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The world of a hearing impaired person is much different than that of somebody capable of discerning different frequencies and magnitudes of sound waves via their ears. This is especially true when hearing impaired people play video games. In most video games, surround sound is fed through some sort of

The world of a hearing impaired person is much different than that of somebody capable of discerning different frequencies and magnitudes of sound waves via their ears. This is especially true when hearing impaired people play video games. In most video games, surround sound is fed through some sort of digital output to headphones or speakers. Based on this information, the gamer can discern where a particular stimulus is coming from and whether or not that is a threat to their wellbeing within the virtual world. People with reliable hearing have a distinct advantage over hearing impaired people in the fact that they can gather information not just from what is in front of them, but from every angle relative to the way they're facing. The purpose of this project was to find a way to even the playing field, so that a person hard of hearing could also receive the sensory feedback that any other person would get while playing video games To do this, visual surround sound was created. This is a system that takes a surround sound input, and illuminates LEDs around the periphery of glasses based on the direction, frequency and amplitude of the audio wave. This provides the user with crucial information on the whereabouts of different elements within the game. In this paper, the research and development of Visual Surround Sound is discussed along with its viability in regards to a deaf person's ability to learn the technology, and decipher the visual cues.
ContributorsKadi, Danyal (Co-author) / Burrell, Nathaneal (Co-author) / Butler, Kristi (Co-author) / Wright, Gavin (Co-author) / Kosut, Oliver (Thesis director) / Bliss, Daniel (Committee member) / Barrett, The Honors College (Contributor) / Electrical Engineering Program (Contributor)
Created2015-05
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Lossy compression is a form of compression that slightly degrades a signal in ways that are ideally not detectable to the human ear. This is opposite to lossless compression, in which the sample is not degraded at all. While lossless compression may seem like the best option, lossy compression, which

Lossy compression is a form of compression that slightly degrades a signal in ways that are ideally not detectable to the human ear. This is opposite to lossless compression, in which the sample is not degraded at all. While lossless compression may seem like the best option, lossy compression, which is used in most audio and video, reduces transmission time and results in much smaller file sizes. However, this compression can affect quality if it goes too far. The more compression there is on a waveform, the more degradation there is, and once a file is lossy compressed, this process is not reversible. This project will observe the degradation of an audio signal after the application of Singular Value Decomposition compression, a lossy compression that eliminates singular values from a signal’s matrix.

ContributorsHirte, Amanda (Author) / Kosut, Oliver (Thesis director) / Bliss, Daniel (Committee member) / Electrical Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
In the field of electronic music, haptic feedback is a crucial feature of digital musical instruments (DMIs) because it gives the musician a more immersive experience. This feedback might come in the form of a wearable haptic device that vibrates in response to music. Such advancements in the electronic music

In the field of electronic music, haptic feedback is a crucial feature of digital musical instruments (DMIs) because it gives the musician a more immersive experience. This feedback might come in the form of a wearable haptic device that vibrates in response to music. Such advancements in the electronic music field are applicable to the field of speech and hearing. More specifically, wearable haptic feedback devices can enhance the musical listening experience for people who use cochlear implant (CI) devices.
This Honors Thesis is a continuation of Prof. Lauren Hayes’s and Dr. Xin Luo’s research initiative, Haptic Electronic Audio Research into Musical Experience (HEAR-ME), which investigates how to enhance the musical listening experience for CI users using a wearable haptic system. The goals of this Honors Thesis are to adapt Prof. Hayes’s system code from the Max visual programming language into the C++ object-oriented programming language and to study the results of the developed C++ codes. This adaptation allows the system to operate in real-time and independently of a computer.
Towards these goals, two signal processing algorithms were developed and programmed in C++. The first algorithm is a thresholding method, which outputs a pulse of a predefined width when the input signal falls below some threshold in amplitude. The second algorithm is a root-mean-square (RMS) method, which outputs a pulse-width modulation signal with a fixed period and with a duty cycle dependent on the RMS of the input signal. The thresholding method was found to work best with speech, and the RMS method was found to work best with music. Future work entails the design of adaptive signal processing algorithms to allow the system to work more effectively on speech in a noisy environment and to emphasize a variety of elements in music.
ContributorsBonelli, Dominic Berlage (Author) / Papandreou-Suppappola, Antonia (Thesis director) / Hayes, Lauren (Thesis director, Committee member) / Electrical Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2019-12