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The Simple Generative Logic Grammar (SGLG) is a newly developed, very simply structured type of logic grammar designed for generating structured visual compositions. This paper examines its key features and explores its potential to play a central role in the educational framework Exploring Generative Logic (EGL) that I am currently developing. [1] At the heart of EGL is the idea of using the artistic creation of images composed of discrete elements to introduce students particularly in art and design to fundamental concepts in logic programming, formal grammars, and database systems in an accessible way.
Dynamic Sound Sources for Virtual Acoustic Reality: Description, Implementation and Evaluation
(2024)
terns, especially those presented by natural sources such as musical instruments or human voices, is crucial. While static sound sources, such as loudspeakers, have a relatively consistent acoustic footprint, dynamic sources present a multi-faceted set of challenges. Musical instruments, for example, have dynamic radiation patterns. The directivity of these instruments changes not only with frequency, but also with the specific note being played, and with the performer's gestures. These dynamic effects of directivity influences both the perceived loudness and the timbre at a given location within the audience and shapes the spatial characteristics of the sound field produced. This modulation is crucial when recreating authentic acoustic environments, whether in a virtual environment or in real-world architectural designs. Essentially, for an acoustic simulation to be considered accurate, it must capture these nuances. The intricate interplay of directivity, pitch and motion significantly shapes the listening experience and requires deeper integration of these elements into future simulations and designs.
Unlike electro-acoustic sound sources, musical instruments have a time-varying, dynamic directivity, due to the note-dependent radiation behavior of the instrument and due to the expressive movements that musicians perform with their instrument. While previous studies have generally examined the directivity of the static, unmoved instrument for specific notes played, we show the individual and combined contributions of these two factors to a temporal modulation of the radiation behavior, based on motion tracking of typical movement patterns for all instruments of a classical symphony orchestra and on the directivity measured for all partials over the entire pitch range of these instruments. The effect of this modulation, which is manifested by changes in timbre and room acoustic excitation, was determined by spectral variations in the free field and under reverberant conditions, as well as by a modulation of room acoustic parameters. Our results show that these effects are well above the just noticeable differences for all musical instruments and all perceptual variables considered. While the effect of motion dominates for brass instruments, string and woodwind instruments exhibit large note-related differences, which should be taken into account in virtual acoustic realities if an auditory liveliness comparable to physical reality is to be achieved.
Influence of mental effort on sound evaluations in virtual and real experimental environments
(2025)
Psychoacoustic research increasingly relies on virtual reality (VR) to account for the complexity of acoustic scenarios and enhance the ecological validity of laboratory findings. However, recent studies suggest that virtual environments can alter mental effort compared to real-world settings, for example, through increased perceptual complexity which in turn may affect auditory perception.This could bias experimental outcomes and compromise the ecological validity of studies conducted in VR. To investigate this, a 2 × 2 between-subjects experiment was conducted to assess whether VR environments increase mental effort and thereby influence auditory perception. A real office environment was visually reconstructed in Unity and presented to the participants via a head-mounted display (HMD) and compared to its real counterpart. Participants in both environments were asked to retrospectively rate the loudness and unpleasantness of dynamically rendered binaural office noise scenarios presented via headphones and to report perceived sound sources. Moreover, participants were divided into two groups to induce different levels of mental effort. One group was asked to listen only to the sounds, while the other performed the Stroop Color-Word interference test in parallel. The results show no significant difference in the overall induced mental effort between environment conditions. Furthermore, performing the Stroop test had an effect on loudness and unpleasantness that was mediated by subjective effort. The results also suggest that auditory jugment depend primarily on individual sound properties, regardless of the visual environment.
"Virtual Unreality": Unreal Augmentation of Perception and Action Must Fit the Task to Be Beneficial
(2025)
"Unreal" augmentations of perception and action (e.g., looking through walls, flying) represent a distinctive design opportunity in Virtual Reality (VR), allowing users to transcend real-world limitations. Yet the conditions under which such augmentations yield positive experience remain unclear. In this study, we tested whether the experience of being augmented depends on compatibility with the given task. In a between-subject experimental vignette study (N=120 experienced VR users), participants watched first-person videos in one of three conditions: (1) reality-oriented object manipulation (control), (2) task-compatible augmentation (growing/shrinking), or (3) non-task-compatible augmentation (distant grasping). As expected, the augmentation-oriented design only led to a greater sense of augmentation when it was compatible with the task. In turn, the experience of augmentation was positively related to positive affect, need fulfillment, and hedonic quality. These findings suggest that unreal augmentations are beneficial, but only when the new abilities match the task.