Matching Items (8)
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Description
Two groups of cochlear implant (CI) listeners were tested for sound source localization and for speech recognition in complex listening environments. One group (n=11) wore bilateral CIs and, potentially, had access to interaural level difference (ILD) cues, but not interaural timing difference (ITD) cues. The second group (n=12) wore a

Two groups of cochlear implant (CI) listeners were tested for sound source localization and for speech recognition in complex listening environments. One group (n=11) wore bilateral CIs and, potentially, had access to interaural level difference (ILD) cues, but not interaural timing difference (ITD) cues. The second group (n=12) wore a single CI and had low-frequency, acoustic hearing in both the ear contralateral to the CI and in the implanted ear. These `hearing preservation' listeners, potentially, had access to ITD cues but not to ILD cues. At issue in this dissertation was the value of the two types of information about sound sources, ITDs and ILDs, for localization and for speech perception when speech and noise sources were separated in space. For Experiment 1, normal hearing (NH) listeners and the two groups of CI listeners were tested for sound source localization using a 13 loudspeaker array. For the NH listeners, the mean RMS error for localization was 7 degrees, for the bilateral CI listeners, 20 degrees, and for the hearing preservation listeners, 23 degrees. The scores for the two CI groups did not differ significantly. Thus, both CI groups showed equivalent, but poorer than normal, localization. This outcome using the filtered noise bands for the normal hearing listeners, suggests ILD and ITD cues can support equivalent levels of localization. For Experiment 2, the two groups of CI listeners were tested for speech recognition in noise when the noise sources and targets were spatially separated in a simulated `restaurant' environment and in two versions of a `cocktail party' environment. At issue was whether either CI group would show benefits from binaural hearing, i.e., better performance when the noise and targets were separated in space. Neither of the CI groups showed spatial release from masking. However, both groups showed a significant binaural advantage (a combination of squelch and summation), which also maintained separation of the target and noise, indicating the presence of some binaural processing or `unmasking' of speech in noise. Finally, localization ability in Experiment 1 was not correlated with binaural advantage in Experiment 2.
ContributorsLoiselle, Louise (Author) / Dorman, Michael F. (Thesis advisor) / Yost, William A. (Thesis advisor) / Azuma, Tamiko (Committee member) / Liss, Julie (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Today, in the internet-age with global communication every day, it is more important than ever to learn how best to communicate across cultures. However, a review of literature and localization research reveals no studies comparing written communication preferences between cultures using the English language. This gap in research

Today, in the internet-age with global communication every day, it is more important than ever to learn how best to communicate across cultures. However, a review of literature and localization research reveals no studies comparing written communication preferences between cultures using the English language. This gap in research led me to my question–How do localization needs or preferences differ between English-speakers in the U.S. and Canada? To answer my research question, I created a study focused on written communication using a quality measure after consulting the IBM rubric (Hofstede, 1984). I incorporated a demographics questionnaire, a sample document of an Alberta Government brochure, and a survey to measure participant perceptions of quality for use with the sample document. Participants for the study were recruited from Phoenix, Arizona and Edmonton, Alberta, Canada. All participants reviewed the Canada-based sample document and answered the questions from the survey. The survey responses were designed to obtain data on culturally specific variables on contexting, which were critical in understanding cultural differences and communication preferences between the two groups. Results of the data analysis indicate differences in cultural preferences specific to language, the amount of text, and document organization. The results suggest that there may be more significant differences than previously assumed (Hall, 1976) between U.S. and Canadian English-speaking populations. Further research could include a similar study using a U.S.–based document and administering it to the same target population. Additionally, a quality-based measure could be applied as a way of understanding other cultures for localization needs, since inadequate localization can have an adverse impact on perceptions of quality.
ContributorsO'Brien, Tara (Author) / Brumberger, Eva (Thesis advisor) / D’Angelo, Barbara (Thesis advisor) / Maid, Barry (Committee member) / Arizona State University (Publisher)
Created2018
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Description
Object localization is used to determine the location of a device, an important aspect of applications ranging from autonomous driving to augmented reality. Commonly-used localization techniques include global positioning systems (GPS), simultaneous localization and mapping (SLAM), and positional tracking, but all of these methodologies have drawbacks, especially in high traffic

Object localization is used to determine the location of a device, an important aspect of applications ranging from autonomous driving to augmented reality. Commonly-used localization techniques include global positioning systems (GPS), simultaneous localization and mapping (SLAM), and positional tracking, but all of these methodologies have drawbacks, especially in high traffic indoor or urban environments. Using recent improvements in the field of machine learning, this project proposes a new method of localization using networks with several wireless transceivers and implemented without heavy computational loads or high costs. This project aims to build a proof-of-concept prototype and demonstrate that the proposed technique is feasible and accurate.

Modern communication networks heavily depend upon an estimate of the communication channel, which represents the distortions that a transmitted signal takes as it moves towards a receiver. A channel can become quite complicated due to signal reflections, delays, and other undesirable effects and, as a result, varies significantly with each different location. This localization system seeks to take advantage of this distinctness by feeding channel information into a machine learning algorithm, which will be trained to associate channels with their respective locations. A device in need of localization would then only need to calculate a channel estimate and pose it to this algorithm to obtain its location.

As an additional step, the effect of location noise is investigated in this report. Once the localization system described above demonstrates promising results, the team demonstrates that the system is robust to noise on its location labels. In doing so, the team demonstrates that this system could be implemented in a continued learning environment, in which some user agents report their estimated (noisy) location over a wireless communication network, such that the model can be implemented in an environment without extensive data collection prior to release.
ContributorsChang, Roger (Co-author) / Kann, Trevor (Co-author) / Alkhateeb, Ahmed (Thesis director) / Bliss, Daniel (Committee member) / Electrical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description

This report describes the findings of an experiment designed to explore the nature of human hearing using binaural sound. The experiment also set out to determine a way to accurately find positional data from sound. Binaural recordings were made of high frequency sounds at various angles and the data was

This report describes the findings of an experiment designed to explore the nature of human hearing using binaural sound. The experiment also set out to determine a way to accurately find positional data from sound. Binaural recordings were made of high frequency sounds at various angles and the data was postprocessed to find the group delay and difference of intensity between the two channels. To do this, two methods were used. The first relied on manually analyzing the data by visually looking for the points of interest. The second method used a MATLAB program to scan the data for the points of interest by using a Fourier analysis. It was determined that while the first method has the potential to provide better results it is impractical and not representative of how human hearing works. The second method was far more efficient and demonstrated the reliance of human hearing on the difference of intensities. It was determined that through the use of the second method accurate positional data could be obtained by comparing the differences with experimental data.

ContributorsCruz, Benjamin (Author) / Takahashi, Timothy (Thesis director) / Aukes, Daniel (Committee member) / Barrett, The Honors College (Contributor) / Mechanical and Aerospace Engineering Program (Contributor)
Created2023-05
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Description
In many applications, measured sensor data is meaningful only when the location of sensors is accurately known. Therefore, the localization accuracy is crucial. In this dissertation, both location estimation and location detection problems are considered.

In location estimation problems, sensor nodes at known locations, called anchors, transmit signals to sensor

In many applications, measured sensor data is meaningful only when the location of sensors is accurately known. Therefore, the localization accuracy is crucial. In this dissertation, both location estimation and location detection problems are considered.

In location estimation problems, sensor nodes at known locations, called anchors, transmit signals to sensor nodes at unknown locations, called nodes, and use these transmissions to estimate the location of the nodes. Specifically, the location estimation in the presence of fading channels using time of arrival (TOA) measurements with narrowband communication signals is considered. Meanwhile, the Cramer-Rao lower bound (CRLB) for localization error under different assumptions is derived. Also, maximum likelihood estimators (MLEs) under these assumptions are derived.

In large WSNs, distributed location estimation algorithms are more efficient than centralized algorithms. A sequential localization scheme, which is one of distributed location estimation algorithms, is considered. Also, different localization methods, such as TOA, received signal strength (RSS), time difference of arrival (TDOA), direction of arrival (DOA), and large aperture array (LAA) are compared under different signal-to-noise ratio (SNR) conditions. Simulation results show that DOA is the preferred scheme at the low SNR regime and the LAA localization algorithm provides better performance for network discovery at high SNRs. Meanwhile, the CRLB for the localization error using the TOA method is also derived.

A distributed location detection scheme, which allows each anchor to make a decision as to whether a node is active or not is proposed. Once an anchor makes a decision, a bit is transmitted to a fusion center (FC). The fusion center combines all the decisions and uses a design parameter $K$ to make the final decision. Three scenarios are considered in this dissertation. Firstly, location detection at a known location is considered. Secondly, detecting a node in a known region is considered. Thirdly, location detection in the presence of fading is considered. The optimal thresholds are derived and the total probability of false alarm and detection under different scenarios are derived.
ContributorsZhang, Xue (Author) / Tepedelenlioğlu, Cihan (Thesis advisor) / Spanias, Andreas (Thesis advisor) / Tsakalis, Konstantinos (Committee member) / Berisha, Visar (Committee member) / Arizona State University (Publisher)
Created2016
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Description
In videos that contain actions performed unintentionally, agents do not achieve their desired goals. In such videos, it is challenging for computer vision systems to understand high-level concepts such as goal-directed behavior. On the other hand, from a very early age, humans are able to understand the relation between an

In videos that contain actions performed unintentionally, agents do not achieve their desired goals. In such videos, it is challenging for computer vision systems to understand high-level concepts such as goal-directed behavior. On the other hand, from a very early age, humans are able to understand the relation between an agent and their ultimate goal even if the action gets disrupted or unintentional effects occur. Inculcating this ability in artificially intelligent agents would make them better social learners by not just learning from their own mistakes, i.e, reinforcement learning, but also learning from other's mistakes. For example, this could greatly reduce the search space for artificially intelligent agents for finding the correct action sequence when trying to achieve a new goal, since they would be able to learn from others what not to do as well as how/when actions result in undesired outcomes.To validate this ability of deep learning models to perform this task, the Weakly Augmented Oops (W-Oops) dataset is proposed, built upon the Oops dataset. W-Oops consists of 2,100 unintentional human action videos, with 44 goal-directed and 33 unintentional video-level activity labels collected through human annotations. Inspired by previous methods on tasks such as weakly supervised action localization which show promise for achieving good localization results without ground truth segment annotations, this paper proposes a weakly supervised algorithm for localizing the goal-directed as well as the unintentional temporal region of a video using only video-level labels. In particular, an attention mechanism based strategy is employed that predicts the temporal regions which contributes the most to a classification task, leveraging solely video-level labels. Meanwhile, our designed overlap regularization allows the model to focus on distinct portions of the video for inferring the goal-directed and unintentional activity, while guaranteeing their temporal ordering. Extensive quantitative experiments verify the validity of our localization method.
ContributorsChakravarthy, Arnav (Author) / Yang, Yezhou (Thesis advisor) / Davulcu, Hasan (Committee member) / Pavlic, Theodore (Committee member) / Arizona State University (Publisher)
Created2021
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Description
The objective of this project was to research and experimentally test methods of localization, waypoint following, and actuation for high-speed driving by an autonomous vehicle. This thesis describes the implementation of LiDAR localization techniques, Model Predictive Control waypoint following, and communication for actuation on a 2016 Chevrolet Camaro, Arizona State

The objective of this project was to research and experimentally test methods of localization, waypoint following, and actuation for high-speed driving by an autonomous vehicle. This thesis describes the implementation of LiDAR localization techniques, Model Predictive Control waypoint following, and communication for actuation on a 2016 Chevrolet Camaro, Arizona State University’s former EcoCAR. The LiDAR localization techniques include the NDT Mapping and Matching algorithms from the open-source autonomous vehicle platform, Autoware. The mapping algorithm was supplemented by that of Google Cartographer due to the limitations of map size in Autoware’s algorithms. The Model Predictive Control for waypoint following and the computer-microcontroller-actuator communication line are described. In addition to this experimental work, the thesis discusses an investigation of alternative approaches for each problem.
ContributorsCopenhaver, Bryce Stone (Author) / Berman, Spring (Thesis director) / Yong, Sze Zheng (Committee member) / Dean, W.P. Carey School of Business (Contributor) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
Who would imagine that playing games is considered as a sport and became one of the most popular sports in the world? Who would imagine that over 100 million people watch someone else playing a game 10 years ago? Maybe even 5 years ago a lot of people did not

Who would imagine that playing games is considered as a sport and became one of the most popular sports in the world? Who would imagine that over 100 million people watch someone else playing a game 10 years ago? Maybe even 5 years ago a lot of people did not believe that many people were watching one Esports championship series in the world in 2019. I believe that most people would not believe that fact. Nowadays the gaming industry has become 134 billion dollars industry (Warman), but most of the general public does not even know that Esports is a globally popular sport. The uniqueness of Esports is that fans are located everywhere in the world, unlike American football. This sport’s popularity is borderless and there are not that many sports leagues that have a huge global fan population in the sports industry. The reason Esports was able to capture popularity from everywhere in this world is because the gaming community is often beyond the border. For example, a person who lives in South Korea is teaming up with a man whom he has never met in person before and fighting against the players who are living on the other side of the world in a single match. This is how modern gaming society is. Those players are physically existing in different places, but there is no border that exists in this gaming virtual world and people are playing in the same match with the players who live in different places. This is one thing that we are not able to see in the traditional sports and the biggest strength of the Esports. The uniqueness of Esports is that all the players do not need to physically get together to play a game. If you want to play soccer, obviously all the 22 players need to be in the same field physically. People do not have a sense of local attachment from the beginning in the world of modern Esports because the gaming community is existing in the virtual world and the border does not exist in this virtual community. This unique environment is one of the biggest factors that makes Esports the fastest growing sport in the entire sports industry these days, and this rapid growth is supported by those younger gamers. Esports is still a new sport compared to other traditional sports, so they will follow a similar or different path that traditional sports took and will be part of those popular leagues in the future.
ContributorsSannomiya, Akie (Author) / Eaton, John (Thesis director) / McIntosh, Daniel (Committee member) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05