Soundscapes from ``The vOICe'': Seeing with your Ears!


The vOICe Animation samples

« The vOICe sonification applet (for introduction and usage)

NOTE: You really need a very fast Java engine (computer, compiler) plus a little patience to run these examples. You are advised to quit any other programs that may be consuming CPU time. Also, don't click around too hastily, since current Java engines turn out to be fragile under the extreme load of examples like these, and they may become unstable or crash if you click in the middle of some initiated activity. Much effort has been spent in obtaining good results, but if your browser nevertheless starts to behave strangely, or soundscapes start to hiccup, and certainly when <Mute> does not work properly anymore, it is best to simply restart the browser and then return to this page (bookmarked?). The image separating clicks still show variations as a consequence of the lack of audio synchronization support in the Java language. Java sound quality in general is still poor, so you should not yet seriously judge your ability or inability to hear certain visual objects or patterns in complicated soundscapes from experiments with this Java applet.

Yet even on Warp-1 computers, we can now boldly go where no one has gone before...

 

JavOICe - The Final Frontier?

 » Wait until the applet is running before trying any examples below! « 

Click one of the image sequences below after the applet has started (or you will get error messages), and wait a few seconds before the wavetable synthesis starts (check the status bar!). Note that your browser's garbage collection may cause an apparent freeze for a number of seconds as it disposes of old data before continuing with The vOICe applet program. Keep the loudness control of your sound card to modest values, and you will find that you will be better able to hear details in the changing soundscapes!



Enterprise, engage!

Enterprise and star. Adapted from Sci-Fi TV
© 1994 Simitar Entertainment, Inc.
Kirk

William Shattner as captain James T. Kirk in Star Trek. Adapted from Sci-Fi TV
© 1994 Simitar Entertainment, Inc.




Jojo ABC

Same objects at different heights
Haunted House

Find the differences...
Subtle Math

Slightly differing math curves


Triangles

Hearing shapes: rotated triangles

Zener cards

Hearing shapes: Rhine's Zener cards


Hi Judy!

Charming Judy. Courtesy of © 1996 Samuel Palmer, Canada.

My hand

Zen koan: sound of one hand clapping?

Note that once an animation is running, you can stop it using the <Animate> checkbox of the applet and then move manually through the image frames using the left and right arrow (cursor) keys. This makes it easier for an untrained person to hear the details of the subsequent soundscapes.


Now let's go for the real thing...

In the following in-house situation you could easily hurt your head. An open cabinet door is certainly not only a danger to the blind. If you are sighted, you probably know this fact of life from bending over, forgetting about the open cabinet door, and being painfully reminded of it when you get up. Don't mind the mess in my kitchen, as I have an excuse: it makes for a nicely complicated soundscape. Now imagine you walk into the kitchen:


Bill's endangered forehead

Kitchen cabinet door closed and open

We have two photographs here rather than a short movie. One photograph has the kitchen cabinet door closed, and the other has it open. In this example, concentrate on the higher frequency tones, because that's where the differences between the two photographs are. Now you can notice several differences. Easiest to hear is simply the discontinuous character of the high-pitched tones for the open cabinet door image versus the smoother sound for the closed door image, as The vOICe scan sweeps from left to right through the images.

Apparently, you can hear whether the cabinet door is open, which was the main thing here. Furthermore, the kitchen is part of a familiar daily environment (my environment, in this case) and it is therefore not really required to understand the soundscapes from scratch through pattern recognition in order to know the difference between door open and door closed: having observed the difference once, you only need to perceive the best match the next time you enter the kitchen to know what's happening. You already know that it could only be the door of the cabinet and probably not the trunk of an elephant hanging from the ceiling.

Although your endangered forehead is still several meters away from the cabinet door, and things are generally more "pronounced" in the soundscapes when you get closer, there is more that can be heard with this example, even if barely at this distance.

Turn off the animation using the <Animate> checkbox, and switch back and forth between the two soundscapes using the left and right arrow/cursor keys on your keyboard. (You sometimes need to click in the green applet background area first: this informs the applet that it is no longer the browser itself that should handle these two keys.) This will make it easier to perceive the more subtle sound differences. Of course you can always use the <Mute> button to turn sound on and off as desired, because the sounds are not really pleasing, and it is usually good to use "ordinary sonic clues" as well - if only to hear the water boiling in the kettle! (Not in these photographs, by the way.)

Now you can even hear the open door's grip in the open door frame, involving just two bright pixels in a very complicated soundscape. If you have difficulty perceiving it, try drawing with your mouse a few bright pixels at the same elevation but a bit to the left of the grip, and the repetition of two short beeps will help noticing it consciously. You can wipe out (undo) what you have just drawn using the right mouse button.

Similarly, you can hear the vertical right edge of the open door and the slanted bright cabinet edge behind the open door. You will most likely experience that your hearing system is actually passing on much more information to your brain than you would normally be aware of, because it indeed takes some effort to hear these details, but they are there all right! Concentration wouldn't have helped to hear things if they had been blocked already by the peripheral hearing system itself. It's just that our brain has certain habits in filtering things out, and the question arises again whether the brain can be (un)trained to do its focussing of attention (filtering) differently and more appropriately for getting the useful information from these soundscapes.

Thanks go to William Loughborough for raising the cabinet door issue. A talking sign, guide dog or long cane wouldn't have helped with an indoor situation like this.


The next example gives an idea of what it is like to walk outside and try to orient yourself w.r.t. your environment:


Towards fence

Walking towards door in wooden fence

Here we are walking towards a wooden fence. Generally, it will help a lot if you are in a familiar environment, and only need orientation to figure out exactly where you are and where you are heading. Then the context and characteristic sounds of unique local visual structures, like the wooden fence boarding here in my neighbourhood in Eindhoven, can help with both orientation and mobility. You say to yourself ``Ah, this must be the fence that I came across last week, let's go for the door now!'' and you get the relevant information from the soundscapes. In a completely new environment you would have to really ``understand'' the sound patterns to know what they represent, e.g., that the sound corresponds to a fence, and that is typically much harder.

Try turning off the animation using the <Animate> checkbox, and move backward and forward with the left and right arrow/cursor keys. Notice the characteristic ``rhythm'' of the fence boarding as you approach it, and the ``drop-out'' of the dark door that dominates the soundscape as you get closer. The door posts give very marked noises when you get close, making it easy to find the centre of the doorway. Also pay attention to the rising pitch of the soft background sounds when you are still far away from the fence, because these sounds represent visual perspective and in fact tell you that the road and pavement run away from you on your right side: you don't need to ``shoreline'' in order to know where the road is going.

The high-pitched ``slice of air'' at the top of some of the frames tells you approximately where the border between the house and the fence is, while this slice is briefly interrupted by the lamp-post. In the first two frames the small tree also gives a brief sound interruption that would have become more marked if we had walked closer towards it.

Some other items that are easily perceived are the window of the house (first floor), and the leftmost bright corner section of the fence. Again, as explained before, these things are not necessarily understood unless you know the local area. Perceiving and understanding are not the same thing, but knowledge of context, when available, can help enormously in bringing the two together.


Even basic information from very complicated soundscapes may help in manoeuvring, while one may perhaps learn to understand much more from these soundscapes after prolonged training, because there is so much information in them:


Among cars

Walking towards and between two parked cars

There is a parking place behind my apartment, and we now walk towards the apartment. The first two frames give a loud high-pitched tone belonging to the balcony at the first floor. When moving closer, the balcony moves out of sight above our heads, and the increasing presence of two other ``blobs'' of sound indicates that we are approaching two obstacles - that happen to be two parked cars. We position ourselves such that the sound blobs are more or less balanced on the left and right (shortly after one reference click and just before the next one), allowing us to move in between. Of course there is much more detail to be heard, but this will do for a start. With more training and greater attention for auditory details one might learn to recognize the blobs as cars, but at least it is already quickly apparent that two large objects are nearby, which may again be the main issue to start with.

The last frame shows the marked sound texture of a wooden flower ``climbing frame'' attached to the wall. The bright rectangle in front is an empty flower box.

Sonar systems often fail on parked cars, because most energy of the ultrasound beams is reflected at the smooth metal surfaces in directions away from the sonar system and there is therefore the risk that the highly visible obstacle thus goes (largely) undetected.

From Animation to Sound and Back

As a further technical (not yet perceptual!) verification of information preservation, you may have a look at the animation reconstruction experiment.


In many urban situations there are unique visual features that help identify where you are, i.e., help with orientation in particular:


Through passage

Walking towards and through dark passage

This time we walk towards a dark corridor. In the first two frames, we hear a small section of a balcony on the upper left. After that, we approach the corridor, with a segmented glass wall on the right, the grid giving a marked sound texture. As we move through the corridor, we observe the ``light at the end of the tunnel'' growing, corresponding to the evolving visual perspective. In the last frames, we start noticing the horizontal lines associated with the galleries of the next block of apartments.

There are various other visual structures and effects of perspective that you can find out for yourself here. Note that describing all these visual features in words would generally take a lot of time, much more than the actual duration of the evolving soundscapes. Because we want to move on, we wouldn't want to wait for an elaborate spoken description, and need a concise soundscape ``description'' that keeps pace with our own movement and the typical rates of change in our visual environment.


Because a main focus of this website is the development of a new aid for the blind, feedback from O&M (orientation and mobility) experts on other examples they would like to see/hear would be appreciated. The term ETA (Electronic Travel Aid) is often used in this context, but The vOICe really aims at the more general target of providing (poor) vision to the totally blind.

More animation examples

The vOICe Home Page

Copyright © 1996 - 2024 Peter B.L. Meijer