Understanding the Effects of Restorative Potential of Turkish Music Tonalities in Indoor Spaces through a Conceptual Model
Time: 7:40 am
Author: CEMRE ORHAN
Abstract ID: 1732
The soundscape is defined as the acoustic environment perceived or experienced by a person or people. Soundscape research, where human perception is at the center, has generally been conducted on unwanted sound sources to identify sounds negative health effects. Therefore, wanted sound sources and their impact on being exposed to soundscapes that may induce positive outputs on health has been neglected. People tend to be in places that reduce stress and increase restoration. However, many indoor places cause stress in our daily lives and decrease the quality of living. This study aims to generate the conceptual model that would be used to identify what causes stress indoors and what can be done to transfer these spaces into restorative ones from the soundscape perspective. To generate a comprehensive model, by centering the soundscape framework of ISO, its constructs were combined with Attention Restorative Theory (ART), Stress Recovery Theory (SRT), and Biophilic Design approach into positive and negative relations based on their effects on health.
Understanding the Effect of Geometric Forms on Indoor Soundscape Assessment: A Case Study in CSO Concert Halls in Ankara, Turkey
Time: 6:40 am
Author: İlayda Erdoğu
Abstract ID: 2015
The aim of this study is to compare the indoor soundscape in two different concert halls. The study was conducted in CSO (Presidential Symphony Orchestra) Concert Hall, with the proscenium type of stage, and CSO Grand Hall, with the in-the-round type of stage, in Ankara, Turkey. Participants were determined as five females and five males between the ages of 18-24. In order to analyse the effects of different geometric forms on auditory perception, participants were randomly divided into two different groups as CSO Concert Hall and CSO Grand Hall. An online questionnaire containing the visuals of the relevant concert hall and the listening task, generated with the binaural audio recording in the concert halls, was applied to these two different groups. Also, to measure the reverberation times of both concert halls, ODEON software was used. The results showed that the occupants perception of the soundscape might change according to the different seating arrangements and geometric forms of the concert hall. However, CSO Grand Hall had a slightly more positive assessment than CSO Concert Hall.
Exploring the Audio-Visual Interaction in a Dental Clinic Through the Restorative Environment
Time: 7:00 am
Author: Zeynep Uğurlu
Abstract ID: 2017
The aim of this study is to examine the effects of audio-visual interaction in an indoor acoustic environment. The research focused on the waiting area of a dental clinic. The dental clinic is visited, and binaural audio-video recording is made. After, a listening task is given to the ten participants in three scenarios. Three experiment settings were designed for each scenario. The first experimental group was the control group who had the soundscape of the real environment; the second group, which is the audio group, only had the audial stimuli with the natural sound which is added to the real environment; and the third group, which is the audio-visual group, had both visual stimuli with an image of nature and audial stimuli. A listening task questionnaire and Perceived Restorativeness Soundscape Scale (PRSS) interpretation questionnaire were given to the participants. The results showed that the participants in the third group were found to perceive the indoor soundscape more positively than the other two groups.
Electroencephalogram (EEG) responses to indoor sound sources in wooden residential buildings
Time: 7:20:00 AM
Author: Alessia Frescura
Abstract ID: 2021
The present study aimed to explore relationships between physiological and subjective responses to indoor sounds. Specifically, The electroencephalograms (EEG) responses to neighbour sounds in wooden dwellings were investigated. Listening tests were performed to collect EEG data in distinct acoustics scenarios. Experimental work was carried out in a laboratory with a low background noise level. A series of impact and airborne sounds were presented through loudspeakers and subwoofer, while participants sat comfortably in the simulated living room wearing the EEG headset (B-alert X24 system). The impact sound sources were an adult walking and a child running recorded in a laboratory equipped with different floor configurations. Two airborne sounds (a live conversation and a piece of classical piano music) were digitally filtered to resemble good and poor sound insulation performances of vertical partitions. The experiment consisted of two sessions, namely, the evaluation of individual sounds and the evaluation of the combined noise sources. In the second session, pairs of an impact and an airborne sound were presented. During the listening test, electroencephalography alpha reactivity (?-EEG) and electroencephalography beta reactivity (?-EEG) were monitored. In addition, participants were asked to rate noise annoyance using an 11-point scale.
Pitch strength and annoyance of acoustic analogs of flutter echo a pilot study
Time: 6:20 am
Author: Anne Balant
Abstract ID: 2062
The impetus for this pilot study was the observation of flutter echoes on the aisle of a church with a barrel-vaulted ceiling. When source and receiver height were comparable, the flutter echoes consisted of a 39-msec repeating pattern of three short pulses that persisted for reverberation times of up to 5 sec. The disruptive quality of these echoes perceptually was striking. It was hypothesized that the perception of a sequence of rapidly alternating periodicity pitches might be the source of this disruptive quality. A pilot study was conducted to assess the perceived pitch, pitch strength, and annoyance of isochronous and anisochronous synthetic pulse trains involving up to three different inter-pulse intervals per pattern. Intervals of the anisochronous pulse trains were controlled to create harmonic and inharmonic relationships among the intervals, which ranged from 5-20 msec. Twelve adult college students participated in the study remotely via videoconferencing due to social distancing requirements. A modified category scaling method was used. Participants positioned a slider on a graphical user interface to reflect their ratings of pitch strength and annoyance and used a slider to adjust the frequency of a reference tone for pitch matching. Results and implications for further research will be presented.
Soundscape evaluation to identify audio visual aspects in café for student’s activities
Time: 6:20 am
Author: Rizky Octaviani
Abstract ID: 2539
A café is a type of restaurant that typically serves coffee and tea, in addition to light refreshments such as baked goods or snacks. Nowadays, students also consider cafés as a social place to do various activities. The different activities might need a different environment. However, the existing studies regarding the soundscape in a café do not consider the different activities and only focus on the auditory aspects. In this study, the activities in a café and the important audio-visual aspects are identified. This information is beneficial to design appropriate cafés environment for different student activities. The data were collected using an online survey. The survey asked several pieces of information such as activity preference and audio-visual preference. The survey shows that the students activities in a café are classified into four types: discussion-chatting (27%), group-studying (27%), eating drinking (20%), self-studying (16.5%), and others (9.6%). The survey also shows the five most important audio and visual aspects in a café: general noise (13.61%), dynamics (8.9%), the loudness of music (8.12%), color contrast (8.12%), and hubbub (7.85%).
Effect of visual elements on Indoor soundscape perception in open-plan office
Time: 6:00 am
Author: Beta Bayu Santika
Abstract ID: 2988
This study examined the effect of changes in visual elements on spatial comfort and work productivity in the aspect of indoor soundscape perception in the open-plan office (OPO) sound environment. Various OPO visual stimuli were simulated using computer software (Unity 3D engine) to change the visual environment by varying variables such as worker density, window ratio, green ratio, and ceiling height. An interactive virtual reality environment was implemented to perform a specific task while experiencing the audio-visual stimuli combining the general OPO noise stimulus and the simulated OPO visual stimulus. Subjective evaluation was performed on a total of 30 subjects to evaluate indoor soundscape quality and work performance for each stimulus. Based on the results of this study, a pleasant OPO design guideline was proposed. Keywords: Open-plan office, indoor soundscape, interactive VR test, spatial comfort