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| One of many |
Posted: Thu Mar 20, 2008 7:58 am Post subject: Sonar |
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Forum Freshman

Joined: 20 Mar 2008 Posts: 3
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Recently, I found my self in a discussion concerning the removal of a sense in an environment, and how exactly the other senses would take the forefront. The nature of the discussion also lead to questions on how to make it approachable in a form of interactive media; then branching into examples (the most common of which is the Dare Devil movie, from 2003) and supposition on how exactly to go about it.
The focal point that it all came down to, is how exactly would we determine the ways in which acoustics would react in any set environment, then taking such said ways, and applying them such to allow the processing of audio files without the use of expensive recording equipment. To then take it a step further, and make it visual to the end user of the afore mentioned interactive media.
There is obviously no "golden rule" for what exactly we want to accomplish, and while - at least when working with a two dimensional plain - we could achieve a simulacrum of our goal just with basic wave patterns, part of the objective, indeed, the entire reason for this is to create a visual experience entirely based on acoustics.
So, I am here, as both a singular person and representative the rest of the group involved in the original discussion, to ask for your knowledge and insight. I (and we) look forward to any help with dispelling the fog of this topic. |
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| sunshinewarrior |
Posted: Thu Mar 20, 2008 8:50 am Post subject: Re: Sonar |
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 Forum Ph.D.

Joined: 26 Sep 2007 Posts: 940 Location: London
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| One of many wrote: |
Recently, I found my self in a discussion concerning the removal of a sense in an environment, and how exactly the other senses would take the forefront. The nature of the discussion also lead to questions on how to make it approachable in a form of interactive media; then branching into examples (the most common of which is the Dare Devil movie, from 2003) and supposition on how exactly to go about it.
The focal point that it all came down to, is how exactly would we determine the ways in which acoustics would react in any set environment, then taking such said ways, and applying them such to allow the processing of audio files without the use of expensive recording equipment. To then take it a step further, and make it visual to the end user of the afore mentioned interactive media.
There is obviously no "golden rule" for what exactly we want to accomplish, and while - at least when working with a two dimensional plain - we could achieve a simulacrum of our goal just with basic wave patterns, part of the objective, indeed, the entire reason for this is to create a visual experience entirely based on acoustics.
So, I am here, as both a singular person and representative the rest of the group involved in the original discussion, to ask for your knowledge and insight. I (and we) look forward to any help with dispelling the fog of this topic. |
Welcome to the forum.
I'm afraid that computer science is beyond me, but I think you might usefully read some philosophy on this!
A few references (and slightly more rigorous than the Daredevil example):
1. Thomas Nagel's seminal work on the mind-body problem, that pretty much set the stage for all succeeding arguments: What is it like to be a bat?
2. V S Ramachandran has a good analysis of how the brain's sensory and motor homunculi change when accommodating amputation/loss of sense etc in a very readable book: Phantoms in the Brain
3. Contra Nagel, Dawkins provides a (seemingly, to me at least) sensible notion of how bat's might 'see' with echolocation in his famous, or infamous The Blind Watchmaker, where he devotes an entire chapter to it, a flavour of which you can get here.
I dunno if any of this helps, but it has helped inform the way I think about topics like this.
cheer
shanks |
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| One of many |
Posted: Thu Mar 20, 2008 12:00 pm Post subject: |
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Forum Freshman

Joined: 20 Mar 2008 Posts: 3
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Thank you for the reading material, it expands upon biosonar quite nicely (and the ability to quote "Conscious experience is a widespread phenomenon" from Thomas Nagel is also good). But it also compounds one question. How to visualise it? With the mentality of interactive media, it brings that question high on the list. With the plethora of ways that biosonar is used by such things as microbats, and odontoceti (toothed whales) combined with additional questions such as passive detection, depth perception, and levels of detail it all comes down to the factor of application.
Has anything of the ilk been done before? True, surround sound systems are pushing the edge day by day, but that is not the visualization of sound, merely the perfect hearing of it. It is most likely possible to map sound waves in some manner, but yet again, it does not come to the heart of that matter, which is applying it as a visual element within interactive media.
The mathematics behind acoustics are not my forte to be sure, but they have been a bit of a lasting curiosity to me. The reason this is in the computer science section is related to the [i]application[/] of this, for it does not seem to be ground oft treat upon. |
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