Brandon Mechtley
Arizona State University
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Publication
Featured researches published by Brandon Mechtley.
IEEE Transactions on Audio, Speech, and Language Processing | 2010
Gordon Wichern; Jiachen Xue; Harvey D. Thornburg; Brandon Mechtley; Andreas Spanias
We propose a method for characterizing sound activity in fixed spaces through segmentation, indexing, and retrieval of continuous audio recordings. Regarding segmentation, we present a dynamic Bayesian network (DBN) that jointly infers onsets and end times of the most prominent sound events in the space, along with an extension of the algorithm for covering large spaces with distributed microphone arrays. Each segmented sound event is indexed with a hidden Markov model (HMM) that models the distribution of example-based queries that a user would employ to retrieve the event (or similar events). In order to increase the efficiency of the retrieval search, we recursively apply a modified spectral clustering algorithm to group similar sound events based on the distance between their corresponding HMMs. We then conduct a formal user study to obtain the relevancy decisions necessary for evaluation of our retrieval algorithm on both automatically and manually segmented sound clips. Furthermore, our segmentation and retrieval algorithms are shown to be effective in both quiet indoor and noisy outdoor recording conditions.
Advances in Human-computer Interaction | 2008
David Birchfield; Harvey D. Thornburg; M. Colleen Megowan-Romanowicz; Sarah Hatton; Brandon Mechtley; Igor Dolgov; Winslow Burleson
We present concurrent theoretical work from HCI and Education that reveals a convergence of trends focused on the importance of three themes: embodiment, multimodality, and composition. We argue that there is great potential for truly transformative work that aligns HCI and Education research, and posit that there is an important opportunity to advance this effort through the full integration of the three themes into a theoretical and technological framework for learning. We present our own work in this regard, introducing the Situated Multimedia Arts Learning Lab (SMALLab). SMALLab is a mixed-reality environment where students collaborate and interact with sonic and visual media through full-body, 3D movements in an open physical space. SMALLab emphasizes human-to-human interaction within a multimodal, computational context. We present a recent case study that documents the development of a new SMALLab learning scenario, a collaborative student participation framework, a student-centered curriculum, and a three-day teaching experiment for seventy-two earth science students. Participating students demonstrated significant learning gains as a result of the treatment. We conclude that our theoretical and technological framework can be broadly applied in the realization of mixed reality, student-centered learning environments.
acm multimedia | 2008
David Birchfield; Brandon Mechtley; Sarah Hatton; Harvey D. Thornburg
We describe the realization of two interactive, mixed-reality installations arising from a partnership of K-12, university, and museum participants. Our goal was to apply emerging technologies to produce an innovative, hands-on arts learning experience within a conventional art museum. Suspended Animation, a Reflection on Calder is a mixed-reality installation created in response to a sculpture by Alexander Calder. Another Rack for Peto was created in response to a painting by John Frederick Peto. Both installations express formal aspects of the original artworks, and allow visitors to explore specific conceptual themes through their interactions. The project culminated in a six-month exhibition where the original artworks were presented alongside these new installations. We present data that the installations were well received by an audience of 25,000 visitors.
content based multimedia indexing | 2007
Gordon Wichern; Harvey D. Thornburg; Brandon Mechtley; Alex Fink; Kai Tu; Andreas Spanias
Creating an audio database from continuous long-term recordings, allows for sounds to not only be linked by the time and place in which they were recorded, but also to sounds with similar acoustic characteristics. Of paramount importance in this application is the accurate segmentation of sound events, enabling realistic navigation of these recordings. We first propose a novel feature set of specific relevance to environmental sounds, and then develop a Bayesian framework for sound segmentation, which fuses dynamics across multiple features. This probabilistic model possesses the ability to account for non-instantaneous sound onsets and absent or delayed responses among individual features, providing flexibility in defining exactly what constitutes a sound event. Example recordings demonstrate the diversity of our feature set, and the utility of our probabilistic segmentation model in extracting sound events from both indoor and outdoor environments.
international conference on acoustics, speech, and signal processing | 2010
Brandon Mechtley; Gordon Wichern; Harvey D. Thornburg; Andreas Spanias
Recent work in audio information retrieval has demonstrated the effectiveness of combining semantic information, such as descriptive, tags with acoustic content. However, these methods largely ignore the possibility of tag queries that do not yet exist in the database and the possibility of similar terms. In this work, we propose a network structure integrating similarity between semantic tags, content-based similarity between environmental audio recordings, and the collective sound descriptions provided by a user community. We then demonstrate the effectiveness of our approach by comparing the use of existing similarity measures for incorporating new vocabulary into an audio annotation and retrieval system.
Eurasip Journal on Audio, Speech, and Music Processing | 2010
Gordon Wichern; Brandon Mechtley; Alex Fink; Harvey D. Thornburg; Andreas Spanias
Organizing a database of user-contributed environmental sound recordings allows sound files to be linked not only by the semantic tags and labels applied to them, but also to other sounds with similar acoustic characteristics. Of paramount importance in navigating these databases are the problems of retrieving similar sounds using text- or sound-based queries, and automatically annotating unlabeled sounds. We propose an integrated system, which can be used for text-based retrieval of unlabeled audio, content-based query-by-example, and automatic annotation of unlabeled sound files. To this end, we introduce an ontological framework where sounds are connected to each other based on the similarity between acoustic features specifically adapted to environmental sounds, while semantic tags and sounds are connected through link weights that are optimized based on user-provided tags. Furthermore, tags are linked to each other through a measure of semantic similarity, which allows for efficient incorporation of out-of-vocabulary tags, that is, tags that do not yet exist in the database. Results on two freely available databases of environmental sounds contributed and labeled by nonexpert users demonstrate effective recall, precision, and average precision scores for both the text-based retrieval and annotation tasks.
international conference on virtual, augmented and mixed reality | 2018
Brandon Mechtley; Christopher Roberts; Julian Stein; Benjamin Nandin; Xin Wei Sha
We present a stream of research on Experiential Complex Systems which aims to incorporate responsive, experiential media systems, i.e. interactive, multimodal media environments capable of responding to sensed activity at perceptual rates, into the toolbox of computational science practitioners. Drawing on enactivist, embodied approaches to design, we suggest that these responsive, experiential media systems, driven by models of complex system dynamics, can help provide an experiential, enactive mode of scientific computing in the form of perceptually instantaneous, seamless iterations of hypothesis generation and immersive gestural shaping of dense simulations when used together with existing high performance computing implementations and analytical tools. As a first study of such a system, we present EMA, an Experiential Model of the Atmosphere, a responsive media environment that uses immersive projection, spatialized audio, and infrared-filtered optical sensing to allow participants to interactively steer a computational model of cloud physics, exploring the necessary conditions for different atmospheric processes and phenomena through the movement and presence of their bodies and objects in the lab space.
Archive | 2010
Alex Fink; Brandon Mechtley; Gordon Wichern; Jinru Liu; Harvey D. Thornburg; Andreas Spanias; Grisha Coleman
international symposium/conference on music information retrieval | 2012
Brandon Mechtley; Andreas Spanias; Perry R. Cook
acm multimedia | 2017
Brandon Mechtley; Julian Stein; Christopher Roberts; Sha Xin Wei