used is descriptive qualitative approach with case study method. Data collection is using interviews with players active in the game, as well as observation and literature studies. The results showed that a game may gain popularity if someone has a social media environment prior to play. Interactive concept, simulation, and fantasy game technology are also the reason Hay Day became very popular. The perception that the digital game player who formerly regarded as anti-social experience has shifted in the concept of digital game-based social bookmark. Players who have a lot of friends in games are seen as someone who has a lot of friends and a high social level. This is in line with the functions of a traditional game in Indonesian culture, where the region has a wide variety of games to be played together and motivate positive social interaction. Function of digital games also increased, other than playing the game as entertainment, but also now the game became one of the effective

  10. Sound radiation contrast in MR phase images. Method for the representation of elasticity, sound damping, and sound impedance changes

    International Nuclear Information System (INIS)

    Radicke, Marcus

    2009-01-01

    The method presented in this thesis combines ultrasound techniques with the magnetic-resonance tomography (MRT). An ultrasonic wave generates in absorbing media a static force in sound-propagation direction. The force leads at sound intensities of some W/cm 2 and a sound frequency in the lower MHz range to a tissue shift in the micrometer range. This tissue shift depends on the sound power, the sound frequency, the sound absorption, and the elastic properties of the tissue. A MRT sequence of the Siemens Healthcare AG was modified so that it measures (indirectly) the tissue shift, codes as grey values, and presents as 2D picture. By means of the grey values the sound-beam slope in the tissue can be visualized, and so additionally sound obstacles (changes of the sound impedance) can be detected. By the MRT images token up spatial changes of the tissue parameters sound absorption and elasticity can be detected. In this thesis measurements are presented, which show the feasibility and future chances of this method especially for the mammary-cancer diagnostics. [de

  11. Public gaming: eSport and event marketing in the experience economy

    OpenAIRE

    Borowy, Michael

    2012-01-01

    This thesis situates organized competitive digital gaming (eSport) in the context of historical sport, the rise of the computer and video games industry, event marketing, and the experience economy. It argues that the oftentimes misattributed origins of eSport in truth first took place during the early 1980s in arcades, when the various criteria for sport, including public contest, a structured framework for victory and defeat, mediatization and promotion, professionalization, record-keeping,...

  12. Population Games, Stable Games, and Passivity

    Directory of Open Access Journals (Sweden)

    Michael J. Fox

    2013-10-01

    Full Text Available The class of “stable games”, introduced by Hofbauer and Sandholm in 2009, has the attractive property of admitting global convergence to equilibria under many evolutionary dynamics. We show that stable games can be identified as a special case of the feedback-system-theoretic notion of a “passive” dynamical system. Motivated by this observation, we develop a notion of passivity for evolutionary dynamics that complements the definition of the class of stable games. Since interconnections of passive dynamical systems exhibit stable behavior, we can make conclusions about passive evolutionary dynamics coupled with stable games. We show how established evolutionary dynamics qualify as passive dynamical systems. Moreover, we exploit the flexibility of the definition of passive dynamical systems to analyze generalizations of stable games and evolutionary dynamics that include forecasting heuristics as well as certain games with memory.

  13. Physiological and psychological assessment of sound

    Science.gov (United States)

    Yanagihashi, R.; Ohira, Masayoshi; Kimura, Teiji; Fujiwara, Takayuki

    The psycho-physiological effects of several sound stimulations were investigated to evaluate the relationship between a psychological parameter, such as subjective perception, and a physiological parameter, such as the heart rate variability (HRV). Eight female students aged 21-22 years old were tested. Electrocardiogram (ECG) and the movement of the chest-wall for estimating respiratory rate were recorded during three different sound stimulations; (1) music provided by a synthesizer (condition A); (2) birds twitters (condition B); and (3) mechanical sounds (condition C). The percentage power of the low-frequency (LF; 0.05<=0.15 Hz) and high-frequency (HF; 0.15<=0.40 Hz) components in the HRV (LF%, HF%) were assessed by a frequency analysis of time-series data for 5 min obtained from R-R intervals in the ECG. Quantitative assessment of subjective perception was also described by a visual analog scale (VAS). The HF% and VAS value for comfort in C were significantly lower than in either A and/or B. The respiratory rate and VAS value for awakening in C were significantly higher than in A and/or B. There was a significant correlation between the HF% and the value of the VAS, and between the respiratory rate and the value of the VAS. These results indicate that mechanical sounds similar to C inhibit the para-sympathetic nervous system and promote a feeling that is unpleasant but alert, also suggesting that the HRV reflects subjective perception.

  14. Beaches and Bluffs of Puget Sound and the Northern Straits

    Science.gov (United States)

    2007-04-01

    sand up to pebbles, cobbles, and occasionally boulders, often also containing shelly material. Puget Sound beaches commonly have two distinct...very limited historic wind records (wave hind- casting ). Drift directions indicated in the Atlas have repeatedly been proven inaccurate (Johannessen

  15. Preliminary study of coach verbal behaviour according to game actions

    OpenAIRE

    Guzmán Luján, José Francisco; Calpe Gómez, Vicente

    2012-01-01

    The aim of this study was to analyse the interaction between game actions in high-level handball and verbal behaviour performed by the coach. For this purpose, a match of the 1st National Division of male Spanish handball was analysed. The type of behaviour and the content of the message reported by the coach were recorded using a modified version of Coaching Behaviour Assessment System (CBAS) and Coach Analysis and Intervention System (CAIS). About game actions, they were grouped into positi...

  16. From Game Design Elements to Gamefulness: Defining “Gamification”

    DEFF Research Database (Denmark)

    Deterding, Sebastian; Dixon, Dan; Khaled, Rilla

    2011-01-01

    Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as “gamification”, this trend connects to a sizeable body of existing concepts and research in human- computer interaction and game studies, such as serious...... games, pervasive games, alternate reality games, or playful design. However, it is not clear how “gamification” relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate “gamification” and the historical origins of the term in relation...... to precursors and similar concepts. It is suggested that “gamified” applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of “gamification” as the use of game design elements in non-game contexts....

  17. Game theory : Noncooperative games

    NARCIS (Netherlands)

    van Damme, E.E.C.; Wright, J.

    2015-01-01

    We describe noncooperative game models and discuss game theoretic solution concepts. Some applications are also noted. Conventional theory focuses on the question ‘how will rational players play?’, and has the Nash equilibrium at its core. We discuss this concept and its interpretations, as well as

  18. Sound quality indicators for urban places in Paris cross-validated by Milan data.

    Science.gov (United States)

    Ricciardi, Paola; Delaitre, Pauline; Lavandier, Catherine; Torchia, Francesca; Aumond, Pierre

    2015-10-01

    A specific smartphone application was developed to collect perceptive and acoustic data in Paris. About 3400 questionnaires were analyzed, regarding the global sound environment characterization, the perceived loudness of some emergent sources and the presence time ratio of sources that do not emerge from the background. Sound pressure level was recorded each second from the mobile phone's microphone during a 10-min period. The aim of this study is to propose indicators of urban sound quality based on linear regressions with perceptive variables. A cross validation of the quality models extracted from Paris data was carried out by conducting the same survey in Milan. The proposed sound quality general model is correlated with the real perceived sound quality (72%). Another model without visual amenity and familiarity is 58% correlated with perceived sound quality. In order to improve the sound quality indicator, a site classification was performed by Kohonen's Artificial Neural Network algorithm, and seven specific class models were developed. These specific models attribute more importance on source events and are slightly closer to the individual data than the global model. In general, the Parisian models underestimate the sound quality of Milan environments assessed by Italian people.

  19. Serious Gaming and Social Connect—Games for Good (SGSC 2012)

    CERN Document Server

    Ko, Ryan; Marsh, Tim; Trends and Applications of Serious Gaming and Social Media

    2014-01-01

    This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world.  The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers ...

  20. Game mechanics engine

    OpenAIRE

    Magnusson, Lars V

    2011-01-01

    Game logic and game rules exists in all computer games, but they are created di erently for all game engines. This game engine dependency exists because of how the internal object model is implemented in the engine, as a place where game logic data is intermingled with the data needed by the low- level subsystems. This thesis propose a game object model design, based on existing theory, that removes this dependency and establish a general game logic framework. The thesis the...

  1. Effects of musical training on sound pattern processing in high-school students.

    Science.gov (United States)

    Wang, Wenjung; Staffaroni, Laura; Reid, Errold; Steinschneider, Mitchell; Sussman, Elyse

    2009-05-01

    Recognizing melody in music involves detection of both the pitch intervals and the silence between sequentially presented sounds. This study tested the hypothesis that active musical training in adolescents facilitates the ability to passively detect sequential sound patterns compared to musically non-trained age-matched peers. Twenty adolescents, aged 15-18 years, were divided into groups according to their musical training and current experience. A fixed order tone pattern was presented at various stimulus rates while electroencephalogram was recorded. The influence of musical training on passive auditory processing of the sound patterns was assessed using components of event-related brain potentials (ERPs). The mismatch negativity (MMN) ERP component was elicited in different stimulus onset asynchrony (SOA) conditions in non-musicians than musicians, indicating that musically active adolescents were able to detect sound patterns across longer time intervals than age-matched peers. Musical training facilitates detection of auditory patterns, allowing the ability to automatically recognize sequential sound patterns over longer time periods than non-musical counterparts.

  2. Digital game based learning: A new method in teaching and learning mathematics

    Science.gov (United States)

    Hussain, Sayed Yusoff bin Syed; Hoe, Tan Wee; Idris, Muhammad Zaffwan bin

    2017-05-01

    Digital game-based learning (DGBL) had been regarded as a sound learning strategy in raising pupils' willingness and interest in many disciplines. Normally, video and digital games are used in the teaching and learning mathematics. based on literature, digital games have proven its capability in making pupils motivated and are more likely to contribute to effective learning mathematics. Hence this research aims to construct a DGBL in the teaching of Mathematics for Year 1 pupils. Then, a quasi-experimental study was carried out in a school located in Gua Musang, Kelantan, involving 39 pupils. Specifically, this article tests the effectiveness of the use of DGBL in the teaching of the topic Addition of Less than 100 on pupil's achievement. This research employed a quasi-experiment, Pre and Post Test of Non-equivalent Control Group design. The data were analysed using the Nonparametric test namely the Mann-Whitney U. The research finding shows the use of the DGBL could increase the pupils' achievement in the topic of Addition of Less than 100. In practice, this research indicates that the DBGL can utilized as an alternative reference strategy for Mathematics teacher.

  3. Individual differences in motives, preferences, and pathology in video games: The gaming attitudes, motives, and experiences scales (GAMES

    Directory of Open Access Journals (Sweden)

    Joseph eHilgard

    2013-09-01

    Full Text Available A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called game addiction. This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty. Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes towards the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players’ evaluations of different games and risk factors for pathological video game use.

  4. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES).

    Science.gov (United States)

    Hilgard, Joseph; Engelhardt, Christopher R; Bartholow, Bruce D

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called "game addiction"). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use.

  5. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

    Science.gov (United States)

    Hilgard, Joseph; Engelhardt, Christopher R.; Bartholow, Bruce D.

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called “game addiction”). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use. PMID:24058355

  6. An investigation of the usability of sound recognition for source separation of packaging wastes in reverse vending machines.

    Science.gov (United States)

    Korucu, M Kemal; Kaplan, Özgür; Büyük, Osman; Güllü, M Kemal

    2016-10-01

    In this study, we investigate the usability of sound recognition for source separation of packaging wastes in reverse vending machines (RVMs). For this purpose, an experimental setup equipped with a sound recording mechanism was prepared. Packaging waste sounds generated by three physical impacts such as free falling, pneumatic hitting and hydraulic crushing were separately recorded using two different microphones. To classify the waste types and sizes based on sound features of the wastes, a support vector machine (SVM) and a hidden Markov model (HMM) based sound classification systems were developed. In the basic experimental setup in which only free falling impact type was considered, SVM and HMM systems provided 100% classification accuracy for both microphones. In the expanded experimental setup which includes all three impact types, material type classification accuracies were 96.5% for dynamic microphone and 97.7% for condenser microphone. When both the material type and the size of the wastes were classified, the accuracy was 88.6% for the microphones. The modeling studies indicated that hydraulic crushing impact type recordings were very noisy for an effective sound recognition application. In the detailed analysis of the recognition errors, it was observed that most of the errors occurred in the hitting impact type. According to the experimental results, it can be said that the proposed novel approach for the separation of packaging wastes could provide a high classification performance for RVMs. Copyright © 2016 Elsevier Ltd. All rights reserved.

  7. Subjective evaluation of restaurant acoustics in a virtual sound environment

    DEFF Research Database (Denmark)

    Nielsen, Nicolaj Østergaard; Marschall, Marton; Santurette, Sébastien

    2016-01-01

    Many restaurants have smooth rigid surfaces made of wood, steel, glass, and concrete. This often results in a lack of sound absorption. Such restaurants are notorious for high sound noise levels during service that most owners actually desire for representing vibrant eating environments, although...... surveys report that noise complaints are on par with poor service. This study investigated the relation between objective acoustic parameters and subjective evaluation of acoustic comfort at five restaurants in terms of three parameters: noise annoyance, speech intelligibility, and privacy. At each...... location, customers filled out questionnaire surveys, acoustic parameters were measured, and recordings of restaurant acoustic scenes were obtained with a 64-channel spherical array. The acoustic scenes were reproduced in a virtual sound environment (VSE) with 64 loudspeakers placed in an anechoic room...

  8. Personalised gaming

    NARCIS (Netherlands)

    Bakkes, S.; Tan, C.T.; Pisan, Y.

    2012-01-01

    This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming, supported by an extensive overview of scientific

  9. Development of Prediction Tool for Sound Absorption and Sound Insulation for Sound Proof Properties

    OpenAIRE

    Yoshio Kurosawa; Takao Yamaguchi

    2015-01-01

    High frequency automotive interior noise above 500 Hz considerably affects automotive passenger comfort. To reduce this noise, sound insulation material is often laminated on body panels or interior trim panels. For a more effective noise reduction, the sound reduction properties of this laminated structure need to be estimated. We have developed a new calculate tool that can roughly calculate the sound absorption and insulation properties of laminate structure and handy ...

  10. Game Intensity Analysis of Elite Adolescent Ice Hockey Players

    Directory of Open Access Journals (Sweden)

    Stanula Arkadiusz

    2014-12-01

    Full Text Available The purpose of this study was to determine ice-hockey players’ playing intensity based on their heart rates (HRs recorded during a game and on the outcomes of an incremental maximum oxygen uptake test. Twenty ice-hockey players, members of the Polish junior national team (U18, performed an incremental test to assess their maximal oxygen uptake (V̇ O2max in the two week’s period preceding 5 games they played at the World Championships. Players’ HRs at the first and second ventilatory thresholds obtained during the test were utilized to determine intensity zones (low, moderate, and high that were subsequently used to classify HR values recorded during each of the games. For individual intensity zones, the following HRs expressed as mean values and as percentages of the maximal heart rate (HRmax were obtained: forwards 148-158 b⋅min-1 (79.5-84.8% HRmax, 159-178 b⋅min-1 (85.4-95.6% HRmax, 179-186 b⋅min-1 (96.1-100.0% HRmax; defensemen 149-153 b⋅min-1 (80.0-82.1% HRmax, 154-175 b⋅min-1 (82.6- 94.0% HRmax, 176-186 b⋅min-1 (94.5-100.0% HRmax. The amount of time the forwards and defensemen spent in the three intensity zones expressed as percentages of the total time of the game were: 54.91 vs. 55.62% (low, 26.40 vs. 22.38% (moderate and 18.68 vs. 22.00% (high. The forwards spent more time in the low intensity zone than the defensemen, however, the difference was not statistically significant. The results of the study indicate that using aerobic and anaerobic metabolism variables to determine intensity zones can significantly improve the reliability of evaluation of the physiological demands of the game, and can be a useful tool for coaches in managing the training process.

  11. Understanding the Doppler Effect by Analysing Spectrograms of the Sound of a Passing Vehicle

    Science.gov (United States)

    Lubyako, Dmitry; Martinez-Piedra, Gordon; Ushenin, Arthur; Ushenin, Arthur; Denvir, Patrick; Dunlop, John; Hall, Alex; Le Roux, Gus; van Someren, Laurence; Weinberger, Harvey

    2017-01-01

    The purpose of this paper is to demonstrate how the Doppler effect can be analysed to deduce information about a moving source of sound waves. Specifically, we find the speed of a car and the distance of its closest approach to an observer using sound recordings from smartphones. A key focus of this paper is how this can be achieved in a…

  12. Game theory and experimental games the study of strategic interaction

    CERN Document Server

    Colman, Andrew M

    1982-01-01

    Game Theory and Experimental Games: The Study of Strategic Interaction is a critical survey of the essential ideas of game theory and the findings of empirical research on strategic interaction. Some experiments using lifelike simulations of familiar kinds of strategic interactions are presented, and applications of game theory to the study of voting, the theory of evolution, and moral philosophy are discussed.Comprised of 13 chapters, this volume begins with an informal definition of game theory and an outline of the types of social situations to which it applies. Games of skill, games of cha

  13. Parameterizing Sound: Design Considerations for an Environmental Sound Database

    Science.gov (United States)

    2015-04-01

    associated with, or produced by, a physical event or human activity and 2) sound sources that are common in the environment. Reproductions or sound...Rogers S. Confrontation naming of environmental sounds. Journal of Clinical and Experimental Neuropsychology . 2000;22(6):830–864. 14 VanDerveer NJ

  14. A comparison of ambient casino sound and music: effects on dissociation and on perceptions of elapsed time while playing slot machines.

    Science.gov (United States)

    Noseworthy, Theodore J; Finlay, Karen

    2009-09-01

    This research examined the effects of a casino's auditory character on estimates of elapsed time while gambling. More specifically, this study varied whether the sound heard while gambling was ambient casino sound alone or ambient casino sound accompanied by music. The tempo and volume of both the music and ambient sound were varied to manipulate temporal engagement and introspection. One hundred and sixty (males = 91) individuals played slot machines in groups of 5-8, after which they provided estimates of elapsed time. The findings showed that the typical ambient casino auditive environment, which characterizes the majority of gaming venues, promotes understated estimates of elapsed duration of play. In contrast, when music is introduced into the ambient casino environment, it appears to provide a cue of interval from which players can more accurately reconstruct elapsed duration of play. This is particularly the case when the tempo of the music is slow and the volume is high. Moreover, the confidence with which time estimates are held (as reflected by latency of response) is higher in an auditive environment with music than in an environment that is comprised of ambient casino sounds alone. Implications for casino management are discussed.

  15. Music Games: Potential Application and Considerations for Rhythmic Training.

    Science.gov (United States)

    Bégel, Valentin; Di Loreto, Ines; Seilles, Antoine; Dalla Bella, Simone

    2017-01-01

    Rhythmic skills are natural and widespread in the general population. The majority can track the beat of music and move along with it. These abilities are meaningful from a cognitive standpoint given their tight links with prominent motor and cognitive functions such as language and memory. When rhythmic skills are challenged by brain damage or neurodevelopmental disorders, remediation strategies based on rhythm can be considered. For example, rhythmic training can be used to improve motor performance (e.g., gait) as well as cognitive and language skills. Here, we review the games readily available in the market and assess whether they are well-suited for rhythmic training. Games that train rhythm skills may serve as useful tools for retraining motor and cognitive functions in patients with motor or neurodevelopmental disorders (e.g., Parkinson's disease, dyslexia, or ADHD). Our criteria were the peripheral used to capture and record the response, the type of response and the output measure. None of the existing games provides sufficient temporal precision in stimulus presentation and/or data acquisition. In addition, games do not train selectively rhythmic skills. Hence, the available music games, in their present form, are not satisfying for training rhythmic skills. Yet, some features such as the device used, the interface or the game scenario provide good indications for devising efficient training protocols. Guidelines are provided for devising serious music games targeting rhythmic training in the future.

  16. Music Games: Potential Application and Considerations for Rhythmic Training

    Directory of Open Access Journals (Sweden)

    Valentin Bégel

    2017-05-01

    Full Text Available Rhythmic skills are natural and widespread in the general population. The majority can track the beat of music and move along with it. These abilities are meaningful from a cognitive standpoint given their tight links with prominent motor and cognitive functions such as language and memory. When rhythmic skills are challenged by brain damage or neurodevelopmental disorders, remediation strategies based on rhythm can be considered. For example, rhythmic training can be used to improve motor performance (e.g., gait as well as cognitive and language skills. Here, we review the games readily available in the market and assess whether they are well-suited for rhythmic training. Games that train rhythm skills may serve as useful tools for retraining motor and cognitive functions in patients with motor or neurodevelopmental disorders (e.g., Parkinson’s disease, dyslexia, or ADHD. Our criteria were the peripheral used to capture and record the response, the type of response and the output measure. None of the existing games provides sufficient temporal precision in stimulus presentation and/or data acquisition. In addition, games do not train selectively rhythmic skills. Hence, the available music games, in their present form, are not satisfying for training rhythmic skills. Yet, some features such as the device used, the interface or the game scenario provide good indications for devising efficient training protocols. Guidelines are provided for devising serious music games targeting rhythmic training in the future.

  17. Respiratory flow-sound relationship during both wakefulness and sleep and its variation in relation to sleep apnea.

    Science.gov (United States)

    Yadollahi, Azadeh; Montazeri, Aman; Azarbarzin, Ali; Moussavi, Zahra

    2013-03-01

    Tracheal respiratory sound analysis is a simple and non-invasive way to study the pathophysiology of the upper airway and has recently been used for acoustic estimation of respiratory flow and sleep apnea diagnosis. However in none of the previous studies was the respiratory flow-sound relationship studied in people with obstructive sleep apnea (OSA), nor during sleep. In this study, we recorded tracheal sound, respiratory flow, and head position from eight non-OSA and 10 OSA individuals during sleep and wakefulness. We compared the flow-sound relationship and variations in model parameters from wakefulness to sleep within and between the two groups. The results show that during both wakefulness and sleep, flow-sound relationship follows a power law but with different parameters. Furthermore, the variations in model parameters may be representative of the OSA pathology. The other objective of this study was to examine the accuracy of respiratory flow estimation algorithms during sleep: we investigated two approaches for calibrating the model parameters using the known data recorded during either wakefulness or sleep. The results show that the acoustical respiratory flow estimation parameters change from wakefulness to sleep. Therefore, if the model is calibrated using wakefulness data, although the estimated respiratory flow follows the relative variations of the real flow, the quantitative flow estimation error would be high during sleep. On the other hand, when the calibration parameters are extracted from tracheal sound and respiratory flow recordings during sleep, the respiratory flow estimation error is less than 10%.

  18. A method for estimating the orientation of a directional sound source from source directivity and multi-microphone recordings: principles and application

    DEFF Research Database (Denmark)

    Guarato, Francesco; Jakobsen, Lasse; Vanderelst, Dieter

    2011-01-01

    Taking into account directivity of real sound sources makes it possible to try solving an interesting and biologically relevant problem: estimating the orientation in three-dimensional space of a directional sound source. The source, of known directivity, produces a broadband signal (in the ultra......Taking into account directivity of real sound sources makes it possible to try solving an interesting and biologically relevant problem: estimating the orientation in three-dimensional space of a directional sound source. The source, of known directivity, produces a broadband signal (in...

  19. Home recording for musicians for dummies

    CERN Document Server

    Strong, Jeff

    2008-01-01

    Invaluable advice that will be music to your ears! Are you thinking of getting started in home recording? Do you want to know the latest home recording technologies? Home Recording For Musicians For Dummies will get you recording music at home in no time. It shows you how to set up a home studio, record and edit your music, master it, and even distribute your songs. With this guide, you?ll learn how to compare studio-in-a-box, computer-based, and stand-alone recording systems and choose what you need. You?ll gain the skills to manage your sound, take full advantage of MIDI, m

  20. International perception of lung sounds: a comparison of classification across some European borders.

    Science.gov (United States)

    Aviles-Solis, Juan Carlos; Vanbelle, Sophie; Halvorsen, Peder A; Francis, Nick; Cals, Jochen W L; Andreeva, Elena A; Marques, Alda; Piirilä, Päivi; Pasterkamp, Hans; Melbye, Hasse

    2017-01-01

    Lung auscultation is helpful in the diagnosis of lung and heart diseases; however, the diagnostic value of lung sounds may be questioned due to interobserver variation. This situation may also impair clinical research in this area to generate evidence-based knowledge about the role that chest auscultation has in a modern clinical setting. The recording and visual display of lung sounds is a method that is both repeatable and feasible to use in large samples, and the aim of this study was to evaluate interobserver agreement using this method. With a microphone in a stethoscope tube, we collected digital recordings of lung sounds from six sites on the chest surface in 20 subjects aged 40 years or older with and without lung and heart diseases. A total of 120 recordings and their spectrograms were independently classified by 28 observers from seven different countries. We employed absolute agreement and kappa coefficients to explore interobserver agreement in classifying crackles and wheezes within and between subgroups of four observers. When evaluating agreement on crackles (inspiratory or expiratory) in each subgroup, observers agreed on between 65% and 87% of the cases. Conger's kappa ranged from 0.20 to 0.58 and four out of seven groups reached a kappa of ≥0.49. In the classification of wheezes, we observed a probability of agreement between 69% and 99.6% and kappa values from 0.09 to 0.97. Four out of seven groups reached a kappa ≥0.62. The kappa values we observed in our study ranged widely but, when addressing its limitations, we find the method of recording and presenting lung sounds with spectrograms sufficient for both clinic and research. Standardisation of terminology across countries would improve international communication on lung auscultation findings.

  1. Irrelevant sound disrupts speech production: exploring the relationship between short-term memory and experimentally induced slips of the tongue.

    Science.gov (United States)

    Saito, Satoru; Baddeley, Alan

    2004-10-01

    To explore the relationship between short-term memory and speech production, we developed a speech error induction technique. The technique, which was adapted from a Japanese word game, exposed participants to an auditory distractor word immediately before the utterance of a target word. In Experiment 1, the distractor words that were phonologically similar to the target word led to a greater number of errors in speaking the target than did the dissimilar distractor words. Furthermore, the speech error scores were significantly correlated with memory span scores. In Experiment 2, memory span scores were again correlated with the rate of the speech errors that were induced from the task-irrelevant speech sounds. Experiment 3 showed a strong irrelevant-sound effect in the serial recall of nonwords. The magnitude of the irrelevant-sound effects was not affected by phonological similarity between the to-be-remembered nonwords and the irrelevant-sound materials. Analysis of recall errors in Experiment 3 also suggested that there were no essential differences in recall error patterns between the dissimilar and similar irrelevant-sound conditions. We proposed two different underlying mechanisms in immediate memory, one operating via the phonological short-term memory store and the other via the processes underpinning speech production.

  2. Cognitive behavioral game design: a unified model for designing serious games.

    Science.gov (United States)

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.

  3. Online gaming in the context of social anxiety.

    Science.gov (United States)

    Lee, Bianca W; Leeson, Peter R C

    2015-06-01

    In 2014, over 23 million individuals were playing massive multiplayer online role-playing games (MMORPGs). In light of the framework provided by Davis's (2001) cognitive-behavioral model of pathological Internet use, social anxiety, expressions of true self, and perceived in-game and face-to-face social support were examined as predictors of Generalized Problematic Internet Use Scale (GPIUS) scores and hours spent playing MMORPGs per week. Data were collected from adult MMORPG players via an online survey (N = 626). Using structural equation modeling, the hypothesized model was tested on 1 half of the sample (N = 313) and then retested on the other half of the sample. The results indicated that the hypothesized model fit the data well in both samples. Specifically, expressing true self in game, higher levels of social anxiety, larger numbers of in-game social supports, and fewer supportive face-to-face relationships were significant predictors of higher GPIUS scores, and the number of in-game supports was significantly associated with time spent playing. The current study provides clinicians and researchers with a deeper understanding of MMORPG use by being the first to apply, test, and replicate a theory-driven model across 2 samples of MMORPG players. In addition, the present findings suggest that a psychometric measure of MMORPG usage is more indicative of players' psychological and social well-being than is time spent playing these games. (PsycINFO Database Record (c) 2015 APA, all rights reserved).

  4. Differences between Outdoor and Indoor Sound Levels for Open, Tilted, and Closed Windows

    Science.gov (United States)

    Locher, Barbara; Piquerez, André; Habermacher, Manuel; Ragettli, Martina; Cajochen, Christian; Vienneau, Danielle; Foraster, Maria; Müller, Uwe; Wunderli, Jean Marc

    2018-01-01

    Noise exposure prediction models for health effect studies normally estimate free field exposure levels outside. However, to assess the noise exposure inside dwellings, an estimate of indoor sound levels is necessary. To date, little field data is available about the difference between indoor and outdoor noise levels and factors affecting the damping of outside noise. This is a major cause of uncertainty in indoor noise exposure prediction and may lead to exposure misclassification in health assessments. This study aims to determine sound level differences between the indoors and the outdoors for different window positions and how this sound damping is related to building characteristics. For this purpose, measurements were carried out at home in a sample of 102 Swiss residents exposed to road traffic noise. Sound pressure level recordings were performed outdoors and indoors, in the living room and in the bedroom. Three scenarios—of open, tilted, and closed windows—were recorded for three minutes each. For each situation, data on additional parameters such as the orientation towards the source, floor, and room, as well as sound insulation characteristics were collected. On that basis, linear regression models were established. The median outdoor–indoor sound level differences were of 10 dB(A) for open, 16 dB(A) for tilted, and 28 dB(A) for closed windows. For open and tilted windows, the most relevant parameters affecting the outdoor–indoor differences were the position of the window, the type and volume of the room, and the age of the building. For closed windows, the relevant parameters were the sound level outside, the material of the window frame, the existence of window gaskets, and the number of windows. PMID:29346318

  5. Making fictions sound real - On film sound, perceptual realism and genre

    Directory of Open Access Journals (Sweden)

    Birger Langkjær

    2010-05-01

    Full Text Available This article examines the role that sound plays in making fictions perceptually real to film audiences, whether these fictions are realist or non-realist in content and narrative form. I will argue that some aspects of film sound practices and the kind of experiences they trigger are related to basic rules of human perception, whereas others are more properly explained in relation to how aesthetic devices, including sound, are used to characterise the fiction and thereby make it perceptually real to its audience. Finally, I will argue that not all genres can be defined by a simple taxonomy of sounds. Apart from an account of the kinds of sounds that typically appear in a specific genre, a genre analysis of sound may also benefit from a functionalist approach that focuses on how sounds can make both realist and non-realist aspects of genres sound real to audiences.

  6. Making fictions sound real - On film sound, perceptual realism and genre

    Directory of Open Access Journals (Sweden)

    Birger Langkjær

    2009-09-01

    Full Text Available This article examines the role that sound plays in making fictions perceptually real to film audiences, whether these fictions are realist or non-realist in content and narrative form. I will argue that some aspects of film sound practices and the kind of experiences they trigger are related to basic rules of human perception, whereas others are more properly explained in relation to how aesthetic devices, including sound, are used to characterise the fiction and thereby make it perceptually real to its audience. Finally, I will argue that not all genres can be defined by a simple taxonomy of sounds. Apart from an account of the kinds of sounds that typically appear in a specific genre, a genre analysis of sound may also benefit from a functionalist approach that focuses on how sounds can make both realist and non-realist aspects of genres sound real to audiences.

  7. Playing Games with Timed Games

    DEFF Research Database (Denmark)

    David, Alexandre; Larsen, Kim Guldstrand; Chatain, Thomas

    2009-01-01

    In this paper we focus on property-preserving preorders between timed game automata and their application to control of partially observable systems. Following the example of timed simulation between timed automata, we define timed alternating simulation as a preorder between timed game automata......, which preserves controllability. We define a method to reduce the timed alternating simulation problem to a safety game. We show how timed alternating simulation can be used to control efficiently a partially observable system. This method is illustrated by a generic case study....

  8. Heart sounds analysis via esophageal stethoscope system in beagles.

    Science.gov (United States)

    Park, Sang Hi; Shin, Young Duck; Bae, Jin Ho; Kwon, Eun Jung; Lee, Tae-Soo; Shin, Ji-Yun; Kim, Yeong-Cheol; Min, Gyeong-Deuk; Kim, Myoung hwan

    2013-10-01

    Esophageal stethoscope is less invasive and easy to handling. And it gives a lot of information. The purpose of this study is to investigate the correlation of blood pressure and heart sound as measured by esophageal stethoscope. Four male beagles weighing 10 to 12 kg were selected as experimental subjects. After general anesthesia, the esophageal stethoscope was inserted. After connecting the microphone, the heart sounds were visualized and recorded through a self-developed equipment and program. The amplitudes of S1 and S2 were monitored real-time to examine changes as the blood pressure increased and decreased. The relationship between the ratios of S1 to S2 (S1/S2) and changes in blood pressure due to ephedrine was evaluated. The same experiment was performed with different concentration of isoflurane. From S1 and S2 in the inotropics experiment, a high correlation appeared with change in blood pressure in S1. The relationship between S1/S2 and change in blood pressure showed a positive correlation in each experimental subject. In the volatile anesthetics experiment, the heart sounds decreased as MAC increased. Heart sounds were analyzed successfully with the esophageal stethoscope through the self-developed program and equipment. A proportional change in heart sounds was confirmed when blood pressure was changed using inotropics or volatile anesthetics. The esophageal stethoscope can achieve the closest proximity to the heart to hear sounds in a non-invasive manner.

  9. Game Studies

    NARCIS (Netherlands)

    Raessens, J.F.F.

    2016-01-01

    This entry describes game studies as a dynamic interdisciplinary field of academic study and research that focuses on digital games and play in a wide variety of social and cultural contexts. It examines the history of game studies from its prehistory, when games were looked at as part of other

  10. Game theory

    DEFF Research Database (Denmark)

    Hendricks, Vincent F.

    Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....

  11. Another frame, another game? : Explaining framing effects in economic games

    NARCIS (Netherlands)

    Gerlach, Philipp; Jaeger, B.; Hopfensitz, A.; Lori, E.

    2016-01-01

    Small changes in the framing of games (i.e., the way in which the game situation is described to participants) can have large effects on players' choices. For example, referring to a prisoner's dilemma game as the "Community Game" as opposed to the "Wall Street Game" can double the cooperation rate

  12. Upcoming Paralympic summer games in Rio: what did the German medical team learn from the London Games?

    Science.gov (United States)

    Kubosch, Eva J; Kosel, Jürgen; Steffen, Kathrin; Konstantinidis, Lukas; Kubosch, David; Südkamp, Norbert P; Hirschmüller, Anja

    2017-11-01

    Musculoskeletal complaints are frequently diagnosed in Paralympic athletes. Despite the increased professionalism in Paralympic Sports, the documentation of injuries and other health complaints during high-level competition is sparse. With respect to the upcoming Paralympic Summer Games in Rio de Janeiro, the aim of this study was the analysis of all musculoskeletal complaints within the German Paralympic Athletes during the London 2012 Paralympic Games. All musculoskeletal complaints (MSC) of the 150 German athletes seeking medical attention, hereby defined as "injury", were recorded during the in-competition period of the London Paralympics Games (22 days), regardless of their severity and consequences. Standardized documentation included the onset of symptoms, the medical diagnoses, the therapeutic measures taken as well as consecutive restrictions in training and competition. Incidence rates and localizations were analyzed by sports discipline. A total of 201 musculoskeletal complaints were recorded for 140 athletes (93.3%), corresponding to 1.4 musculoskeletal complaints per "injured" athlete. The incidence of musculoskeletal complaints in German athletes was 62.9±15.4/1000 athlete-days. High incidence rates (IR) were observed in wheelchair basketball (IR 72/1000 athlete-days, 1.6 injuries per athlete) and equestrian events (IR 72.7, 1.6). Musculoskeletal complaints were mainly located in the upper extremities (37.6%) and the spine (37.6%). The most frequent diagnoses were myalgia (N.=105, 52%). We noted a high rate of musculoskeletal complaints among German Paralympic athletes across sports and body parts, highlighting the need for prevention programs that focus on the upper extremities and spine.

  13. Towards a Multimodal Methodology for the Analysis of Translated/Localised Games

    Directory of Open Access Journals (Sweden)

    Bárbara Resende Coelho

    2016-12-01

    Full Text Available Multimedia materials require research methodologies that are able to comprehend all of their assets. Videogames are the epitome of multimedia, joining image, sound, video, animation, graphics and text with the interactivity factor. A methodology to conduct research into translation and localisation of videogames should be able to analyse all of its assets and features. This paper sets out to develop a research methodology for games and their translations/localisations that goes beyond the collection and analysis of “screenshots” and includes as many of their assets as possible. Using the fully localised version of the game Watchdogs, this papers shows how tools and technologies allow for transcending the mere analysis of linguistic contents within multimedia materials. Using software ELAN Language Archive to analyse Portuguese-language dubbed and English-language subtitled excerpts from the videogame, it was possible to identify patterns in both linguistic and audio-visual elements, as well as to correlate them.

  14. Altered Brain Reactivity to Game Cues After Gaming Experience.

    Science.gov (United States)

    Ahn, Hyeon Min; Chung, Hwan Jun; Kim, Sang Hee

    2015-08-01

    Individuals who play Internet games excessively show elevated brain reactivity to game-related cues. This study attempted to test whether this elevated cue reactivity observed in game players is a result of repeated exposure to Internet games. Healthy young adults without a history of excessively playing Internet games were recruited, and they were instructed to play an online Internet game for 2 hours/day for five consecutive weekdays. Two control groups were used: the drama group, which viewed a fantasy TV drama, and the no-exposure group, which received no systematic exposure. All participants performed a cue reactivity task with game, drama, and neutral cues in the brain scanner, both before and after the exposure sessions. The game group showed an increased reactivity to game cues in the right ventrolateral prefrontal cortex (VLPFC). The degree of VLPFC activation increase was positively correlated with the self-reported increase in desire for the game. The drama group showed an increased cue reactivity in response to the presentation of drama cues in the caudate, posterior cingulate, and precuneus. The results indicate that exposure to either Internet games or TV dramas elevates the reactivity to visual cues associated with the particular exposure. The exact elevation patterns, however, appear to differ depending on the type of media experienced. How changes in each of the regions contribute to the progression to pathological craving warrants a future longitudinal study.

  15. How Student Game Designers Design Learning into Games

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2017-01-01

    This investigation examined how to support students in creating learning designs for specific learning goals in analogue and digital games as a means of learning. The study also explored the learning trajectories that emerged in the digital games created by the student learning-game designers....... The DBR study was developed through three iterations over two years, involving teachers and students in co-design processes. Together with the teachers, an overall learning design supported the learning process for students by inviting them to be their own learning designers as they designed digital...... learning games for specific learning goals in cross-disciplinary subject matters. The findings were that the students succeeded in developing and implementing specific learning goals in their games. The students also developed learning trajectories through the games by designing various learning...

  16. Brain activities associated with gaming urge of online gaming addiction.

    Science.gov (United States)

    Ko, Chih-Hung; Liu, Gin-Chung; Hsiao, Sigmund; Yen, Ju-Yu; Yang, Ming-Jen; Lin, Wei-Chen; Yen, Cheng-Fang; Chen, Cheng-Sheng

    2009-04-01

    The aim of this study was to identify the neural substrates of online gaming addiction through evaluation of the brain areas associated with the cue-induced gaming urge. Ten participants with online gaming addiction and 10 control subjects without online gaming addiction were tested. They were presented with gaming pictures and the paired mosaic pictures while undergoing functional magnetic resonance imaging (fMRI) scanning. The contrast in blood-oxygen-level dependent (BOLD) signals when viewing gaming pictures and when viewing mosaic pictures was calculated with the SPM2 software to evaluate the brain activations. Right orbitofrontal cortex, right nucleus accumbens, bilateral anterior cingulate and medial frontal cortex, right dorsolateral prefrontal cortex, and right caudate nucleus were activated in the addicted group in contrast to the control group. The activation of the region-of-interest (ROI) defined by the above brain areas was positively correlated with self-reported gaming urge and recalling of gaming experience provoked by the WOW pictures. The results demonstrate that the neural substrate of cue-induced gaming urge/craving in online gaming addiction is similar to that of the cue-induced craving in substance dependence. The above-mentioned brain regions have been reported to contribute to the craving in substance dependence, and here we show that the same areas were involved in online gaming urge/craving. Thus, the results suggest that the gaming urge/craving in online gaming addiction and craving in substance dependence might share the same neurobiological mechanism.

  17. Games-to-teach or games-to-learn unlocking the power of digital game-based learning through performance

    CERN Document Server

    Chee, Yam San

    2016-01-01

    The book presents a critical evaluation of current approaches related to the use of digital games in education. The author identifies two competing paradigms: that of games-to-teach and games-to-learn. Arguing in favor of the latter, the author advances the case for approaching game-based learning through the theoretical lens of performance, rooted in play and dialog, to unlock the power of digital games for 21st century learning. Drawing upon the author’s research, three concrete exemplars of game-based learning curricula are described and discussed. The challenge of advancing game-based learning in education is addressed in the context of school reform. Finally, future prospects of and educational opportunities for game-based learning are articulated. Readers of the book will find the explication of performance theory applied to game-based learning especially interesting. This work constitutes the author’s original theorization. Readers will derive four main benefits: (1) an explication of the differenc...

  18. Versatility and addiction in gaming: the number of video-game genres played is associated with pathological gaming in male adolescents.

    Science.gov (United States)

    Donati, Maria Anna; Chiesi, Francesca; Ammannato, Giulio; Primi, Caterina

    2015-02-01

    This study tested the predictive power of gaming versatility (i.e., the number of video game genres engaged in) on game addiction in male adolescents, controlling for time spent on gaming. Participants were 701 male adolescents attending high school (Mage=15.6 years). Analyses showed that pathological gaming was predicted not only by higher time spent on gaming, but also by participation in a greater number of video game genres. Specifically, the wider the array of video game genres played, the higher were the negative consequences caused by gaming. Findings show that versatility can be considered as one of the behavioral risk factors related to gaming addiction, which may be characterized by a composite and diversified experience with video games. This study suggests that educational efforts designed to prevent gaming addiction among youth may also be focused on adolescents' engagement in different video games.

  19. Usability Testing for Serious Games: Making Informed Design Decisions with User Data

    Directory of Open Access Journals (Sweden)

    Pablo Moreno-Ger

    2012-01-01

    Full Text Available Usability testing is a key step in the successful design of new technologies and tools, ensuring that heterogeneous populations will be able to interact easily with innovative applications. While usability testing methods of productivity tools (e.g., text editors, spreadsheets, or management tools are varied, widely available, and valuable, analyzing the usability of games, especially educational “serious” games, presents unique usability challenges. Because games are fundamentally different than general productivity tools, “traditional” usability instruments valid for productivity applications may fall short when used for serious games. In this work we present a methodology especially designed to facilitate usability testing for serious games, taking into account the specific needs of such applications and resulting in a systematically produced list of suggested improvements from large amounts of recorded gameplay data. This methodology was applied to a case study for a medical educational game, MasterMed, intended to improve patients’ medication knowledge. We present the results from this methodology applied to MasterMed and a summary of the central lessons learned that are likely useful for researchers who aim to tune and improve their own serious games before releasing them for the general public.

  20. The 2011 marine heat wave in Cockburn Sound, southwest Australia

    Directory of Open Access Journals (Sweden)

    T. H. Rose

    2012-07-01

    Full Text Available Over 2000 km of Western Australian coastline experienced a significant marine heat wave in February and March 2011. Seawater temperature anomalies of +2–4 °C were recorded at a number of locations, and satellite-derived SSTs (sea surface temperatures were the highest on record. Here, we present seawater temperatures from southwestern Australia and describe, in detail, the marine climatology of Cockburn Sound, a large, multiple-use coastal embayment. We compared temperature and dissolved oxygen levels in 2011 with data from routine monitoring conducted from 2002–2010. A significant warming event, 2–4 °C in magnitude, persisted for > 8 weeks, and seawater temperatures at 10 to 20 m depth were significantly higher than those recorded in the previous 9 yr. Dissolved oxygen levels were depressed at most monitoring sites, being ~ 2 mg l−1 lower than usual in early March 2011. Ecological responses to short-term extreme events are poorly understood, but evidence from elsewhere along the Western Australian coastline suggests that the heat wave was associated with high rates of coral bleaching; fish, invertebrate and macroalgae mortalities; and algal blooms. However, there is a paucity of historical information on ecologically-sensitive habitats and taxa in Cockburn Sound, so that formal examinations of biological responses to the heat wave were not possible. The 2011 heat wave provided insights into conditions that may become more prevalent in Cockburn Sound, and elsewhere, if the intensity and frequency of short-term extreme events increases as predicted.

  1. Cognitive behavioral game design: a unified model for designing serious games

    Directory of Open Access Journals (Sweden)

    Katryna eStarks

    2014-02-01

    Full Text Available Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Albert Bandura’s (1998 social cognitive theory (SCT has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Howard Gardner’s (1983 theory of multiple intelligences (MI to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates Social Cognitive Theory (SCT and Multiple Intelligences (MI with game design principles to create a game design blueprint for serious games.

  2. Constructionist Gaming: Understanding the Benefits of Making Games for Learning

    Science.gov (United States)

    Kafai, Yasmin B.; Burke, Quinn

    2015-01-01

    There has been considerable interest in examining the educational potential of playing video games. One crucial element, however, has traditionally been left out of these discussions—namely, children's learning through making their own games. In this article, we review and synthesize 55 studies from the last decade on making games and learning. We found that the majority of studies focused on teaching coding and academic content through game making, and that few studies explicitly examined the roles of collaboration and identity in the game making process. We argue that future discussions of serious gaming ought to be more inclusive of constructionist approaches to realize the full potential of serious gaming. Making games, we contend, not only more genuinely introduces children to a range of technical skills but also better connects them to each other, addressing the persistent issues of access and diversity present in traditional digital gaming cultures. PMID:27019536

  3. Enhancing cognition with video games: a multiple game training study.

    Directory of Open Access Journals (Sweden)

    Adam C Oei

    Full Text Available Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands.We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch for one hour a day/five days a week over four weeks (20 hours. Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training.Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.

  4. Enhancing Cognition with Video Games: A Multiple Game Training Study

    Science.gov (United States)

    Oei, Adam C.; Patterson, Michael D.

    2013-01-01

    Background Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. Methodology/Principal Findings We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Conclusion/Significance Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be

  5. Enhancing cognition with video games: a multiple game training study.

    Science.gov (United States)

    Oei, Adam C; Patterson, Michael D

    2013-01-01

    Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.

  6. Games Con Men Play: The Semiosis of Deceptive Interaction.

    Science.gov (United States)

    Hankiss, Agnes

    1980-01-01

    Analyzes some of the most frequent deceptive interactions as rendered through case histories of male con artists and their victims taken from police records. Discusses the recurrent elements in both the con-games strategies and victims' way of interpreting those strategies. (JMF)

  7. Drinking Game Studies

    DEFF Research Database (Denmark)

    Debus, Michael S.

    2016-01-01

    The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games.......The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games....

  8. Sound Absorbers

    Science.gov (United States)

    Fuchs, H. V.; Möser, M.

    Sound absorption indicates the transformation of sound energy into heat. It is, for instance, employed to design the acoustics in rooms. The noise emitted by machinery and plants shall be reduced before arriving at a workplace; auditoria such as lecture rooms or concert halls require a certain reverberation time. Such design goals are realised by installing absorbing components at the walls with well-defined absorption characteristics, which are adjusted for corresponding demands. Sound absorbers also play an important role in acoustic capsules, ducts and screens to avoid sound immission from noise intensive environments into the neighbourhood.

  9. Designing for movement quality in exergames: lessons learned from observing senior citizens playing stepping games.

    Science.gov (United States)

    Skjæret, Nina; Nawaz, Ather; Ystmark, Kristine; Dahl, Yngve; Helbostad, Jorunn L; Svanæs, Dag; Vereijken, Beatrix

    2015-01-01

    Exergames are increasingly used as an exercise intervention to reduce fall risk in elderly. However, few exergames have been designed specifically for elderly, and we lack knowledge about the characteristics of the movements elicited by exergames and thereby about their potential to train functions important for fall risk reduction. This study investigates game elements and older players' movement characteristics during stepping exergames in order to inform exergame design for movement quality in the context of fall preventive exercise. Fourteen senior citizens (mean age 73 years ± 5.7, range 65 - 85) played 3 stepping exergames in a laboratory. Each of the exergames was described with respect to 7 game elements (physical space, sensing hardware technology, game graphics and sound, model of user, avatar/mapping of movements, game mechanism and game narrative). Five movement characteristics (weight shift; variation in step length, speed, and movement direction; visual independency) were scored on a 5-point Likert scale based on video observations of each player and each game. Disagreement between raters was resolved by agreement. Differences in scores for the 3 exergames were analyzed with a multivariate one-way ANOVA. The Mole received the highest sum score and the best score on each of the 5 movement characteristics (all p values independency (p < 0.03 and p < 0.0005, respectively), and lower than The Mole on speed variation (p < 0.05). The physical space players used when exergaming and the on-screen representation of the player, affected movement quality positively as indexed by multiple weight shifts and variation in stepping size, direction, and speed. Furthermore, players' movements improved when playing speed-affected game progression and when the game narrative was related to a natural context. Comparing differences in game elements with associated differences in game movement requirements provides valuable insights about how to design for movement quality

  10. Evidence of sound production by spawning lake trout (Salvelinus namaycush) in lakes Huron and Champlain

    Science.gov (United States)

    Johnson, Nicholas S.; Higgs, Dennis; Binder, Thomas R.; Marsden, J. Ellen; Buchinger, Tyler John; Brege, Linnea; Bruning, Tyler; Farha, Steve A.; Krueger, Charles C.

    2018-01-01

    Two sounds associated with spawning lake trout (Salvelinus namaycush) in lakes Huron and Champlain were characterized by comparing sound recordings to behavioral data collected using acoustic telemetry and video. These sounds were named growls and snaps, and were heard on lake trout spawning reefs, but not on a non-spawning reef, and were more common at night than during the day. Growls also occurred more often during the spawning period than the pre-spawning period, while the trend for snaps was reversed. In a laboratory flume, sounds occurred when male lake trout were displaying spawning behaviors; growls when males were quivering and parallel swimming, and snaps when males moved their jaw. Combining our results with the observation of possible sound production by spawning splake (Salvelinus fontinalis × Salvelinus namaycush hybrid), provides rare evidence for spawning-related sound production by a salmonid, or any other fish in the superorder Protacanthopterygii. Further characterization of these sounds could be useful for lake trout assessment, restoration, and control.

  11. Game-as-Teacher: Modification by Adaptation in Learning through Game-Play

    Science.gov (United States)

    Hopper, Tim

    2011-01-01

    This paper will explore how game-play in video games as well as game centered approaches in physical education (PE) such as Teaching Games for Understanding (TGfU) can draw on complexity thinking to inform the learning process in physical education. Using the video game concept of game-as-teacher (Gee, 2007), ideas such as enabling constraints…

  12. The Use of an Open Field Model to Assess Sound-Induced Fear and Anxiety Associated Behaviors in Labrador Retrievers.

    Science.gov (United States)

    Gruen, Margaret E; Case, Beth C; Foster, Melanie L; Lazarowski, Lucia; Fish, Richard E; Landsberg, Gary; DePuy, Venita; Dorman, David C; Sherman, Barbara L

    2015-01-01

    Previous studies have shown that the playing of thunderstorm recordings during an open-field task elicits fearful or anxious responses in adult beagles. The goal of our study was to apply this open field test to assess sound-induced behaviors in Labrador retrievers drawn from a pool of candidate improvised explosive devices (IED)-detection dogs. Being robust to fear-inducing sounds and recovering quickly is a critical requirement of these military working dogs. This study presented male and female dogs, with 3 minutes of either ambient noise (Days 1, 3 and 5), recorded thunderstorm (Day 2), or gunfire (Day 4) sounds in an open field arena. Behavioral and physiological responses were assessed and compared to control (ambient noise) periods. An observer blinded to sound treatment analyzed video records of the 9-minute daily test sessions. Additional assessments included measurement of distance traveled (activity), heart rate, body temperature, and salivary cortisol concentrations. Overall, there was a decline in distance traveled and heart rate within each day and over the five-day test period, suggesting that dogs habituated to the open field arena. Behavioral postures and expressions were assessed using a standardized rubric to score behaviors linked to canine fear and anxiety. These fear/anxiety scores were used to evaluate changes in behaviors following exposure to a sound stressor. Compared to control periods, there was an overall increase in fear/anxiety scores during thunderstorm and gunfire sound stimuli treatment periods. Fear/anxiety scores were correlated with distance traveled, and heart rate. Fear/anxiety scores in response to thunderstorm and gunfire were correlated. Dogs showed higher fear/anxiety scores during periods after the sound stimuli compared to control periods. In general, candidate IED-detection Labrador retrievers responded to sound stimuli and recovered quickly, although dogs stratified in their response to sound stimuli. Some dogs were

  13. Performance of an open-source heart sound segmentation algorithm on eight independent databases.

    Science.gov (United States)

    Liu, Chengyu; Springer, David; Clifford, Gari D

    2017-08-01

    Heart sound segmentation is a prerequisite step for the automatic analysis of heart sound signals, facilitating the subsequent identification and classification of pathological events. Recently, hidden Markov model-based algorithms have received increased interest due to their robustness in processing noisy recordings. In this study we aim to evaluate the performance of the recently published logistic regression based hidden semi-Markov model (HSMM) heart sound segmentation method, by using a wider variety of independently acquired data of varying quality. Firstly, we constructed a systematic evaluation scheme based on a new collection of heart sound databases, which we assembled for the PhysioNet/CinC Challenge 2016. This collection includes a total of more than 120 000 s of heart sounds recorded from 1297 subjects (including both healthy subjects and cardiovascular patients) and comprises eight independent heart sound databases sourced from multiple independent research groups around the world. Then, the HSMM-based segmentation method was evaluated using the assembled eight databases. The common evaluation metrics of sensitivity, specificity, accuracy, as well as the [Formula: see text] measure were used. In addition, the effect of varying the tolerance window for determining a correct segmentation was evaluated. The results confirm the high accuracy of the HSMM-based algorithm on a separate test dataset comprised of 102 306 heart sounds. An average [Formula: see text] score of 98.5% for segmenting S1 and systole intervals and 97.2% for segmenting S2 and diastole intervals were observed. The [Formula: see text] score was shown to increases with an increases in the tolerance window size, as expected. The high segmentation accuracy of the HSMM-based algorithm on a large database confirmed the algorithm's effectiveness. The described evaluation framework, combined with the largest collection of open access heart sound data, provides essential resources for

  14. Sound production in Onuxodon fowleri (Carapidae) and its amplification by the host shell.

    Science.gov (United States)

    Kéver, Loïc; Colleye, Orphal; Lugli, Marco; Lecchini, David; Lerouvreur, Franck; Herrel, Anthony; Parmentier, Eric

    2014-12-15

    Onuxodon species are well known for living inside pearl oysters. As in other carapids, their anatomy highlights their ability to make sounds but sound production has never been documented in Onuxodon. This paper describes sound production in Onuxodon fowleri as well as the anatomy of the sound production apparatus. Single-pulsed sounds and multiple-pulsed sounds that sometimes last more than 3 s were recorded in the field and in captivity (Makemo Island, French Polynesia). These pulses are characterized by a broadband frequency spectrum from 100 to 1000 Hz. Onuxodon fowleri is mainly characterized by its ability to modulate the pulse period, meaning that this species can produce pulsed sounds and tonal-like sounds using the same mechanism. In addition, the sound can be remarkably amplified by the shell cavity (peak gain can exceed 10 dB for some frequencies). The sonic apparatus of O. fowleri is characterized by a rocker bone in front of the swimbladder, modified vertebrae and epineurals, and two pairs of sonic muscles, one of which (primary sonic muscle) inserts on the rocker bone. The latter structure, which is absent in other carapid genera, appears to be sexually dimorphic suggesting differences in sound production in males and females. Sound production in O. fowleri could be an example of adaptation where an animal exploits features of its environment to enhance communication. © 2014. Published by The Company of Biologists Ltd.

  15. Girls Creating Games: Challenging Existing Assumptions about Game Content

    OpenAIRE

    Denner, Jill

    2005-01-01

    In a reinforcing cycle, few females create games, and fewer girls than boys play games. According to the Interactive Digital Software Association’s 2003 survey, 72% of all video game players are male. This is unfortunate, as early game playing not only fosters specific cognitive and motor skills (Subrahmanyam, Kraut, Greenfield, & Gross, 2000), it is also a gateway to shaping the future of technology. How can we better attract, engage, and sustain the interests of girls in gaming? One str...

  16. Making Sound Connections

    Science.gov (United States)

    Deal, Walter F., III

    2007-01-01

    Sound provides and offers amazing insights into the world. Sound waves may be defined as mechanical energy that moves through air or other medium as a longitudinal wave and consists of pressure fluctuations. Humans and animals alike use sound as a means of communication and a tool for survival. Mammals, such as bats, use ultrasonic sound waves to…

  17. Counting repetitions: an observational study of video game play in people with chronic poststroke hemiparesis.

    Science.gov (United States)

    Peters, Denise M; McPherson, Aaron K; Fletcher, Blake; McClenaghan, Bruce A; Fritz, Stacy L

    2013-09-01

    The use of video gaming as a therapeutic intervention has increased in popularity; however, the number of repetitions in comparison with traditional therapy methods has yet to be investigated. The primary purpose of this study was to document and compare the number of repetitions performed while playing 1 of 2 video gaming systems for a time frame similar to that of a traditional therapy session in individuals with chronic stroke. Twelve participants with chronic stroke (mean age, 66.8 ± 8.2 years; time poststroke, 19.2 ± 15.4 months) completed video game play sessions, using either the Nintendo Wii or the Playstation 2 EyeToy. A total of 203 sessions were captured on video record; of these, 50 sessions for each gaming system were randomly selected for analysis. For each selected record, active upper and lower extremity repetitions were counted for a 36-minute segment of the recorded session. The Playstation 2 EyeToy group produced an average of 302.5 (228.1) upper extremity active movements and 189.3 (98.3) weight shifts, significantly higher than the Nintendo Wii group, which produced an average of 61.9 (65.7) upper extremity active movements and 109.7 (78.5) weight shifts. No significant differences were found in steps and other lower extremity active movements between the 2 systems. The Playstation 2 EyeToy group produced more upper extremity active movements and weight shifting movements than the Nintendo Wii group; the number and type of repetitions varied across games. Active gaming (specifically Playstation 2 EyeToy) provided more upper extremity repetitions than those reported in the literature by using traditional therapy, suggesting that it may be a modality to promote increased active movements in individuals poststroke.

  18. High frequency components of tracheal sound are emphasized during prolonged flow limitation

    International Nuclear Information System (INIS)

    Tenhunen, M; Huupponen, E; Saastamoinen, A; Kulkas, A; Himanen, S-L; Rauhala, E

    2009-01-01

    A nasal pressure transducer, which is used to study nocturnal airflow, also provides information about the inspiratory flow waveform. A round flow shape is presented during normal breathing. A flattened, non-round shape is found during hypopneas and it can also appear in prolonged episodes. The significance of this prolonged flow limitation is still not established. A tracheal sound spectrum has been analyzed further in order to achieve additional information about breathing during sleep. Increased sound frequencies over 500 Hz have been connected to obstruction of the upper airway. The aim of the present study was to examine the tracheal sound signal content of prolonged flow limitation and to find out whether prolonged flow limitation would consist of abundant high frequency activity. Sleep recordings of 36 consecutive patients were examined. The tracheal sound spectral analysis was performed on 10 min episodes of prolonged flow limitation, normal breathing and periodic apnea-hypopnea breathing. The highest total spectral amplitude, implicating loudest sounds, occurred during flow-limited breathing which also presented loudest sounds in all frequency bands above 100 Hz. In addition, the tracheal sound signal during flow-limited breathing constituted proportionally more high frequency activities compared to normal breathing and even periodic apnea-hypopnea breathing

  19. Game theory.

    Science.gov (United States)

    Dufwenberg, Martin

    2011-03-01

    Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website. Copyright © 2010 John Wiley & Sons, Ltd.

  20. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  1. Orientation Estimation and Signal Reconstruction of a Directional Sound Source

    DEFF Research Database (Denmark)

    Guarato, Francesco

    , one for each call emission, were compared to those calculated through a pre-existing technique based on interpolation of sound-pressure levels at microphone locations. The application of the method to the bat calls could provide knowledge on bat behaviour that may be useful for a bat-inspired sensor......Previous works in the literature about one tone or broadband sound sources mainly deal with algorithms and methods developed in order to localize the source and, occasionally, estimate the source bearing angle (with respect to a global reference frame). The problem setting assumes, in these cases......, omnidirectional receivers collecting the acoustic signal from the source: analysis of arrival times in the recordings together with microphone positions and source directivity cues allows to get information about source position and bearing. Moreover, sound sources have been included into sensor systems together...

  2. PROOF BY GAMES

    Science.gov (United States)

    2016-03-01

    Robot, in order to explore automated strategies ). The Game Client receives level data from the Game Server and implements the game as the player sees...formal verification domain. If formal verification problems could be turned into entertaining video games , those games could be crowd- sourced to a large...style gates that would destroy the Circuitbots. As the game evolved we found no good strategies for constraint ordering that worked significantly

  3. Abnormal sound detection device

    International Nuclear Information System (INIS)

    Yamada, Izumi; Matsui, Yuji.

    1995-01-01

    Only components synchronized with rotation of pumps are sampled from detected acoustic sounds, to judge the presence or absence of abnormality based on the magnitude of the synchronized components. A synchronized component sampling means can remove resonance sounds and other acoustic sounds generated at a synchronously with the rotation based on the knowledge that generated acoustic components in a normal state are a sort of resonance sounds and are not precisely synchronized with the number of rotation. On the other hand, abnormal sounds of a rotating body are often caused by compulsory force accompanying the rotation as a generation source, and the abnormal sounds can be detected by extracting only the rotation-synchronized components. Since components of normal acoustic sounds generated at present are discriminated from the detected sounds, reduction of the abnormal sounds due to a signal processing can be avoided and, as a result, abnormal sound detection sensitivity can be improved. Further, since it is adapted to discriminate the occurrence of the abnormal sound from the actually detected sounds, the other frequency components which are forecast but not generated actually are not removed, so that it is further effective for the improvement of detection sensitivity. (N.H.)

  4. Altered Heart Rate Variability During Gaming in Internet Gaming Disorder.

    Science.gov (United States)

    Lee, Deokjong; Hong, Sung Jun; Jung, Young-Chul; Park, Jinsick; Kim, In Young; Namkoong, Kee

    2018-04-01

    Internet gaming disorder (IGD) is characterized by addiction to online gaming and reduced executive control, particularly when individuals are exposed to gaming-related cues. Executive control can be measured as vagally mediated heart rate variability (HRV), which corresponds to variability in the time interval between heart beats. In this study, we investigated whether individuals with IGD have altered HRV while playing online games. We hypothesized that while gaming, individuals with IGD would exhibit phasic suppression of vagally mediated HRV, which would reflect executive control dysfunction during game play. To test this, we measured the changes of HRV when young males with IGD were engaged in real-time online gaming. The changes of HRV were associated with the severity of IGD assessed by self-reports and prefrontal gray matter volume (GMV) calculated by voxel-based morphometry. We included 23 IGD subjects and 18 controls in our analyses. Changes in HRV were not statistically different between IGD subjects and controls. Within the IGD group, however, subjects showed significant decreases in high-frequency (HF) HRV during gaming. Furthermore, the degree of decrease correlated with IGD severity and prefrontal GMV. Importantly, this phasic suppression of HF-HRV in response to gaming did not occur in control subjects. In conclusion, young males with IGD showed an altered HRV response while playing an online game, reflecting their difficulties in executive control over gaming. The dynamics between executive control and reward seeking may be out of balance during game play in IGD.

  5. Screening of snoring with an MP3 recorder.

    Science.gov (United States)

    Kreivi, Hanna-Riikka; Salmi, Tapani; Maasilta, Paula; Bachour, Adel

    2013-03-01

    Snoring patients seeking medical assistance represent a wide range of clinical and sleep study findings from nonsleepy nonapneic snoring to severe obstructive sleep apnea syndrome. The prevalence of snoring is high and it significantly impacts quality of life. Its objective diagnosis usually requires a sleep study. We developed a system to analyze snoring sounds with a Moving Picture Experts Group Layer-3 Audio (MP3) recorder device and present its value in the screening of snoring. We recorded snoring sounds during in-lab polysomnography (PSG) in 200 consecutive patients referred for a suspicion of obstructive sleep apnea. Snoring was recorded during the PSG with two microphones: one attached to the throat and the other to the ceiling; an MP3 device was attached to the patient's collar. Snoring was confirmed when the MP3 acoustic signal exceeded twice the median value of the acoustic signal for the entire recording. Results of the MP3 snoring recording were compared to the snoring recordings from the PSG. MP3 recording proved technically successful for 87% of the patients. The Pearson correlation between PSG snoring and MP3 snoring was highly significant at 0.77 (p MP3 recording device underestimated the snoring time by a mean ± SD of 32 ± 55 min. The recording of snoring with an MP3 device provides reliable information about the patient's snoring.

  6. GameTeen: new tools for evaluating and training emotional regulation strategies

    OpenAIRE

    Rodriguez Ortega, Alejandro; Rey, Beatriz; Alcañiz Raya, Mariano Luis; BAÑOS, R.; Guixeres Provinciale, Jaime; Wrzesien, Maja; Gómez Martínez, Mario; Pérez Lopez, David Clemente; Rasal, Paloma; Parra Vargas, Elena

    2012-01-01

    The aim of this paper is to describe GameTeen, a novel instrument for the assessment and training of Emotional Regulation (ER) strategies in adolescent population. These new tools are based on the use of 3D serious games that can be played under different settings. The evolution of ER strategies will be monitored in two ways depending on the setting where the tool is presented. Firstly, in the laboratory, physiological signals and facial expressions of participants will be recorded. Secondly,...

  7. Direct observation of children's preferences and activity levels during interactive and online electronic games.

    Science.gov (United States)

    Sit, Cindy H P; Lam, Jessica W K; McKenzie, Thomas L

    2010-07-01

    Interactive electronic games have recently been popularized and are believed to help promote children's physical activity (PA). The purpose of the study was to examine preferences and PA levels during interactive and online electronic games among overweight and nonoverweight boys and girls. Using a modification of the SOFIT, we systematically observed 70 Hong Kong Chinese children (35 boys, 35 girls; 50 nonoverweight, 20 overweight), age 9 to 12 years, during 2 60-minute recreation sessions and recorded their game mode choices and PA levels. During Session One children could play either an interactive or an online electronic bowling game and during Session Two they could play an interactive or an online electronic running game. Children chose to play the games during 94% of session time and split this time between interactive (52%) and online (48%) versions. They engaged in significantly more moderate-to-vigorous physical activity (MVPA) during interactive games than their online electronic versions (70% vs. 2% of game time). Boys and nonoverweight children expended relatively more energy during the interactive games than girls and overweight children, respectively. New-generation interactive games can facilitate physical activity in children, and given the opportunity children may select them over sedentary versions.

  8. Extended non-local games and monogamy-of-entanglement games.

    Science.gov (United States)

    Johnston, Nathaniel; Mittal, Rajat; Russo, Vincent; Watrous, John

    2016-05-01

    We study a generalization of non-local games-which we call extended non-local games -in which the players, Alice and Bob, initially share a tripartite quantum state with the referee. In such games, the winning conditions for Alice and Bob may depend on the outcomes of measurements made by the referee, on its part of the shared quantum state, in addition to Alice and Bob's answers to randomly selected questions. Our study of this class of games was inspired by the monogamy-of-entanglement games introduced by Tomamichel, Fehr, Kaniewski and Wehner, which they also generalize. We prove that a natural extension of the Navascués-Pironio-Acín hierarchy of semidefinite programmes converges to the optimal commuting measurement value of extended non-local games, and we prove two extensions of results of Tomamichel et al.  concerning monogamy-of-entanglement games.

  9. Prior video game exposure does not enhance robotic surgical performance.

    Science.gov (United States)

    Harper, Jonathan D; Kaiser, Stefan; Ebrahimi, Kamyar; Lamberton, Gregory R; Hadley, H Roger; Ruckle, Herbert C; Baldwin, D Duane

    2007-10-01

    Prior research has demonstrated that counterintuitive laparoscopic surgical skills are enhanced by experience with video games. A similar relation with robotic surgical skills has not been tested. The purpose of this study was to determine whether prior video-game experience enhances the acquisition of robotic surgical skills. A series of 242 preclinical medical students completed a self-reported video-game questionnaire detailing the frequency, duration, and peak playing time. The 10 students with the highest and lowest video-game exposure completed a follow-up questionnaire further quantifying video game, sports, musical instrument, and craft and hobby exposure. Each subject viewed a training video demonstrating the use of the da Vinci surgical robot in tying knots, followed by 3 minutes of proctored practice time. Subjects then tied knots for 5 minutes while an independent blinded observer recorded the number of knots tied, missed knots, frayed sutures, broken sutures, and mechanical errors. The mean playing time for the 10 game players was 15,136 total hours (range 5,840-30,000 hours). Video-game players tied fewer knots than nonplayers (5.8 v 9.0; P = 0.04). Subjects who had played sports for at least 4 years had fewer mechanical errors (P = 0.04), broke fewer sutures (P = 0.01), and committed fewer total errors (P = 0.01). Similarly, those playing musical instruments longer than 5 years missed fewer knots (P = 0.05). In the extremes of video-game experience tested in this study, game playing was inversely correlated with the ability to learn robotic suturing. This study suggests that advanced surgical skills such as robotic suturing may be learned more quickly by athletes and musicians. Prior extensive video-game exposure had a negative impact on robotic performance.

  10. Gamble While You Gamble: Electronic Games in Ontario Charitable Gaming Centres.

    Science.gov (United States)

    Harrigan, Kevin; Brown, Dan; MacLaren, Vance

    Electronic Bingo games have recently appeared in Ontario Charitable Gaming Centres. Here we summarize the characteristics of this novel form of electronic gambling, and give a detailed characterization of one game. We contend that these games have structural characteristics that make them similar to modern Electronic Gaming Machines (EGMs) that feature multiline slots games. These features include a fast and continuous gaming experience, with player adjustable win size and reinforcement rate, a high frequency of losses disguised as wins, and highly salient near misses. Some of these games also have bonus rounds and provide players with a list of recent wins. We conclude that provincial and state gaming authorities should be aware that the placement of Bingo EGMs in existing Bingo facilities may increase problem gambling among an already well-established community of Bingo enthusiasts.

  11. The Contribution of Sound Intensity in Vocal Emotion Perception: Behavioral and Electrophysiological Evidence

    Science.gov (United States)

    Chen, Xuhai; Yang, Jianfeng; Gan, Shuzhen; Yang, Yufang

    2012-01-01

    Although its role is frequently stressed in acoustic profile for vocal emotion, sound intensity is frequently regarded as a control parameter in neurocognitive studies of vocal emotion, leaving its role and neural underpinnings unclear. To investigate these issues, we asked participants to rate the angry level of neutral and angry prosodies before and after sound intensity modification in Experiment 1, and recorded electroencephalogram (EEG) for mismatching emotional prosodies with and without sound intensity modification and for matching emotional prosodies while participants performed emotional feature or sound intensity congruity judgment in Experiment 2. It was found that sound intensity modification had significant effect on the rating of angry level for angry prosodies, but not for neutral ones. Moreover, mismatching emotional prosodies, relative to matching ones, induced enhanced N2/P3 complex and theta band synchronization irrespective of sound intensity modification and task demands. However, mismatching emotional prosodies with reduced sound intensity showed prolonged peak latency and decreased amplitude in N2/P3 complex and smaller theta band synchronization. These findings suggest that though it cannot categorically affect emotionality conveyed in emotional prosodies, sound intensity contributes to emotional significance quantitatively, implying that sound intensity should not simply be taken as a control parameter and its unique role needs to be specified in vocal emotion studies. PMID:22291928

  12. The contribution of sound intensity in vocal emotion perception: behavioral and electrophysiological evidence.

    Directory of Open Access Journals (Sweden)

    Xuhai Chen

    Full Text Available Although its role is frequently stressed in acoustic profile for vocal emotion, sound intensity is frequently regarded as a control parameter in neurocognitive studies of vocal emotion, leaving its role and neural underpinnings unclear. To investigate these issues, we asked participants to rate the angry level of neutral and angry prosodies before and after sound intensity modification in Experiment 1, and recorded electroencephalogram (EEG for mismatching emotional prosodies with and without sound intensity modification and for matching emotional prosodies while participants performed emotional feature or sound intensity congruity judgment in Experiment 2. It was found that sound intensity modification had significant effect on the rating of angry level for angry prosodies, but not for neutral ones. Moreover, mismatching emotional prosodies, relative to matching ones, induced enhanced N2/P3 complex and theta band synchronization irrespective of sound intensity modification and task demands. However, mismatching emotional prosodies with reduced sound intensity showed prolonged peak latency and decreased amplitude in N2/P3 complex and smaller theta band synchronization. These findings suggest that though it cannot categorically affect emotionality conveyed in emotional prosodies, sound intensity contributes to emotional significance quantitatively, implying that sound intensity should not simply be taken as a control parameter and its unique role needs to be specified in vocal emotion studies.

  13. Game injuries in relation to game schedules in the National Basketball Association.

    Science.gov (United States)

    Teramoto, Masaru; Cross, Chad L; Cushman, Daniel M; Maak, Travis G; Petron, David J; Willick, Stuart E

    2017-03-01

    Injury management is critical in the National Basketball Association (NBA), as players experience a wide variety of injuries. Recently, it has been suggested that game schedules, such as back-to-back games and four games in five days, increase the risk of injuries in the NBA. The aim of this study was to examine the association between game schedules and player injuries in the NBA. Descriptive epidemiology study. The present study analyzed game injuries and game schedules in the 2012-13 through 2014-15 regular seasons. Game injuries by game schedules and players' profiles were examined using an exact binomial test, the Fisher's exact test and the Mann-Whitney-Wilcoxon test. A Poisson regression analysis was performed to predict the number of game injuries sustained by each player from game schedules and injured players' profiles. There were a total of 681 cases of game injuries sustained by 280 different players during the three years (total N=1443 players). Playing back-to-back games or playing four games in five days alone was not associated with an increased rate of game injuries, whereas a significant positive association was found between game injuries and playing away from home (pNBA. The findings could be useful for designing optimal game schedules in the NBA as well as helping NBA teams make adjustments to minimize game injuries. Copyright © 2016 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  14. Foundations of game theory noncooperative games

    CERN Document Server

    Vorob’ev, Nicolai N

    1994-01-01

    The English edition differs only slightly from the Russian original. The main struc­ tural difference is that all the material on the theory of finite noncooperative games has been collected in Chapter 2, with renumbering of the material of the remain­ ing chapters. New sections have been added in this chapter: devoted to general questions of equilibrium theory in nondegenerate games, subsections 3.9-3.17, by N.N. Vorob'ev, Jr.; and § 4, by A.G. Chernyakov; and § 5, by N.N. Vorob'ev, Jr., on the computational complexity of the process of finding equilibrium points in finite games. It should also be mentioned that subsections 3.12-3.14 in Chapter 1 were written by E.B. Yanovskaya especially for the Russian edition. The author regrets that the present edition does not reflect the important game-theoretical achievements presented in the splendid monographs by E. van Damme (on the refinement of equilibrium principles for finite games), as well as those by J.e. Harsanyi and R. Selten, and by W. Giith and B. Ka...

  15. Energy expenditure and enjoyment during video game play: differences by game type.

    Science.gov (United States)

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Bowling, J Michael; Ribisl, Kurt M; Kalyararaman, Sriram

    2011-10-01

    Play of physically active video games may be a way to increase physical activity and/or decrease sedentary behavior, but games are not universally active or enjoyable. Active games may differ from traditional games on important attributes, which may affect frequency and intensity of play. The purpose of this study was to investigate differences in energy expenditure and enjoyment across four game types: shooter (played with traditional controllers), band simulation (guitar or drum controller), dance simulation (dance mat controller), and fitness (balance board controller). Energy expenditure (METs) and enjoyment were measured across 10 games in 100 young adults age 18-35 yr (50 women). All games except shooter games significantly increased energy expenditure over rest (P games increased energy expenditure by 322% (mean ± SD = 3.10 ± 0.89 METs) and 298% (2.91 ± 0.87 METs), which was greater than that produced by band simulation (73%, 1.28 ± 0.28 METs) and shooter games (23%, 0.91 ± 0.16 METs). However, enjoyment was higher in band simulation games than in other types (P game types (P games can significantly increase energy expended during screen time, but these games are less enjoyable than other more sedentary games, suggesting that they may be less likely to be played over time. Less active but more enjoyable video games may be a promising method for decreasing sedentary behavior.

  16. L-type calcium channels refine the neural population code of sound level

    Science.gov (United States)

    Grimsley, Calum Alex; Green, David Brian

    2016-01-01

    The coding of sound level by ensembles of neurons improves the accuracy with which listeners identify how loud a sound is. In the auditory system, the rate at which neurons fire in response to changes in sound level is shaped by local networks. Voltage-gated conductances alter local output by regulating neuronal firing, but their role in modulating responses to sound level is unclear. We tested the effects of L-type calcium channels (CaL: CaV1.1–1.4) on sound-level coding in the central nucleus of the inferior colliculus (ICC) in the auditory midbrain. We characterized the contribution of CaL to the total calcium current in brain slices and then examined its effects on rate-level functions (RLFs) in vivo using single-unit recordings in awake mice. CaL is a high-threshold current and comprises ∼50% of the total calcium current in ICC neurons. In vivo, CaL activates at sound levels that evoke high firing rates. In RLFs that increase monotonically with sound level, CaL boosts spike rates at high sound levels and increases the maximum firing rate achieved. In different populations of RLFs that change nonmonotonically with sound level, CaL either suppresses or enhances firing at sound levels that evoke maximum firing. CaL multiplies the gain of monotonic RLFs with dynamic range and divides the gain of nonmonotonic RLFs with the width of the RLF. These results suggest that a single broad class of calcium channels activates enhancing and suppressing local circuits to regulate the sensitivity of neuronal populations to sound level. PMID:27605536

  17. Sound production and pectoral spine locking in a Neotropical catfish (Iheringichthys labrosus, Pimelodidae

    Directory of Open Access Journals (Sweden)

    Javier S. Tellechea

    Full Text Available Catfishes may have two sonic organs: pectoral spines for stridulation and swimbladder drumming muscles. The aim of this study was to characterize the sound production of the catfish Iheringichthys labrosus. The I. labrosus male and female emits two different types of sounds: stridulatory sounds (655.8 + 230 Hz consisting of a train of pulses, and drumming sounds (220 + 46 Hz, which are composed of single-pulse harmonic signals. Stridulatory sounds are emitted during abduction of the pectoral spine. At the base of the spine there is a dorsal process that bears a series of ridges on its latero-ventral surface, and by pressing the ridges against the groove (with an unspecialized rough surface during a fin sweep, the animal produce a series of short pulses. Drumming sound is produced by an extrinsic sonic muscle, originated on a flat tendon of the transverse process of the fourth vertebra and inserted on the rostral and ventral surface of the swimbladder. The sounds emitted by both mechanisms are emitted in distress situation. Distress was induced by manipulating fish in a laboratory tank while sounds were recorded. Our results indicate that the catfish initially emits a stridulatory sound, which is followed by a drumming sound. Simultaneous production of stridulatory and drumming sounds was also observed. The catfish drumming sounds were lower in dominant frequency than stridulatory sounds, and also exhibited a small degree of dominant frequency modulation. Another behaviour observed in this catfish was the pectoral spine locking. This reaction was always observed before the distress sound production. Like other authors outline, our results suggest that in the catfish I. labrosus stridulatory and drumming sounds may function primarily as a distress call.

  18. Learning by gaming - evaluation of an online game for children.

    Science.gov (United States)

    Lazareck, Lisa J; Farrell, David; Kostkova, Patty; Lecky, Donna M; McNulty, Cliodna A M; Weerasinghe, Dasun

    2010-01-01

    Playing computer games is widely popular among children and teenagers as an entertainment activity; meanwhile, playing computer games also provides a learning opportunity. For example, the rules of the game have to be learned by the player in order to improve his/her performance. Based on that principle, the City eHealth Research Centre (CeRC) developed a web game for 13-15 year olds, whereby the player becomes an investigator who attends the scene of an incident that involves microbes. There are four missions in total, each involving a mystery that the player needs to solve and learning objectives that need to be taught - such as antibiotic resistance and the importance of hygiene. This paper presents the results from a game evaluation that took place between July of 2009, in four UK schools (Glasgow, Gloucester, London), with 129 students; whereby 98% of the students commented positively about playing the game. Subsequently, CeRC has improved the game and developed an interactive educational games portal (www.edugames4all.com) for different age groups of web game enthusiasts.

  19. Models and games

    NARCIS (Netherlands)

    Väänänen, J.

    2011-01-01

    This gentle introduction to logic and model theory is based on a systematic use of three important games in logic: the semantic game; the Ehrenfeucht–Fraïssé game; and the model existence game. The third game has not been isolated in the literature before but it underlies the concepts of Beth

  20. Onboard Acoustic Recording from Diving Elephant Seals

    National Research Council Canada - National Science Library

    Fletcher, Stacia

    1996-01-01

    The aim of this project was to record sounds impinging on free-ranging northern elephant seals, Mirounga angustirostris, a first step in determining the importance of LFS to these animals as they dive...