Application of psychoacoustic analyses according to ECMA-418-2

2021 ◽  
Vol 263 (4) ◽  
pp. 2567-2577
Author(s):  
Julian Becker ◽  
Roland Sottek ◽  
Thiago Lobato

Assessing and assuring sound quality has become a very important task for product design. Customers expect product sounds without disturbing noises. This is a challenge because spectro-temporal noise patterns (such as tonal sounds or modulated signals that generate a roughness sensation) must be taken into account, in addition to frequency-weighted values like dB(A) and loudness. If the sound of a technical product exhibits these characteristics, it is most likely perceived as having poor quality. The new standard ECMA-418-2 describes methods for the automatic quantification of tonal sounds and modulated sounds, which generate a sensation of roughness. The methods are based on a psychoacoustic hearing model and thus emulate human perception very closely. This paper describes the application of these methods. Several examples show how these parameters can be used for sound engineering and how to interpret the results.

2020 ◽  
Vol 10 (17) ◽  
pp. 5775
Author(s):  
Nguyen Truong Minh Long ◽  
Nguyen Truong Thinh

Nowadays, mangoes and other fruits are classified according to human perception of low productivity, which is a poor quality of classification. Therefore, in this study, we suggest a novel evaluation of internal quality focused on external features of mango as well as its weight. The results show that evaluation is more effective than using only one of the external features or weight combining an expensive nondestructive (NDT) measurement. Grading of fruits is implemented by four models of machine learning as Random Forest (RF), Linear Discriminant Analysis (LDA), Support Vector Machine (SVM), and K-Nearest Neighbors (KNN). Models have inputs such as length, width, defect, weight, and outputs being mango classifications such as grade G1, G2, and G3. The unstructured data of 4983 of captured images combining with load-cell signals are transferred to structured data to generate a completed dataset including density. The data normalization and elimination of outliers (DNEO) are used to create a better dataset which prepared for machine learning algorithms. Moreover, an unbiased performance estimate for the training process carried out by the nested cross-validation (NCV) method. In the experiment, the methods of machine learning have high accurate over 87.9%, especially the model of RF gets 98.1% accuracy.


2017 ◽  
Vol 1 (4) ◽  
pp. 28
Author(s):  
Christian Hatzfeld ◽  
Manuel Kühner ◽  
Stefan Söllner ◽  
Tran Khanh ◽  
Mario Kupnik

2013 ◽  
Vol 17 (4) ◽  
pp. 605-617 ◽  
Author(s):  
Tobias Luthe ◽  
Thomas Kägi ◽  
Jan Reger

2015 ◽  
Vol Volume 3, Issue 1 (Research articles) ◽  
Author(s):  
Kerstin Bongard-Blanchy ◽  
Carole Bouchard

International audience The UX domain has so far been strongly associated with software development. However, its methods are finding their way intodomains like Product and Service Design. Product Designers now need competencies far beyond classical form-giving. The objective of thispaper is to show Product Designers which design dimensions they need to attend to when designing for UX. The paper gives an overview ofdesign dimensions that potentially impact how users’ experience products. These dimensions are brought together from theories ofCognitive Science, models of Human-Computer Interaction and findings from Design Research. They are presented under four categories:dimensions of human perception, dimensions of products, dimensions of the context of use and the temporal dimension. In the final part, theidentified dimensions are connected into a schema, illustrating their interplay and therefore the journey of UX between a user and a product,in a certain context over a certain time. Le domaine EU (Expérience Utilisateur) a été étroitement lié au développement des logiciels. Les méthodes UX trouventcependant de plus en plus d’applications dans le Design de Produits. Aujourd’hui le Designer Produit doit mettre en oeuvre des compétencesqui vont bien au-delà de la seule définition de l’apparence. L’objet de cet article est de mettre en lumière ces dimensions du design que lesDesigners Produit soucieux de concevoir dans le respect de l’UX ne sauraient ignorer. L’article apporte ainsi une vue globale sur lesdimensions susceptibles d’impacter l’UX. L’identification des dimensions pertinentes puise à la fois dans les théories de la psychologiecognitive, dans les modèles d’interaction homme-machine, ainsi que dans les résultats de la recherche en design. Ces dimensions sontensuite regroupées sous quatre catégories : les dimensions de la perception humaine, du produit et du contexte de l’utilisation, ainsi que ladimension temporelle. Enfin, ces dimensions sont mises en relation dans un schéma qui illustre le cours de l’expérience entre un utilisateuret un produit, dans un contexte et avec sa temporalité.


Author(s):  
Christopher Q. Jian ◽  
Michael A. Lorra ◽  
Douglas McCorkle ◽  
K. Mark Bryden

The implementation of a virtual engineering system at John Zink Company, LLC is starting to change the engineering and development processes for industrial combustion equipment. This system is based on the virtual engineering software called VE-Suite being developed at the Virtual Reality Applications Center (VRAC) of Iowa State University. The goal of the John Zink virtual engineering system is to provide a virtual platform where product design, system engineering, computer simulation, and pilot plant test converge in a virtual space to allow engineers to make sound engineering decisions. Using the virtual engineering system, design engineers are able to inspect the layout of individual components and the system integration through an immersive stereo 3D visualization interface. This visualization tool allows the engineer not only to review the integration of subsystems, but also to review the entire plant layout and to identify areas where the design can be improved. One added benefit is to significantly speed up the design review process and improve the turn around time and efficiency of the review process. Computational Fluid Dynamics (CFD) is used extensively at John Zink to evaluate, improve, and optimize various combustion equipment designs and new product development. Historically, design and product development engineers relied on CFD experts to interpret simulation results. With the implementation of the virtual engineering system, engineers at John Zink are able to assess the performance of their designs using the CFD simulation results from a first person perspective. The virtual engineering environment provided in VE-Suite greatly enhances the value of CFD simulation and allows engineers to gain much needed process insights in order to make sound engineering decisions in the product design, engineering, and development processes. Engineers at John Zink are now focusing on taking the virtual engineering system to the next level: to allow for real-time changes in product design coupled with high-speed computer simulation along with test data to optimize product designs and engineering. It is envisioned that, when fully implemented, the virtual engineering system will be integrated into the overall engineering process at John Zink to deliver products of the highest quality to its customers and significantly shorten the development cycle time for a new generation of highly efficient and environmentally friendly combustion products.


Author(s):  
Ashis Pradhan ◽  
Mohan P. Pradhan

A topographic sheet hosts various morphological features that effectively describe the terrain. This multi-faced information content not only elevates human perception but also provides ample direction for research initiatives. Out of all possible attributes based on utility, contours have wide set of application. A contour is characterized by its coordinate system and most importantly, its elevation detail. Upon, successful attainment of these two attributes, creating a fully automatic 3D projection system may be achieved with relative ease. In contrast to the traditional manual approach, this research initiative puts forward a novel mechanism for automatically localizing contour and its attributes including coordinate pattern and elevation value in a referenced map. To accomplish the aforementioned objectives, the proposed mechanism relies on various image processing techniques based on morphological operations. Further, the extracted details can be used to project the contours in a 3D space. This projection is also called Digital Elevation Model (DEM). DEM is crucial for various applications such as Terrain Modeling, Hydrological Modeling, Path Optimization, to name a few. Automatically and accurately created DEM from topographic sheet could contribute a lot in many Geographical Information System (GIS) applications. This paper focuses mainly on elevation value localization associated with specific contour.


2008 ◽  
Vol 311 (3-5) ◽  
pp. 1175-1195 ◽  
Author(s):  
D. Berckmans ◽  
K. Janssens ◽  
H. Van der Auweraer ◽  
P. Sas ◽  
W. Desmet

10.28945/2983 ◽  
2006 ◽  
Author(s):  
Anja-Karina Pahl ◽  
Linda Newnes

This paper explores how the engineering design process might balance conflicting constraints of technical product design and the social demands of users. Some insights from Buddhism, cybernetics, phenomenology and neurophysiology set the scene to help illustrate how Designers and Users build or access their respective ‘experienced-' and ‘expected world’ and achieve their aims. A prototype 3D ‘diamond model’ is presented, which expands on previous work by the authors of this paper and is compared with Beer’s [1994] Team Syntegrity protocol, to structure conversations and activities between two groups with apparently opposing aims. This provides a necessary common purpose and worldview, through which conversations and activities can become innovative, mutually informing, co-evolving and emotionally satisfactory at both the individual and team levels.


2020 ◽  
pp. 83-126
Author(s):  
Mads Walther-Hansen

The chapter consists of an encyclopedia that lists, describes, and assesses metaphors that often are used to describe sound quality. Each entry explains the embodied cognitive patterns that connect sound descriptors with the listening experience. Each entry also discusses related terms, and each term is examined in relation to its metaphorical use and the discourses underlying sound and music communities. The encyclopedia includes 15 pairs of opposing terms: balance/unbalance, big/small, clean/dirty, clear/blurred, dark/bright, fat/thin, full/hollow, heavy/light, open/closed, organic/synthetic, rough/smooth, soft/hard, tight/loose, warm/cold, and wet/dry. The terms are distilled from a 50-million-word collection of texts concerning sound culled by the author from music reviews, hi-fi magazines, and the sound engineering literature.


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