Academic literature on the topic 'Soundscape design'

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Journal articles on the topic "Soundscape design"

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Li, Feng, Jiali Xiang, Tao Li, Danni Shen, and Tian Li. "Active Indoor Soundscape Design: A Case Study of Ceramic Passive Amplifiers." International Journal of Environmental Research and Public Health 19, no. 18 (September 7, 2022): 11251. http://dx.doi.org/10.3390/ijerph191811251.

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Indoor soundscape research has developed rapidly in recent years, with the aim of improving the single indoor noise reduction method and people’s acoustic comfort. However, practical solutions to promote the generation of positive indoor soundscapes are still insufficient. The purpose of this study was to explore the improvement effect of ceramic passive amplifiers on the indoor soundscape and the relationship between the improvement effect and different amplifier shapes. Objective sound pressure level (SPL) values and subjective soundscape perception were measured for 10 ceramic passive amplifiers based on the soundscape, mainly using a comparative method. Ten sample amplifiers were compared with the acoustic data of the original open-plan studio environment, and then with an electronic sound amplifier. The results show that ceramic passive amplifiers can improve the quality of the indoor soundscape by creating sound scenes with appropriate loudness. Regarding non-acoustic aspects, the shape and materials of ceramic passive amplifiers play a positive role in emotional guidance.
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LIU, Jiang, and Jian KANG. "SOUNDSCAPE DESIGN IN CITY PARKS: EXPLORING THE RELATIONSHIPS BETWEEN SOUNDSCAPE COMPOSITION PARAMETERS AND PHYSICAL AND PSYCHOACOUSTIC PARAMETERS." JOURNAL OF ENVIRONMENTAL ENGINEERING AND LANDSCAPE MANAGEMENT 23, no. 2 (June 25, 2015): 102–12. http://dx.doi.org/10.3846/16486897.2014.998676.

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Soundscape design in city parks is important for a better visiting experience. The aim of this research is to find a more effective way to design soundscapes in city parks, by exploring the relationships between certain physical and psychoacoustic parameters and soundscape composition parameters as proposed in this study, including perceived loudness of individual sound (PLS), perceived occurrences of individual sound (POS), and soundscape diversity index(SDI). The parameters were based on soundscape information gathered with a specifically designed soundwalk method in five city parks in Xiamen, China. The results showed that the soundscape composition parameters play important roles as soundscape parameters. LCeq–LAeq, LA10–LA90 and sharpness showed more explanatory power to the soundscape composition parameters of individual sound categories than other physical and psychoacoustic parameters. PLS of human sounds was the most frequently introduced variable for nearly all the other objective parameters, followed by SDI. Some of the soundscape composition parameters were found to be mutually explainable, including PLS of human sounds with LA10, LCeq–LAeq and sharpness, respectively, POS of traffic sounds with LA10, and PLS of both mechanical and geophysical sounds with sharpness, which supply important information for soundscape design in city parks.
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Fang, Xingyue, Tian Gao, Marcus Hedblom, Naisheng Xu, Yi Xiang, Mengyao Hu, Yuxuan Chen, and Ling Qiu. "Soundscape Perceptions and Preferences for Different Groups of Users in Urban Recreational Forest Parks." Forests 12, no. 4 (April 12, 2021): 468. http://dx.doi.org/10.3390/f12040468.

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Although the soundscape in cities is receiving increased attention in urban planning, there is still a lack of knowledge of how personal factors influence the perception of and preference for soundscapes. Most present studies are linked to one or a few specific soundscapes and do not have a holistic approach exploring the pros and cons of all soundscapes in a place. This study surveyed individuals to assess how soundscape perceptions and preferences may differ among various attendees of typical urban forest recreational parks in Xi’an, China, using an on-site questionnaire. The respondents (N = 2034) revealed that rare natural sounds were perceived more positively than the dominating artificial sounds. Five main dimensions of social, demographic, and behavioral attributes were found to be linked to the soundscape perceptions and preferences: (1) familiarity of the park and attendees’ age made people more tolerant towards sounds that others find annoying; (2) higher education and higher socio-economic status showed lower tolerance towards sounds; (3) having companions and specific types of recreational use increased the frequent perception of artificial sounds; (4) females generally showed higher sensitivity and lower tolerance than males towards several sounds; and (5) the longer attendees remained in the park, the more positive the overall soundscape preference was. The results indicate that numerous sounds are affecting people’s overall experience in the parks. These findings could help decision-makers and urban forest recreational park designers to formulate relevant strategies for park design that are in tune with varying public needs and expectations towards soundscape. The implementation of human-oriented soundscape design can therefore enhance people’s well-being.
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Lacey, Jordan. "Conceptual overlays for urban soundscape design emerging from a transversal analysis of Lefebvre, Deleuze and Guattari, and Arendt." SoundEffects - An Interdisciplinary Journal of Sound and Sound Experience 3, no. 3 (December 1, 2013): 71–93. http://dx.doi.org/10.7146/se.v3i3.18442.

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This paper describes theoretical developments that have emerged alongside the author’s urban soundscape design practice. The theory, which emerged from a transversal analysis of Henri Lefebvre, Gilles Deleuze and Felix Guattari, and Hannah Arendt, particularly their philosophical investigations of space, rhythm and nature, is presented as four conceptual overlays to aid soundscape design practices in urban spaces. The first conceptual overlay, Radiating Striations of Centralities, synthesises spatial discussions of Deleuze and Guattari and Lefebvre into soundscape design approaches that simultaneously respond to centralized controls and the peripheries of urban spaces. The second conceptual overlay, The Isorhythimc Refrain, convolves Deleuze and Guattari’s refrain and Lefebvre’s isorhythms into identifiable socially controlling rhythms that unfold as captured sonic and gestural forms throughout urban spaces. The third conceptual overlay, Altered Soundscapes as Emergent Ecologies, investigates Guattari’s a-signifying rupture and the potential of soundscape design as rupture to affect the emergence of Lefebvre’s new nature(s) in urban spaces. The fourth conceptual overlay, Disassembling the Collective Assemblage of Enunciation, discusses Arendt’s reflections on social rhythms subsuming society into automated behaviour, and the challenges that can be presented to such automated behaviour through the act of soundscape design. The four conceptual overlays provide sociopolitical and ecological understandings of the urban that contribute to a soundscape design practice from which public soundscape installations are created to subvert controlling spatiotemporal rhythms of the urban for the emergence of new nature(s). The article concludes by suggesting that due to the amorphous characteristics of sound the soundscape designer is in a unique position to affect immediate sociopolitical and experiential transformations of urban spaces.
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Mitchell, Andrew, Tin Oberman, Francesco Aletta, Mercede Erfanian, Magdalena Kachlicka, Matteo Lionello, and Jian Kang. "The Soundscape Indices (SSID) Protocol: A Method for Urban Soundscape Surveys—Questionnaires with Acoustical and Contextual Information." Applied Sciences 10, no. 7 (April 1, 2020): 2397. http://dx.doi.org/10.3390/app10072397.

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A protocol for characterizing urban soundscapes for use in the design of Soundscape Indices (SSID) and general urban research as implemented under the European Research Council (ERC)-funded SSID project is described in detail. The protocol consists of two stages: (1) a Recording Stage to collect audio-visual recordings for further analysis and for use in laboratory experiments, and (2) a Questionnaire Stage to collect in situ soundscape assessments via a questionnaire method paired with acoustic data collection. Key adjustments and improvements to previous methodologies for soundscape characterization have been made to enable the collation of data gathered from research groups around the world. The data collected under this protocol will form a large-scale, international soundscape database.
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Polack, Jean-Dominique, Philippe Taupin, Hyun In Jo, and Jin Yong Jeon. "Urban Soundscapes in the Imaginaries of Native Digital Users: Guidelines for Soundscape Design." Sustainability 14, no. 2 (January 6, 2022): 632. http://dx.doi.org/10.3390/su14020632.

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We present an experiment run along the lines of a pilot experiment in China based on collages and narratives to illustrate the participants’ experience with urban sceneries. Its aim was to develop a conceptual model based on narrative analysis that linked objects of the environment to the perceived properties of the soundscape. Participants in groups of two were free to clip any image they wanted from a selection of magazines—the same for all groups within each country—and free to add comments or drawings on their collages. Then, they had to present their collages to the other participants, and the presentations were recorded and transcribed. The structural semantic model that underlies the descriptions of the collages and narratives is presented. The results of the analysis were comparable with previous studies, since ideal urban environments should be calm, quiet and green, but urban environments should also promote cultural activities and the possibility to escape outside the city. The analysis also allowed for attaining the emotions created by soundscapes. Thus, the semantic model can be used as a conceptual model for a soundscape, from which guidelines for soundscape planning and design can be derived, as well as suggestions for innovative soundscapes.
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Birdja, Dilip, and Elif Özcan. "Better Sleep Experience for the Critically Ill: A Comprehensive Strategy for Designing Hospital Soundscapes." Multimodal Technologies and Interaction 3, no. 2 (May 22, 2019): 36. http://dx.doi.org/10.3390/mti3020036.

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In this paper, the sleep phenomenon is considered in relation to critical care soundscapes with the intention to inform hospital management, medical device producers and policy makers regarding the complexity of the issue and possible modes of design interventions. We propose a comprehensive strategy based on soundscape design approach that facilitates a systematic way of tackling the auditory quality of critical care settings in favor of better patient sleep experience. Future research directions are presented to tackle the knowledge deficits in designing for critical care soundscapes that cater for patient sleep. The need for scientifically-informed design interventions for improving patient sleep experience in critical care is highlighted. The value of the soundscape design approach for resolving other sound-induced problems in critical care and how the approach allows for patient-centred innovation that is beyond the immediate sound issue are further discussed.
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Yang, Jiaxi, and Hong Lu. "Visualizing the Knowledge Domain in Urban Soundscape: A Scientometric Analysis Based on CiteSpace." International Journal of Environmental Research and Public Health 19, no. 21 (October 26, 2022): 13912. http://dx.doi.org/10.3390/ijerph192113912.

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The purpose of this study was to identify the main research themes and knowledge structures in the field of urban soundscape. With the continuous expansion of research work in the field of urban soundscape, it has become necessary to carry out a systematic analysis. CiteSpace was used to conduct an information visualization analysis of high-quality literature related to urban soundscape research in the WoS database from 1976 to 2021. The results revealed the following: (1) In terms of research content, research hotspots center on noise, perception, and quality, while focusing on theory and methodology. (2) In terms of research methods, the Perceptual Restorative Soundscape Scale has gradually become the main method of soundscape research. With the development of sound acquisition technology and sound simulation technology, the soundscape perception model will undergo an iterative process of updating. (3) In terms of research objects, most of the research focuses on the soundscape of outdoor environments (such as urban parks, tourist attractions, and historical blocks) together with the influences and preferences for different types of soundscapes. The research results can provide reference for research and planning as well as the design practice of urban soundscape.
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Hasegawa, Yoshimi, and Siu-Kit Lau. "Audiovisual Bimodal and Interactive Effects for Soundscape Design of the Indoor Environments: A Systematic Review." Sustainability 13, no. 1 (January 1, 2021): 339. http://dx.doi.org/10.3390/su13010339.

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A growing number of soundscape studies involving audiovisual factors have been conducted; however, their bimodal and interactive effects on indoor soundscape evaluations have not yet been thoroughly reviewed. The overarching goal of this systematic review was to develop the framework for designing sustainable indoor soundscapes by focusing on audiovisual factors and relations. A search for individual studies was conducted through three databases and search engines: Scopus, Web of Science, and PubMed. Based on the qualitative reviews of the selected thirty papers, a framework of indoor soundscape evaluation concerning visual and audiovisual indicators was proposed. Overall, the greenery factor was the most important visual variable, followed by the water features and moderating noise annoyance perceived by occupants in given indoor environments. The presence of visual information and sound-source visibility would moderate perceived noise annoyance and influence other audio-related perceptions. Furthermore, sound sources would impact multiple perceptual responses (audio, visual, cognitive, and emotional perceptions) related to the overall soundscape experiences when certain visual factors are interactively involved. The proposed framework highlights the potential use of the bimodality and interactivity of the audiovisual factors for designing indoor sound environments in more effective ways.
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Aburawis, Ayad A. Mohamed, and Papatya Nur Dokmeci Yorukoglu. "An integrated framework on soundscape perception and spatial experience by adapting post-occupancy evaluation methodology." Building Acoustics 25, no. 1 (March 2018): 3–16. http://dx.doi.org/10.1177/1351010x18758478.

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The effecting factors of soundscape perception and space experience have a very close relationship. This study aims to synthesize the diversity of soundscape classifications and schemes and unify such factorial variations in order to develop an integrated framework for soundscape perception and spatial experience within a systematic review of recent progress and by adapting post-occupancy evaluation methodology. First, factors under soundscape perception and space experience are reviewed in detail and merged to form conceptual classification models. Six soundscape perception factors are formed as (1) sonic, (2) spatial, (3) temporal, (4) psychological, (5) behavioural and (6) personal. Similarly, five space experience factors are formed as (1) user, (2) usage, (3) architectural design, (4) social context and (5) physical environment. All related items in the literature are presented and the sub-items under each factor are exemplified. Second, factors under the merged conceptual models are integrated by considering occupants’ experience of space regarding their variance in perception of soundscapes through acoustical post-occupancy evaluation. An adapted study design is proposed under indicative, investigative and diagnostic stages of the post-occupancy evaluation by presenting the methods, data types and factorial correlations for each stage.
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Dissertations / Theses on the topic "Soundscape design"

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Maspers, Felix, and Vilius Zukauskas. "Fotosyntes - ett intra-aktivt soundscape." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20033.

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Utifrån ett posthumanistiskt synsätt, och tillsammans med Karen Barads teori kring agentiell realism och performativitet, vill vi i det här kandidatarbetet bjuda in vår omvärlds fysiska fenomen som medskapare i vår designprocess. Med hjälp av dessa fenomen vill vi utmana och ifrågasätta den antropocentriska designerrollen genom att belysa materialitetens performativa förmåga till kunskapsproduktion och meningsskapande i designprocessen. Vi undersöker hur designprocessen och dess involverade val och handlingar uppstår genom mötet av både mänskliga och icke-mänskliga aktörer; vi beviljas ett inifrånperspektiv som placerar oss mitt i vår världs trassel av intra-aktioner och blir därmed en del i dess tillblivelse. Genom att tillämpa detta förhållningssätt i experiment som utforskar relationen mellan den analoga världen och den digitala, undersöker vi hur dessa möten kan bidra till utformandet av en gestaltande ljudinstallation.
With a posthumanist approach and based on the theory of agential realism and performativity by Karen Barad, we want, in this Bachelor Thesis, to invite the physical phenomena of our surrounding world as co-creators of our design process. With help from these phenomena we would like to challenge and question the anthropocentric designer role by illustrating the performative ability of materiality for producing knowledge and creating meaning in the design process. We explore how the design process and its involved choices and actions emerge through the concurrence of both human and non-human actors; we are granted a from-within perspective that places us in the midst of the entanglement of our world’s intra-actions and therefore become a part of its genesis. By applying this approach to experiments which delve into the relationship between the analog world and the digital, we explore how these concurrences can contribute to the designing of a sound installation.
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Mattsson, Hanna, and Theodor Mihel. "Designing a better soundscape for the home office : Devlopment of acoustic furniture." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85941.

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As Covid-19 spread throughout the world in the early months of 2020 many people’s lives changed drastically. The situation forced millions of workers and students to start performing their work remotely from home. Currently in Sweden statistics shows that every third person working does it from home at least once a week. When our work environments change, new conditions are created for how we can design our environments, which contributes to new design challenges. We believe that some homes are missing an intended space for office work, especially smaller apartments in larger cities. This means, among other things, that many people lack a place in their homes that offers a good sound environment. We believe that all people deserve to have a workplace that provides the best possible conditions for personal development, performance and well-being, even when working from home. This thesis work within the field of industrial design engineering was conducted in collaboration with the acoustical consultant firm Efterklang and Luleå University of Technology. The development process has followed the human centered design process of Design Thinking, an iterative design process consisting of the spaces of inspiration, ideation, and implementation. The aim of the project was to investigate how people experience sounds throughout their work day and based on this design a product with good acoustical properties for their home. The project also considered the varying conditions for different home offices as well as how people want to work in the near future. The objective was to create a better work environment by improving the workspace and its soundscape. The following mission statement was set up: “Increase people’s well-being and ability to perform by designing a better soundscape for the home office environment”. A literature review has been conducted together with both quantitative and qualitative research methods. The result has been used to answer the following research questions: (i) What do the users perceive as noise in the home environment and what impact does the soundscape have on our wellbeing? (ii) How can we through design, influence people’s feelings and experiences in their home office environment? (iii) What materials or techniques can be used to help increase the acoustical properties of a product and the soundscape of the home office environment? (iv) What user needs can we meet by designing an acoustics-enhancing product for the home office? Close to half of the project was spent in the space of inspiration, to get a deeper knowledge of the field of acoustics. Primarily the aspects of low-frequency noise and how it affects people was researched. It was however discovered in the interviews, observations, and questionnaire that a majority were consciously more affected by generic noise in their proximity. It was also discovered that when designing their workspace, sound, lighting, ergonomics, and privacy was the most important characteristics. Based on this knowledge, two personas were created which primarily helped to keep focus on the intended target group. The personas have also been used to motivate the final result. In the ideation phase, a total of six workshops were conducted. One of these workshops was performed together with six acoustic consultants and designers. This opportunity helped to evaluate our ideas and realize what is actually possible to achieve. The workshops have contributed to both diverging and converging the thesis work. The development of the concepts has throughout the project been done in an iterative process of workshops and user insights. Prototypes in the form of sketches, digital CAD models, and augmented reality [AR] have been used to convey our ideas to the users. The thesis work has resulted in a modular workstations that consists of acoustic elements in the form of absorbents and a floor standing screen. The product also includes a number of functions that can help the home worker to create an ergonomic workspace. It provides amongst other things a height adjustable desk and electric outlet for lighting. The workstation also has a number of shelves that the user can decorate or use for storage.
Många människor liv förändrades drastiskt under de första månaderna av 2020 då Covid-19 snabbt spreds över världen. Denna förändring tvingades miljontals med människor att snabbt ställa om till arbete på distans. Enligt statistik från statistiska centralbyrån arbetar ungefär en tredjedel av Sveriges befolkning hemifrån minst en dag i veckan. När våran arbetssituation förändras uppkommer nya krav på hur dessa miljöer utformas, vilket i sig bidrar till nya designutmaningar. Vi anser att många av dagens hem saknar en dedikerad arbetsplats. Framförallt när det kommer till mindre lägenheter i större städer. Detta bidrar i sin tur till att många kanske saknar en plats i hemmet med en god ljudmiljö att utföra sitt arbete i. Vi anser att alla människor har rätt till en arbetsplats som bidrar till personlig utveckling, prestation och välmående. Detta examensarbete inom området teknisk design har utförts i samarbete med akustik och ljuddesign-företaget Efterklang, samt Luleå Tekniska Universitet. Arbetet har följt en användarcentrerad designprocess kallad Design Thinking. Denna designprocess går iterativt igenom de tre områdena Inspiration, Ideation och Implementation. Målet med detta arbetet var att undersöka hur människor upplever ljud i deras vardag och utifrån detta designa en produkt som bidrar till en bättre ljudmiljö. Projektet beaktade också de olika förhållandena i användarna hemmiljö samt hur dessa kan tänka sig att arbeta i framtiden. Syftet med arbetet var att skapa en bättre arbetsmiljö genom att förbättra både arbetsplatsen och ljudmiljö runtom. Följande mission statement har ställts upp: “Increase people’s well-being and ability to perform by designing a better soundscape for the home office environment”. En litteraturstudie ligger tillsammans med kvantitativa och kvalitativa forskningsmetoder som grund för detta arbete. Resultatet av dessa har används för att svara på följande frågeställningar: (i) Vad upplever användarna som störande ljud i hemmiljö och hur påverkar detta deras välmående? (ii) Hur kan vi genom design påverka människors upplevelse av deras arbetsmiljö i hemmet? (iii) Vilka material och tekniker kan användas för att påverka en produkts akustiska egenskaper samt arbetsmiljön i hemmet? (iv) Vilka behov kan vi uppfylla genom att designa en produkt som förbättrar användarens ljudmiljö i hemmet? Eftersom detta projekt har krävt en förståelse för området akustik samt hur människor påverkas av störande ljud, har största delen av projektet spenderats i inspirations-fasen. Inledningsvis lades mycket fokus på lågfrekvent buller samt hur detta påverka människor. Dock uppmärksammades det i intervjuer, observationer samt enkät att en majoritet av användare störst mer av allmänt buller i deras närhet. Här uppmärksammades det också att när användaren utformar sin arbetsplats så rankas ljudmiljö, ljus, ergonomi samt avskildhet högt på listan av egenskaper. Utifrån denna kunskap har två personas skapats. Dessa har framförallt underlättat i att hålla kvar fokus på målgruppen. Det slutgiltiga resultatet motiveras också utifrån dessa. I ideation-fasen genomfördes total sex större workshops. Under en av dessa bjöds sex utomstående akustiker och ljusdesigners in för att delta. Under denna workshop utvärderades bland annat koncept vilket resulterade i en djupare förståelse för vad som är genomförbart. Samtliga workshops har bidragit till att både konvergera samt divergera tankar och idéer under detta examensarbete. Utvecklingen av idéer har skett i ett iterativt arbetssätt av workshops och feedback från användare. Prototyper i form av skisser, CAD-modeller samt AR har används för att förmedla idéer och koncept till användarna. Detta arbete har resulterat i en modulär arbetsstation innehållande akustiska element i form av absorbenter och en golvstående skärm. Möbeln innehåller flertalet funktioner vilka hjälper hemarbetaren att skapa en ergonomisk arbetsplats. Exempelvis erbjuder arbetsstationen möjlighet för höj- och sänkbart skrivbord samt ett eluttag för arbetsbelysning. Tillgängligt finns också hyllplan vilka användaren kan dekorera eller utnyttja som förvaringsyta.
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Wang, Keda. "The aesthetic principles of soundscape in architectural design and built environment." Texas A&M University, 2004. http://hdl.handle.net/1969.1/570.

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This thesis is an attempt to establish a practical way for architectural designers to take advantage of the relationship between soundscape and architectural aesthetics. The whole study aides in providing a structural framework by which architectural designers could incorporate acoustic elements into their design, with aesthetic concerns rather than for practical purpose. The discussions of soundscape and architecture forms are organized in the order of point, line, plane and space to present my personal observations on the issue. Three graphic systems are developed based on the previous researches of soundscape to visualize the coexistence of sonic identities and visual identities in built environment and how both of them interact to create a multi-sensory experience for visitors. Among the three systems, the Soundscape Map system is particularly introduced to demonstrate some case studies where soundscape elements are successfully employed to strengthen the construction of architectural spaces and forms. The goal of this research is to open a door for architectural researchers to discover the interconnection between soundscape and architecture, with the hope that the graphic systems introduced could be useful for effective designs with soundscape concerns in built environment.
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Halldin, Martin. "Att skapa ett soundscape : Skapandet av ett ljudlandskap med digitala verktyg." Thesis, Högskolan Dalarna, Ljud- och musikproduktion, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:du-29771.

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Denna uppsats beskriver en av många möjliga sätt att skapa ett soundscape med hjälp av digitala verktyg. Resultatet testas sedan med hjälp av en enkätundersökning för att ta reda på huruvida realistiskt och immersivt arbetet upplevs. Syftet med denna uppsats är att presentera ett tillvägagångssätt för musiker och producenter att skapa soundscapes med hjälp av digitala verktyg. Detta projekt är ett designarbete med en metod framtagen ur boken A Designer's Research Manual. Designarbetet beskrivs under rubriken Skapandet av ett soundscape. Resultatet av detta arbete visar att detta tillvägagångssätt ej upplevs lika realistiskt som andra soundscapes. Detta kan bero på flera olika anledningar som exempelvis de verktyg som använts, den testmetod som använts, författarens egna förmåga som ljuddesigner etc
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Kobayashi, Minoru. "Design of dynamic soundscape : mapping time to space for audio browsing with simultaneous listening." Thesis, Massachusetts Institute of Technology, 1996. http://hdl.handle.net/1721.1/29117.

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Calarco, Francesca Maria Assunta. "Soundscape design of water features used in outdoor spaces where road traffic noise is audible." Thesis, Heriot-Watt University, 2015. http://hdl.handle.net/10399/3084.

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This research focused on the soundscape design of a wide range of small to medium sized water features (waterfalls, fountains with upward jet(s), and streams) which can be used in gardens or parks for promoting peacefulness and relaxation in the presence of road traffic noise. Firstly, the thesis examined the audio-visual interaction and perceptual assessment of water features, including the semantic components and the qualitative categorisation and evocation of water sounds; and secondly, the thesis investigated the effectiveness of the water features tested in promoting relaxation through sound mapping. Different laboratory tests were carried out, and these included paired comparison tests (audio-only, visual-only and audio-visual tests), semantic differential tests, as well as tests aimed at the qualitative categorisation and evocation of water features. Sound maps of the water generated sounds were developed through the use of propagation models based on either point or line sources. Three acoustic zones (‘water sounds dominant zone’, ‘optimum zone’ and ‘RTN dominant zone’ (RTN: road traffic noise)) were defined in the maps as the zones where relaxation/pleasantness can be promoted over a 20 m × 20 m area for different road traffic noise levels. Paired comparisons highlighted the interdependence between uni-modal (audio-only or visual-only) and bi-modal (audio-visual) perception, indicating that equal attention should be given to the design of both stimuli. In general, natural looking features tended to increase preference scores (compared to audio-only paired comparison scores), while manmade looking features decreased them. Semantic descriptors showed significant correlations with preferences and were found to be more reliable design criteria than physical parameters. A principal component analysis identified three components within the nine semantic attributes tested: “emotional assessment,” “sound quality,” and “envelopment and temporal variation.” The first two showed significant correlations with audio-only preferences, “emotional assessment” being the most important predictor of preferences, and its attributes naturalness, relaxation, and freshness also being significantly correlated with preferences. Categorisation results indicated that natural stream sounds are easily identifiable (unlike waterfalls and fountains), while evocation results showed no unique relationship with preferences. The results of sound maps indicated that small to medium sized water features can be used mainly in environments where road traffic noise levels are equal or lower than 65 dBA.
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Orshammar, Viktor, and Christian Skarin. "Ljudlandskapet och det oönskade ljudet." Thesis, Blekinge Tekniska Högskola, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12351.

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Detta kandidatarbete undersöker de egenskaper det fysiska ljudlandskapet kan bidra med för att forma en virtuell värld. Med begrepp och teorier från omfattande studier inom fenomenet soundscape, undersöker vi hur detta kan appliceras i ett digitalt spel. Genom audiell analys av vår vardagliga miljö i en liten svensk stad, kan vi fördjupa kunskapen om hur ljudlandskapet är uppbyggt och kan appliceras i ett digitalt medie. Med ljudläggningen av ett digitalt spel kan vi testa att applicera funktioner och begrepp hämtade från det fysiska ljudlandskapet.
This bachelor thesis examines what the physical properties of the soundscape can contribute to form a virtual world. With concepts and theories from studies of soundscape, we examine how this can be applied in a digital game. Through a sound analysis of our everyday environment in a small Swedish town, we can improve our knowledge of how the soundscape is constructed and can be applied in a digital media. In the process of designing sounds to a digital game, we can test and apply the functions and concepts extracted from the physical soundscape.
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Alam, Usman. "Music in Motion - Smart Soundscapes." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-39880.

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Hällgren, Nina. "Designing with Urban Sound : Exploring methods for qualitative sound analysis of the built environment." Licentiate thesis, KTH, Arkitektur, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-240078.

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The licentiate thesis Designing with Urban Sound explores the constitution and qualitative characteristics of urban sonic space from a design-oriented and practice-based perspective. The act of lifting forth and illuminating the interaction between architecture, the creation of sound and a sonic experience aims to examine and develop useful tools and methods for the representation, communication and analysis of the exterior sonic environment in complex architectural spaces. The objective is to generate theoretical and practical knowledge within the field of urban sound planning and design by showing examples of different and complementary ways of communicating and analyzing sound than those which are commonly recognized.
Licentiatavhandlingen Designa med stadens ljud undersöker det urbana ljudrummets konstitution och kvalitativa egenskaper utifrån ett designorienterat och praktiknära perspektiv. Avsikten med arbetet är att utveckla verktyg och metoder för representation, kommunikation och analys av stadens exteriöra ljudmiljö genom att synliggöra interaktionen mellan arkitektur, ljudbildning och upplevelse. Genom att visa exempel på andra sätt att kommunicera och analysera ljud i staden än dagens vedertagna metoder, är syftet är att bidra till kunskapsutvecklingen inom fältet för urban ljudplanering- och design.

QC 20181211

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Toriseva, Jenni. "Biofonia : A citizen science service to monitor biodiversity." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-155160.

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An increasing amount of both physical and mental layers keep distancing urban dwellers from the biophysical envi- ronment that we often call nature. Environmental psycholo- gists have coined the term ‘extinction of experience’ to de- scribe the decreasing amount of encounters urban dwellers have with the natural environment. With the depletion of these experiences we have less relation to the natural world. And what we cannot relate to, we find hard to value. The intent has been to explore new ways urban dwelling adults could interact with the natural environment in order to help them relate to the abstract notion of biodiversity. The final concept is inspired by expert and user insights gathered through ethnographic research methods. The resulting design concept is a service and product eco- system that is based in the field of soundscape ecology.
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Books on the topic "Soundscape design"

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Sonic rupture: A practice-led approach to urban soundscape design. New York: Bloomsbury Academic, 2016.

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Lacey, Jordan. Sonic Rupture: A Practice-Led Approach to Urban Soundscape Design. Bloomsbury Publishing Plc, 2017.

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Kytö, Meri. Soundscapes of Istanbul in Turkish Film Soundtracks. Edited by John Richardson, Claudia Gorbman, and Carol Vernallis. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199733866.013.0028.

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This article appears in theOxford Handbook of New Audiovisual Aestheticsedited by John Richardson, Claudia Gorbman, and Carol Vernallis. This chapter examines the changing relationships of sounds, places, and their cultural meanings in Turkish films located in Istanbul. Starting with a brief review of the historical context of Turkish film sound and sonic representations of Istanbul, the chapter then analyzes two recent films set in middle-class apartment homes,11’e 10 kalaandUzak, which represent the auteur vein of new Turkish cinema. Both feature subtle and delicate sound design and evidence a form of heightened realism that contrasts with traditional approaches, shifting the focus of Istanbul’s soundscapes from public to private. Although the locations and characters of both these films are remarkably similar, their soundtracks differ in rendering the experience of urbanity and strategies of acoustic privacy by the transcoding of soundmarks and the use of transphonia in scenes.
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bell, adam patrick, ed. The Music Technology Cookbook. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780197523889.001.0001.

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The Music Technology Cookbook is a practitioner-oriented collection of lesson plans outlining step-by-step music-making activities with music technology. Featuring fifty-six lessons by forty-nine authors from around the world, The Music Technology Cookbook covers a broad range of music technology topics including: composition (with digital audio workstations such as Ableton, Soundtrap, GarageBand); production skills such as recording, editing, and equalization; creating multimedia (ringtones, soundscapes, audiobooks, sonic brands, jingles); beatmaking; DJing; programming (Minecraft, Scratch, Sonic Pi, P5.js); and, designing instruments (Makey Makey). The contributing authors of the lessons work in diverse educational contexts including universities and colleges, schools, community organizations, and online platforms. Each lesson is comprehensive, including a short description of the activity, keywords, materials needed, teaching context of the contributing author, time required, detailed instructions, modifications for learners, learning outcomes, assessment considerations, and recommendations for further reading. Divided into five sections (Beatmaking and Performance; Composition; Multimedia and Interdisciplinary; Production; Programming and Design), each section is scaffolded using the levels “beginner,” “intermediate,” and “advanced” to help educators gauge the appropriate level of difficulty for their students.
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Kellman, Noah. The Game Music Handbook. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190938680.001.0001.

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Writing music for games is an art that requires conceptual forethought, specialized technical skill, and a deep understanding of how players interact with games and game audio. The Game Music Handbook embarks on a journey through numerous soundscapes throughout video game history, exploring a series of concepts and techniques that are key to being a successful game music composer. This book organizes key game music scoring concepts into an applicable methodology, describing them with memorable distinctions that leave readers with a clear picture of how to apply them to creating music and sound. Any music composer or musician who wishes to begin a career in game composition can pick up this text and quickly gain a solid understanding of the core techniques for composing video game music, as well as the conceptual differences that separate it from any other compositional field. Some of these topics include designing emotional arcs for nonlinear timelines, the relationship between music and sound design, discussion of the player’s interaction with audio, and more. There is also much to be gained by advanced readers or game audio professionals, who will find detailed discussion of game state and its effect on player interaction, a composer-centric lesson on programming, how to work with version control, information on visual programming languages, emergent audio, music for virtual reality (VR), procedural audio, and other indispensable knowledge about advanced reactive music concepts. The text often explores the effect that music has on a player’s interaction with a game. It discusses the practical application of this interaction through the examination of various techniques employed in games throughout video game history to enhance immersion, emphasize emotion, and create compelling interactive experiences.
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Book chapters on the topic "Soundscape design"

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Drever, John L. "Soundscape Composition." In Foundations in Sound Design for Linear Media, 358–79. New York : Routledge, 2019. | Series: Sound design series; volume 1: Routledge, 2019. http://dx.doi.org/10.4324/9781315106335-14.

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Thompson, Ian. "The Soundscape Approach." In Doing Research in Sound Design, 198–223. London: Focal Press, 2021. http://dx.doi.org/10.4324/9780429356360-12.

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Thorogood, Miles. "Soundscape Generation Systems." In Foundations in Sound Design for Interactive Media, 259–73. New York, NY : Routledge, 2019. | Series: Sound design series; volume 2: Routledge, 2019. http://dx.doi.org/10.4324/9781315106342-12.

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Thorogood, Miles, and Philippe Pasquier. "Soundscape Online Databases State of the Art and Challenges." In Foundations in Sound Design for Interactive Media, 333–53. New York, NY : Routledge, 2019. | Series: Sound design series; volume 2: Routledge, 2019. http://dx.doi.org/10.4324/9781315106342-15.

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de Vos, Paul H., Tjeerd Andringa, and Mark van Hagen. "A Soundscape Approach to Assess and Predict Passenger Satisfaction." In Notes on Numerical Fluid Mechanics and Multidisciplinary Design, 150–57. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-70289-2_14.

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Baharin, Hanif, Sean Rintel, and Stephen Viller. "Rhythms of the Domestic Soundscape: Ethnomethodological Soundwalks for Phatic Technology Design." In Human-Computer Interaction – INTERACT 2013, 463–70. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-40498-6_36.

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Hsieh, Hsiu Ching Laura, and Chiao Yu Hwang. "Applying Soundscape to Creating an Interactive and Cultural Centered Experience." In Cross-Cultural Design Applications in Mobile Interaction, Education, Health, Transport and Cultural Heritage, 113–20. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20934-0_11.

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Lin, Wei, Wei-Hwa Chiang, Hsuan Lin, and Yi-Run Chen. "Acoustical Evaluation of Soundscape in Urban Spaces Along Traffic Corridor." In Human Aspects of IT for the Aged Population. Aging, Design and User Experience, 319–29. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58530-7_24.

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Lin, Wei, Yi-Ming Wu, Hui-Zhong Zhang, and Hsuan Lin. "Objective Εvaluations Based on Urban Soundscape in Waterfront Recreation Spaces." In Cross-Cultural Design. Applications in Cultural Heritage, Tourism, Autonomous Vehicles, and Intelligent Agents, 33–43. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77080-8_4.

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Gibbons, William. "The Sounds in the Machine: Hirokazu Tanaka’s Cybernetic Soundscape for Metroid." In The Palgrave Handbook of Sound Design and Music in Screen Media, 347–59. London: Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/978-1-137-51680-0_24.

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Conference papers on the topic "Soundscape design"

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Wolf, Katieanna, and Rebecca Fiebrink. "Toward Supporting End-user Design of Soundscape Sonifications." In ICAD 2019: The 25th International Conference on Auditory Display. Newcastle upon Tyne, United Kingdom: Department of Computer and Information Sciences, Northumbria University, 2019. http://dx.doi.org/10.21785/icad2019.046.

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In this paper, we explore the potential for everyday Twitter users to design and use soundscape sonifications as an alternative, “calm” modality for staying informed of Twitter activity. We first present the results of a survey assessing how 100 Twitter users currently use and change audio notifications. We then present a study in which 9 frequent Twitter users employed two user interfaces— with varying degrees of automation—to design, customize, and use soundscape sonifications of Twitter data. This work suggests that soundscapes have great potential for creating a calm technol ogy for maintaining awareness of Twitter data, and that sound scapes can be useful in helping people without prior experience in sound design think about sound in sophisticated ways and engage meaningfully in sonification design.
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Yiying, Hao, P. Johnson, and R. Cope. "AN EXPLORATORY REVIEW OF SOUNDSCAPE DESCRIPTOR MODELS FOR SOUNDSCAPE ASSESSMENT AND DESIGN PRACTICE." In ACOUSTICS 2020. Institute of Acoustics, 2020. http://dx.doi.org/10.25144/13341.

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Yiying, Hao, P. Johnson, and R. Cope. "AN EXPLORATORY REVIEW OF SOUNDSCAPE DESCRIPTOR MODELS FOR SOUNDSCAPE ASSESSMENT AND DESIGN PRACTICE." In ACOUSTICS 2020. Institute of Acoustics, 2020. http://dx.doi.org/10.25144/13341.

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Wang, Wanlin. "The Application of Soundscape in Environmental Art." In The 6th International Conference on Arts, Design and Contemporary Education (ICADCE 2020). Paris, France: Atlantis Press, 2021. http://dx.doi.org/10.2991/assehr.k.210106.098.

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"Soundscape Design in an AR/VR Adventure Game." In 2th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.146.

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To, Wai Ming, Andy Chung, and Brigitte Schulte-Fortkamp. "Next generation soundscape design using virtual reality technologies." In 22nd International Congress on Acoustics: Acoustics for the 21st Century. Acoustical Society of America, 2016. http://dx.doi.org/10.1121/2.0000416.

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Zhou, Min. "Research on Urban Soundscape Elements and Urban Design." In 5th International Conference on Civil Engineering and Transportation. Paris, France: Atlantis Press, 2015. http://dx.doi.org/10.2991/iccet-15.2015.196.

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Macaulay, Catriona, and Alison Crerar. "‘Observing’ the Workplace Soundscape: Ethnography and Auditory Interface Design." In International Conference on Auditory Display '98. BCS Learning & Development, 1998. http://dx.doi.org/10.14236/ewic/ad1998.20.

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Cheng, Zehang, and Kamal Sabran. "Soundscape Support for People with Dementia: A Systematic Literature Review." In Proceedings of the 2nd International Conference on Design Industries & Creative Culture, DESIGN DECODED 2021, 24-25 August 2021, Kedah, Malaysia. EAI, 2022. http://dx.doi.org/10.4108/eai.24-8-2021.2315262.

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Dedousis, Giorgos, Konstantinos Katsantonis, Anastasia Georgaki, and Areti Andreopoulou. "Designing Historically Informed Soundscapes for the Augmentation of Modern Travel-Guides: Challenges and Compromises." In ICAD 2021: The 26th International Conference on Auditory Display. icad.org: International Community for Auditory Display, 2021. http://dx.doi.org/10.21785/icad2021.036.

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The design of immersive soundscape experiences, both for artistic and informative purposes, is an established field in Auditory Display. This paper describes the process of designing historically informed soundscapes to be incorporated in modern travel-guide applications. The work stems from the research project TRACCE (TRavelogue with Augmented Cultural & Contemporary Experience), which focuses on the design and development of a platform for augmented cultural routes. Using this platform, hikers can follow the journey of 18th and 19th century travelers, having access to the original travelogues, tracked routes, and a wide variety of modern information. User experience is augmented by means of visual and auditory reconstructions of the original surrounding environments in several identified points of interest in each path. Apart from the creative process and technical details, the paper discusses the design challenges, which mainly stem from a) the limited data available which would allow an accurate and convincing reconstruction of the acoustic environments, b) the need for diverse auditory displays which would grasp the users’ attention, and c) the difficulty in designing soundscapes which would be interesting, appropriate, and informative for a wide audience of various age groups, educational backgrounds, and sensory abilities.
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