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The study of acoustic ecology is concerned with the manner in which life interacts with its environment as mediated through sound. As such, a central focus is that of the soundscape: the acoustic environment as perceived by a listener. This dissertation examines the application of several computational tools in the

The study of acoustic ecology is concerned with the manner in which life interacts with its environment as mediated through sound. As such, a central focus is that of the soundscape: the acoustic environment as perceived by a listener. This dissertation examines the application of several computational tools in the realms of digital signal processing, multimedia information retrieval, and computer music synthesis to the analysis of the soundscape. Namely, these tools include a) an open source software library, Sirens, which can be used for the segmentation of long environmental field recordings into individual sonic events and compare these events in terms of acoustic content, b) a graph-based retrieval system that can use these measures of acoustic similarity and measures of semantic similarity using the lexical database WordNet to perform both text-based retrieval and automatic annotation of environmental sounds, and c) new techniques for the dynamic, realtime parametric morphing of multiple field recordings, informed by the geographic paths along which they were recorded.
ContributorsMechtley, Brandon Michael (Author) / Spanias, Andreas S (Thesis advisor) / Sundaram, Hari (Thesis advisor) / Cook, Perry R. (Committee member) / Li, Baoxin (Committee member) / Arizona State University (Publisher)
Created2013
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Description
In most social networking websites, users are allowed to perform interactive activities. One of the fundamental features that these sites provide is to connecting with users of their kind. On one hand, this activity makes online connections visible and tangible; on the other hand, it enables the exploration of our

In most social networking websites, users are allowed to perform interactive activities. One of the fundamental features that these sites provide is to connecting with users of their kind. On one hand, this activity makes online connections visible and tangible; on the other hand, it enables the exploration of our connections and the expansion of our social networks easier. The aggregation of people who share common interests forms social groups, which are fundamental parts of our social lives. Social behavioral analysis at a group level is an active research area and attracts many interests from the industry. Challenges of my work mainly arise from the scale and complexity of user generated behavioral data. The multiple types of interactions, highly dynamic nature of social networking and the volatile user behavior suggest that these data are complex and big in general. Effective and efficient approaches are required to analyze and interpret such data. My work provide effective channels to help connect the like-minded and, furthermore, understand user behavior at a group level. The contributions of this dissertation are in threefold: (1) proposing novel representation of collective tagging knowledge via tag networks; (2) proposing the new information spreader identification problem in egocentric soical networks; (3) defining group profiling as a systematic approach to understanding social groups. In sum, the research proposes novel concepts and approaches for connecting the like-minded, enables the understanding of user groups, and exposes interesting research opportunities.
ContributorsWang, Xufei (Author) / Liu, Huan (Thesis advisor) / Kambhampati, Subbarao (Committee member) / Sundaram, Hari (Committee member) / Ye, Jieping (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Achievement of many long-term goals requires sustained practice over long durations. Examples include goals related to areas of high personal and societal benefit, such as physical fitness, which requires a practice of frequent exercise; self-education, which requires a practice of frequent study; or personal productivity, which requires a practice of

Achievement of many long-term goals requires sustained practice over long durations. Examples include goals related to areas of high personal and societal benefit, such as physical fitness, which requires a practice of frequent exercise; self-education, which requires a practice of frequent study; or personal productivity, which requires a practice of performing work. Maintaining these practices can be difficult, because even though obvious benefits come with achieving these goals, an individual's willpower may not always be sufficient to sustain the required effort. This dissertation advocates addressing this problem by designing novel interfaces that provide people with new practices that are fun and enjoyable, thereby reducing the need for users to draw upon willpower when pursuing these long-term goals. To draw volitional usage, these practice-oriented interfaces can integrate key characteristics of existing activities, such as music-making and other hobbies, that are already known to draw voluntary participation over long durations. This dissertation makes several key contributions to provide designers with the necessary tools to create practice-oriented interfaces. First, it consolidates and synthesizes key ideas from fields such as activity theory, self-determination theory, HCI design, and serious leisure. It also provides a new conceptual framework consisting of heuristics for designing systems that draw new users, plus heuristics for making systems that will continue drawing usage from existing users over time. These heuristics serve as a collection of useful ideas to consider when analyzing or designing systems, and this dissertation postulates that if designers build these characteristics into their products, the resulting systems will draw more volitional usage. To demonstrate the framework's usefulness as an analytical tool, it is applied as a set of analytical lenses upon three previously-existing experiential media systems. To demonstrate its usefulness as a design tool, the framework is used as a guide in the development of an experiential media system called pdMusic. This system is installed at public events for user studies, and the study results provide qualitative support for many framework heuristics. Lastly, this dissertation makes recommendations to scholars and designers on potential future ways to examine the topic of volitional usage.
ContributorsWallis, Isaac (Author) / Ingalls, Todd (Thesis advisor) / Coleman, Grisha (Committee member) / Sundaram, Hari (Committee member) / Arizona State University (Publisher)
Created2013