Non Linguistic Sound
Non linguistic sound refers to the vocalisations made by a person which are not phoneme based, but still convey valuable meaning. Sneezing, coughing, snorting, passing wind, even laughter. Such sounds, or the neural signals that would trigger them. must be processed by any speech recognition system, if it is to achieve a full range of interaction, within a virtual environment
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The talk is primarily focussed on demonstrating his new invention 'hypersonic sound'. It is essentially a way to precisely focus sound, or as the inventor puts it "put sound where you want to." This has obvious implications for 3D sound effects in virtual reality and channeled sound cones in augmented reality.
It has long been known that sound can affect our emotions. A good tune or a sound reminding us of a terrifying event, bring associated memories to mind, that bring emotional states with them. What was not realised until recently however, was that the emotional state you are in when you hear the sound, changes the sound you hear in the first place. This makes sound a surprisingly potent tool for immersion feedback.
Whether you are using a cochlear implant to replace the lost sensation of sound, or recreating binaural sound within a virtual environment, a precise understanding of how the ear works is always helpful.
The story of Daniel Kish, a man whose senses are out of balance; a man who sees with sound.
It might well be that current experiments with binaural sound for VR 3D recreation of sounds based on the relative positions of the ears, and the head shape of the listener, are not quite getting the full picture of sound reception. It seems facial skin also has a part to play.
Unlike the mapping of the sense of smell, which has odourant maps all over the olfactory bulb in no particular order, the sense of sound is remarkably well ordered. Synapses line up in an overlapping orchestra, with multiple redundancies, a study has found.
A neurological experiment has confirmed that the McGurk effect - a long-known phenomenon where what you see overrides what you hear - is indeed codified directly into the sound processing regions of the brain. Meaning the McGurk effect is not something that can be barpassed in our virtual environments, and is not a trick of sensory perception, but rather is a cornerstone of sound perception itself.
The value of sound is ofter overlooked when designing a virtual world, who, for all the prolieration of speaker systems, all too often concentrate on visual only - especially the non gameworlds.
Nails on a blackboard. It is an unbearable noise, one that sends shivers through anyone who hears it. But why does it do this, and more importantly, how can a virtual environment replicate the effect in any sound?
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Humans favour speech as the primary means of linguistic communication. Spoken languages are so common many think language and speech are one and the same. But the prevalence of sign languages suggests otherwise. Not only can Deaf communitie...
Soon computers may be able to generate eerily accurate sounds for film soundtracks. For the first time, a team of computer scientists has reproduced the sound of flowing and dripping by modelling the way water creates sound in the physical ...
Thanks to researchers at the Centre for Digital Music (C4DM) at Queen Mary, University of London, anyone watching the World Cup on their computer can now filter out the droning sounds of vuvuzela playing in South Africa's stadiums.
Is sound only sound if someone hears it? Apparently not. Silent videos that merely imply sound - such as of someone playing a musical instrument - still get processed by auditory regions of the brain.
Kaspar Meyer at the Univ...
It has been found that infrared light can stimulate neurons in the inner ear as precisely as sound waves, a discovery that could lead to better cochlear implants for the deaf, and possibly quieter VR interfaces for sound.