Theses Collection IADThttps://research.thea.ie/handle/20.500.12065/31272024-03-29T13:24:36Z2024-03-29T13:24:36ZDevelopment of Open Source tools for creative and commercial exploitation of spatial audioMcDonnell, Thomhttps://research.thea.ie/handle/20.500.12065/40382022-09-13T15:09:10Z2017-01-01T00:00:00ZDevelopment of Open Source tools for creative and commercial exploitation of spatial audio
McDonnell, Thom
This research deals with Binaural audio, and the technology behind this. Binaural processing aims to give listeners the same experience on a set of headphones that they get in the real world, sounds can be perceived from any direction, all around the listener. Binaural processing does this by mimicking how sound behaves as it hits each ear.
In the field of spatial audio, the research and development of binaural tools for headphone sound has shown significant growth in the recent past. This is due notably to the proliferation of mobile devices, smart phones, tablets, virtual reality and individual entertainment systems. Many concurrent but independent undertakings of research, both academic and commercial, have resulted in compatibility issues developing between different binaural systems and tools. The lack of a standard for exchange of Head Related Transfer Functions (HRTF) and the proprietary nature of commercial endeavors limits the available datasets for users. Due to the topography of the ear, which acts like an aural fingerprint, not all datasets will localise effectively for every listener.
The Audio Engineering Society (AES) has put forward a standard to define a spatial audio data file format. This research develops a data preparation tool for currently available open-source binaural HRTF opcodes to aid in utilising this new AES standard. The research also examines the creative and commercial applications of the tool, as it fits into the current landscape of binaural audio, and virtual and augmented reality developments.
2017-01-01T00:00:00ZStad le Cheile-Using a digital platform to educate children on the effects of drink and drugsFogarty, Billhttps://research.thea.ie/handle/20.500.12065/38962022-05-21T12:36:54Z2010-01-01T00:00:00ZStad le Cheile-Using a digital platform to educate children on the effects of drink and drugs
Fogarty, Bill
As all charitable organisations attempt to ease the fall-out from the effects of social problems every day, they face a complex four-tier problem. They need to communicate their message, to the right audience, using the most effective medium and they need to engage the audience at the right time or stage of their life. And they struggle to solve this four-tier problem with limited funds and resources.
A digital platform is a medium for communication that could consist of a website and an array of social networking websites. These platforms are freely available, non-technical and have large user communities. They provide the perfect space for non-technical people to quickly publish content and deliver it to the desired audience. User-centered design (UCD) is a design philosophy and a process in which the needs, wants, and limitations of end users of an interface are given extensive attention at each stage of the design process.
If a charitable organisation adopted a user-centered design methodology to create a digital platform around the free social networking platforms used by their target audience, the likelihood of overcoming their ultimate four-tier problem would be greatly improved.
2010-01-01T00:00:00ZUsing structural and engagement features of video games to predict happiness among video gamers: A mixed methods study with implications for positive psychologyLaffan, Derekhttps://research.thea.ie/handle/20.500.12065/38732022-05-20T16:46:03Z2015-01-01T00:00:00ZUsing structural and engagement features of video games to predict happiness among video gamers: A mixed methods study with implications for positive psychology
Laffan, Derek
Introduction: Modern day video games are made up of a variety of structural video game characteristics and engage video gamers in such a way that they experience a variety of positive and negative psychological effects. The main aims of the present research are to investigate the relationships between the structural video game characteristics, video game engagement and happiness; and to identify alternative factors that may have predicted or hindered happiness in context. Methods: Study 1 employed a cross sectional design among a cohort of 207 video gamers using online questionnaires. Study 2 used case studies to measure the in-game experience and obtain an in-depth contextual portrait of three video gamers. Results: The results of Study 1 indicated that flow was predicted when video gamers rated punishment (i.e. lose a life, restart a level) and presentation (i.e. audio and graphics) features as present and important. There was also a significant negative relationship between happiness and flow. The results of Study 2 identified six themes: positive and negative affect, social and cognitive aspects, engagement, and realism, as factors which may have played an influencing role in the prediction of happiness. Discussion: It is concluded that the punishment and presentation features aid in the facilitation of a flow experience, as the punishment gaming aspects may contribute to the task difficulty and degree of effort required to achieve a flow state. Implications of the research findings are applied to video game positive psychological interventions. Strengths, weaknesses and suggestions for future research are discussed.
2015-01-01T00:00:00ZEvaluation of cognitive improvements using technological and text-based skills training toolsPower, Kevinhttps://research.thea.ie/handle/20.500.12065/38722022-05-21T12:36:40Z2011-01-01T00:00:00ZEvaluation of cognitive improvements using technological and text-based skills training tools
Power, Kevin
Recent research has indicated that use of cognitive skills training tools can produce positive benefits with older adults. However, little has been done to date comparing the efficacy of technologically based interventions (such as "Dr Kawashima's Brain Training" for the Nintendo DS Lite console) and more traditional, text-based interventions which are also available (for example Kawashima's (2007) "Train Your Brain: 60 Days to a Better Brain"), nor has it been determined which method older people derive most satisfaction from. This study aimed to investigate cognitive skills improvements experienced by 40 older adults and 27 students using cognitive skills training tools. A Solomon 4 group design was employed to determine which intervention demonstrated the greatest improvements among older adults. A separate between groups study was conducted with 27 third level students who also received the cognitive skills training. Participants were asked to use either tool for 5-10 minutes per day. Pre and post-tests consisted of a measure of numerical ability, memory (MAC-S) and intelligence (WASI or Raven's SPM). Following training older adults indicated significant improvements on numerical ability and verbal intelligence regardless of intervention type. Following training students indicated a significant improvement on numerical ability and a partial improvement in memory regardless of intervention type. Focus groups were completed to investigate the high drop-out rate among older adults and attitudes towards the Brain Training tools. Results from focus groups indicated a preference for the technological intervention. This research provides a critical appraisal of the Brain Training tools and can help point the way for future improvements in the area. Brain Training improvements could lead to improved quality of life, and perhaps have financial and independent living ramifications for older adults. Despite numerical ability improvements the overall benefit to younger users is unclear.
2011-01-01T00:00:00Z