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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Self-produced sound and kinesonic feedback in FPS games : do players have a preference between binaural and monophonic Foley?

Hulthe, Christoffer January 2018 (has links)
Based on prior research on concepts such as kinesonic feedback, and the here presented concept of kinesonic perspective, this study investigates whether or not players prefer binaurally recorded Foley over monophonically recorded Foley in a first-person video game environment, and whether or not binaural Foley has an impact on their relationship to, or perception of, the avatar. A game environment was created, in which players could switch at will between two audio modes; one containing binaurally recorded Foley, and the other containing monophonically recorded Foley. In the study, subjects were asked to state their preference between the two modes, motivate said preference, rate the two modes on three attributes, and answer questions regarding their perceived relationship to the avatar. Results showed no statistical significance regarding the preference of the sample, but a potential link was found between subjects’ preference and their perceived believability of the Foley sounds. The qualitative results showed that the binaural Foley had a complex impact on the subjects’ perception of and relationship to the avatar. The qualitative data also showed that subjects generally felt that the binaural Foley originated from their own body. Due to the small sample size and diversity of subject opinions it is however difficult to make any generalizations regarding the average player. Further research could investigate what role sound plays in the player’s ability to embody the avatar, as well as more thoroughly investigate the complex relationship between the kinesonic perspective of the avatar and that of the player.
12

On Exaggeration of Sound Detail as a Way of Affecting Perceived Realism in Sound Effects and Musical Instruments

Jerner, Joel January 2019 (has links)
Based on previous research into realism in sound effects, this experiment was intended to study the effect of exaggerating minor details as a way of increasing perceived realism in sound effects. To do this, a framework for discussing components and subcomponents of sounds was constructed and a listening test designed using the framework was conducted. A two-way repeated measures ANOVA was used to measure the two main effects exaggeration (yes/no) and sound type (musical/non-musical). There was no effect of exaggeration by itself (p = 0.224). Musical sounds were perceived to be more realistic than non-musical sounds (p = 0.004). There was some evidence (p = 0.102), non-significant but interesting, of an interaction effect but it cannot be declared with confidence.
13

The Sound of Smell : Possibilities for communicating an odor with sound aiding olfactory impairment

Berrez, Philip, Dexwik, Carolina January 2022 (has links)
With covid-19 affecting people's ability to smell, it might be of interest to find multimodal solutions, where other senses could assist someone with an impaired sense of smell to identify an odor. This area of research lacks data since there has not been many studies on this. Moreover, there are studies that tried to find a connection between sound and smell in other contexts. The goal of this study was to find if it is possible to communicate an odor, with the help of foley sound, to someone with an impaired sense of smell. This required answers to questions regarding whether people, with and without a changed sense of smell, can improve their odor identification with the help of sound and if foley is an effective method for it. This was tested by first collecting sound associations to odors, as well as cultural associations. The data were analyzed to find common themes to choose the sounds that would be used. The participants in the study were asked to make free identifications after being presented with odor pens together with additional stimuli cues. The experiment included tests with an associated color, a matching foley sound, a matching soundscape, an incongruent color and an incongruent foley sound. The results showed that sound in general has a positive impact on someone's identification capabilities, which were measured by counting the amount of right answers on each test. The odors coffee, fish and leather had foley sound that greatly increased the amount of correct answers whilst the foley sound to lemon, rose and peppermint had less of an impact. People with an imparied sense of smell were affected similarly to the different stimuli as people without an impairment. Since identification of odors are dependent on prior experiences, some odors could be harder or easier to identify. In order to create an auditory icon for an odor there needs to be strong collective associations for it to be efficient in relaying information and not being distracting. / Covid-19 har haft en negativ effekt på människors förmåga att känna lukt, och därmed finns det ett intresse av att undersöka och hitta multimodala lösningar där andra sinnen kan hjälpa att identifiera en lukt. Det har inget större omfång av liknande forskning inom detta område. Däremot finns det studier som försökt hitta en koppling mellan ljud och lukt i andra kontexter. Målet med denna studie var att ta reda på ifall ljud kunde hjälpa att kommunicera en lukt för någon med försämrat luktsinne. Detta innebar att besvara frågor huruvida foleyljud kan förbättra människors luktidentifieringsförmåga, både för dem med nedsatt luktförmåga och oförändrat luktsinne. Det innebar också att testa ifall foleyljud är effektivare än andra typer av ljud. Forskningsfrågorna testades genom att först samla in ljud associationer till olika lukter, samt kulturella associationer. Datan analyserades för att hitta gemensamma teman att göra ljud av. Deltagarna i studien ombads skriva fria identifieringar efter att ha presenterats med doftpennor, samtidigt som de utsattes för ett annat stimulus. De stimulikombinationer som testades var doft med associerad färg, doft med ett tillhörande foleyljud, doft med en tillhörande ljudbild, samt versioner med inkongruent färg och inkongruent foleyljud. Resultatet visar att ljud har en positiv påverkan på personers identifieringsförmåga, vilket mättes med hur många som skrev rätt doft på varje test. Lukterna kaffe, fisk och läder hade foleyljud som ökade antalet rätta svar medan foleyljud till lukterna citron, ros och pepparmynta hade en mindre påverkan. Personer med nedsatt luktsinne påverkades på liknande sätt av de olika testerna som folk utan påverkan. Då luktperception påverkas av tidigare erfarenheter kan olika lukter vara svårare eller lättare att identifiera. För att lukt ska kunna sonifieras behövs starka kollektiva associationer som är tillräckligt kända för att lättare förmedla information och inte distrahera lyssnaren.
14

Auditory immersion and the believability of a first-person perspective in computer games : Do players have a preference between mono and stereo foley, and is one perceived as more believable?

Wennerberg, Daniel January 2019 (has links)
Based on previous research on spatial attributes in foley and the concept that auditory immersion in first-person perspective computer games is enhanced by believable sound effects, this study explores if there is a connection between stereo foley and the believability of the first-person perspective, and regardless, if there is a preference to either mono or stereo foley. An interactive listening test was created in unreal engine 4, where 20 subjects, all considered gamers, played three levels that differed visually and in auditory content. In these levels, subjects auditioned two versions of avatar-related foley sounds. One version was mono, the other stereo. The test prompted the subjects to complete two tasks for each level, whereupon the foley version changed upon completion of the first task. The subjects then answered questions in between each level, regarding the foley version. They were asked to rate believability and choose a preference, as well as provide motivations for their choices. The quantitative data showed next no evidence that either mono or stereo was generally perceived as more believable or preferred. However, the qualitative data indicates that the majority of players tend to prefer and rate stereo foley as more believable in certain game environments. Furthermore, the data indicates that some subjects prefer a sensory replication of reality in foley. It is also shown that preference for stereo width vary between subjects and therefore argued that there cannot be a perfect standardized setting for stereo foley.
15

Legal and regulatory aspects of mobile financial services

Perlman, Leon Joseph 11 1900 (has links)
The thesis deals with the emergence of bank and non-bank entities that provide a range of unique transaction-based payment services broadly called Mobile Financial Services (MFS) to unbanked, underserved and underbanked persons via mobile phones. Models of MFS from Mobile Network Operators (MNOs), banks, combinations of MNOs and banks, and independent Mobile Financial Services Providers are covered. Provision by non-banks of ‘bank-type’ services via mobile phones has been termed ‘transformational banking’ versus the ‘additive banking’ services from banks. All involve the concept of ‘branchless banking’ whereby ‘cash-in/cash out’ services are provided through ‘agents.’ Funds for MFS payments may available through a Stored Value Product (SVP), particularly through a Stored Value Account SVP variant offered by MNOs where value is stored as a redeemable fiat- or mobile ‘airtime’-based Store of Value. The competitive, legal, technical and regulatory nature of non-bank versus bank MFS models is discussed, in particular the impact of banking, payments, money laundering, telecommunications, e-commerce and consumer protection laws. Whether funding mechanisms for SVPs may amount to deposit-taking such that entities could be engaged in the ‘business of banking’ is discussed. The continued use of ‘deposit’ as the traditional trigger for the ‘business of banking’ is investigated, alongside whether transaction and paymentcentric MFS rises to the ‘business of banking.’ An extensive evaluation of ‘money’ based on the Orthodox and Claim School economic theories is undertaken in relation to SVPs used in MFS, their legal associations and import, and whether they may be deemed ‘money’ in law. Consumer protection for MFS and payments generally through current statute, contract, and payment law and common law condictiones are found to be wanting. Possible regulatory arbitrage in relation to MFS in South African law is discussed. The legal and regulatory regimes in the European Union, Kenya and the United States of America are compared with South Africa. The need for a coordinated payments-specific law that has consumer protections, enables proportional risk-based licensing of new non-bank providers of MFS, and allows for a regulator for retail payments is recommended. The use of trust companies and trust accounts is recommended for protection of user funds. | vi / Public, Constitutional and International Law / LLD
16

Legal and regulatory aspects of mobile financial services

Perlman, Leon Joseph 11 1900 (has links)
The thesis deals with the emergence of bank and non-bank entities that provide a range of unique transaction-based payment services broadly called Mobile Financial Services (MFS) to unbanked, underserved and underbanked persons via mobile phones. Models of MFS from Mobile Network Operators (MNOs), banks, combinations of MNOs and banks, and independent Mobile Financial Services Providers are covered. Provision by non-banks of ‘bank-type’ services via mobile phones has been termed ‘transformational banking’ versus the ‘additive banking’ services from banks. All involve the concept of ‘branchless banking’ whereby ‘cash-in/cash out’ services are provided through ‘agents.’ Funds for MFS payments may available through a Stored Value Product (SVP), particularly through a Stored Value Account SVP variant offered by MNOs where value is stored as a redeemable fiat- or mobile ‘airtime’-based Store of Value. The competitive, legal, technical and regulatory nature of non-bank versus bank MFS models is discussed, in particular the impact of banking, payments, money laundering, telecommunications, e-commerce and consumer protection laws. Whether funding mechanisms for SVPs may amount to deposit-taking such that entities could be engaged in the ‘business of banking’ is discussed. The continued use of ‘deposit’ as the traditional trigger for the ‘business of banking’ is investigated, alongside whether transaction and paymentcentric MFS rises to the ‘business of banking.’ An extensive evaluation of ‘money’ based on the Orthodox and Claim School economic theories is undertaken in relation to SVPs used in MFS, their legal associations and import, and whether they may be deemed ‘money’ in law. Consumer protection for MFS and payments generally through current statute, contract, and payment law and common law condictiones are found to be wanting. Possible regulatory arbitrage in relation to MFS in South African law is discussed. The legal and regulatory regimes in the European Union, Kenya and the United States of America are compared with South Africa. The need for a coordinated payments-specific law that has consumer protections, enables proportional risk-based licensing of new non-bank providers of MFS, and allows for a regulator for retail payments is recommended. The use of trust companies and trust accounts is recommended for protection of user funds. | vi / Public, Constitutional and International Law / LL. D.

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