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Human response to wind turbine noise : perception, annoyance and moderating factorsPedersen, Eja January 2007 (has links)
Aims: The aims of this thesis were to describe and gain an understanding of how people who live in the vicinity of wind turbines are affected by wind turbine noise, and how individual, situational and visual factors, as well as sound properties, moderate the response. Methods: A cross-sectional study was carried out in a flat, mainly rural area in Sweden, with the objective to estimate the prevalence of noise annoyance and to examine the dose-response relationship between A-weighted sound pressure levels (SPLs) and perception of and annoyance with wind turbine noise. Subjective responses were obtained through a questionnaire (n = 513; response rate: 68%) and outdoor, A-weighted SPLs were calculated for each respondent. To gain a deeper understanding of the observed noise annoyance, 15 people living in an area were interviewed using open-ended questions. The interviews were analysed using the comparative method of Grounded Theory (GT). An additional cross-sectional study, mainly exploring the influence of individual and situational factors, was carried out in seven areas in Sweden that differed with regard to terrain (flat or complex) and degree of urbanization (n = 765; response rate: 58%). To further explore the impact of visual factors, data from the two cross-sectional studies were tested with structural equation modelling. A proposed model of the influence of visual attitude on noise annoyance, also comprising the influence of noise level and general attitude, was tested among respondents who could see wind turbines versus respondents who could not see wind turbines from their dwelling, and respondents living in flat versus complex terrain. Results: Dose-response relationships were found both for perception of noise and for noise annoyance in relation to A-weighted SPLs. The risk of annoyance was enhanced among respondents who could see at least one turbine from their dwelling and among those living in a rural in comparison with a suburban area. Noise from wind turbines was appraised as an intrusion of privacy among people who expected quiet and peace in their living environment. Negative experiences that led to feelings of inferiority added to the distress. Sound characteristics describing the amplitude modulated aerodynamic sound were appraised as the most annoying (swishing, whistling and pulsating/throbbing). Wind turbines were judged as environmentally friendly, efficient and necessary, but also as ugly and unnatural. Being negative towards the visual impact of the wind turbines on the landscape scenery, rather than towards wind turbines as such, was strongly associated with annoyance. Self-reported health impairment was not correlated to SPL, while decreased well-being was associated with noise annoyance. Indications of possible hindrance to psycho-physiological restoration were observed. Conclusions: Wind turbine noise is easily perceived and is annoying even at low A-weighted SPLs. This could be due to perceived incongruence between the characteristics of wind turbine noise and the background sound. Wind turbines are furthermore prominent objects whose rotational movement attracts the eye. Multimodal sensory effects or negative aesthetic response could enhance the risk of noise annoyance. Adverse reactions could possibly lead to stress-related symptoms due to prolonged physiological arousal and hindrance to psychophysiological restoration. The observed differences in prevalence of noise annoyance between living environments make it necessary to assess separate dose-response relationships for different types of landscapes.
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Developing effective virtual simulations and serious games: the effect of background sound cues on visual quality perceptionRojas Gualdron, David Arnulfo 01 August 2012 (has links)
Virtual simulations and serious games (video game-based technologies applied to
teaching and learning) have been incorporated in the teaching and training curricula of a
large number of professions including medicine/surgery. Despite their benefits, there are
open, fundamental issues regarding simulation quality, multi-modal cue interaction, and
the resulting effect on visual quality perception and ultimately on knowledge transfer and
retention. Here the results of a series of seven studies that examined the effect of
background sound (contextually related and non-related with respect to the visual scene)
on the perception of visual quality (defined with respect to texture resolution, polygon
count) presented in stereoscopic and non-stereoscopic 3D. Results indicate that the
perception of visual quality is dependent on ambient (background) sound. The results of
these studies have implications for designers and developers of serious games who
typically strive for high quality virtual worlds despite the computational burden
associated with doing so. The results of these studies also bring us closer to
understanding the role of quality, multi-modal interactions, and their effect on visual
quality perception. This thesis is part of a larger effort in developing an understanding of
virtual environment rendering quality, multi-modal interactions, user-specific factors and
their effect on knowledge transfer and retention. / UOIT
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