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Bakker, E. M., & Lewis, M. S. (2002). Semantic video retrieval using audio analysis. Lecture Notes in Computer Science, 2383, 271–277.   
Added by: Mark Grimshaw-Aagaard 20/04/2005, 16:19
Kim, K., Choi, J., Kim, N., & Kim, P. (2002). Extracting semantic information from basketball video based on audio-visual features. Lecture Notes in Computer Science, 2383, 278–288.   
Added by: Mark Grimshaw-Aagaard 09/06/2005, 13:20
Moncrieff, S., Dorai, C., & Venkatesh, S. (2001). Analysis of environmental sounds as indexical signs in film. Lecture Notes in Computer Science, 2195, 538–545.   
Added by: Mark Grimshaw-Aagaard 24/08/2005, 14:36
Murphy, D., & Pitt, I. (2001). Spatial sound enhancing virtual story telling. Lecture Notes in Computer Science, 2197, 20–29.    
Added by: Mark Grimshaw-Aagaard 08/06/2012, 14:59
"Sound and in particular spatial sound is a very powerful medium for conveying a sense of immersion within a virtual environment. The various attributes of spatial sound can affect the perception of an environment, the context of a communication, and alter the meaning of a message."  
"Subjects appear more willing to explore a room or space if it has associated sound. However, there is also some evidence that a subject may curtail exploration of the current area if the sounds suggest that an adjacent area may be more interesting."  
Describes the use of environmental sounds to "lure" VE users to other locations. While these distant sounds are usually at a low level, they are occasionally amplified in an attempt to entice the user to explore in the direction of the sound. These sounds (or their sources) are never visually realised.  
Re. the use of head-tracking devices feeding back into a sound spatialization engine, these help give better sound directionality and assist in sound source externalization (i.e. not having the sound inside-the-head via headphones). In this sense, nutation is mimicked.
Velivelli, A., Ngo, C.-W., & Huang, T. S. (2003). Detection of documentary scene changes by audio-visual fusion. Lecture Notes in Computer Science, 2728, 227–238.    
Added by: Mark Grimshaw-Aagaard 09/06/2005, 11:21
One of the team's observations of documentaries is that usually "the visual pattern has a counterpart audio pattern."

An example they give is:

audio class: speech <-------- speech + siren <-------- speech
visual sequence: aircraft <---hanger [sic]/fire <-------- officer speaking
 
For documentaries, they define 6 audio classes:

  • Speech
  • Speech + Music
  • Music
  • Speech + Noise
  • Noise
  • Silence
Velleman, E., van Tol, R., Huiberts, S., & Verwey, H. (2004). 3d shooting games, multimodal games, sound games and more working examples of the future of games for the blind. Lecture Notes in Computer Science, 3118, 257–263.   
Added by: Mark Grimshaw-Aagaard 23/05/2005, 15:45
Xu, M., Duan, L.-Y., Cai, J., Chia, L.-T., Xu, C., & Tian, Q. (2004). HMM-based audio keyword generation. Lecture Notes in Computer Science, 3333, 556–574.   
Added by: Mark Grimshaw-Aagaard 06/06/2005, 10:48
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