WHO's report on environmental noise estimates that 22 M people suffer from chronic annoyance related to noise caused by audio events (AEs) from various sources. Annoyance may lead to health issues and adverse effects on metabolic and cognitive systems. In cities, monitoring noise levels does not provide insights into noticeable AEs, let alone their relations to annoyance. To create annoyance-related monitoring, this paper proposes a graph-based model to identify AEs in a soundscape, and explore relations between diverse AEs and human-perceived annoyance rating (AR). Specifically, this paper proposes a lightweight multi-level graph learning (MLGL) based on local and global semantic graphs to simultaneously perform audio event classification (AEC) and human annoyance rating prediction (ARP). Experiments show that: 1) MLGL with 4.1 M parameters improves AEC and ARP results by using semantic node information in local and global context aware graphs; 2) MLGL captures relations between coarse and fine-grained AEs and AR well; 3) Statistical analysis of MLGL results shows that some AEs from different sources significantly correlate with AR, which is consistent with previous research on human perception of these sound sources.
Soundscape studies typically attempt to capture the perception and understanding of sonic environments by surveying users. However, for long-term monitoring or assessing interventions, sound-signal-based approaches are required. To this end, most previous research focused on psycho-acoustic quantities or automatic sound recognition. Few attempts were made to include appraisal (e.g., in circumplex frameworks). This paper proposes an artificial intelligence (AI)-based dual-branch convolutional neural network with cross-attention-based fusion (DCNN-CaF) to analyze automatic soundscape characterization, including sound recognition and appraisal. Using the DeLTA dataset containing human-annotated sound source labels and perceived annoyance, the DCNN-CaF is proposed to perform sound source classification (SSC) and human-perceived annoyance rating prediction (ARP). Experimental findings indicate that (1) the proposed DCNN-CaF using loudness and Mel features outperforms the DCNN-CaF using only one of them. (2) The proposed DCNN-CaF with cross-attention fusion outperforms other typical AI-based models and soundscape-related traditional machine learning methods on the SSC and ARP tasks. (3) Correlation analysis reveals that the relationship between sound sources and annoyance is similar for humans and the proposed AI-based DCNN-CaF model. (4) Generalization tests show that the proposed model's ARP in the presence of model-unknown sound sources is consistent with expert expectations and can explain previous findings from the literature on sound-scape augmentation.
Sound events in daily life carry rich information about the objective world. The composition of these sounds affects the mood of people in a soundscape. Most previous approaches only focus on classifying and detecting audio events and scenes, but may ignore their perceptual quality that may impact humans' listening mood for the environment, e.g. annoyance. To this end, this paper proposes a novel hierarchical graph representation learning (HGRL) approach which links objective audio events (AE) with subjective annoyance ratings (AR) of the soundscape perceived by humans. The hierarchical graph consists of fine-grained event (fAE) embeddings with single-class event semantics, coarse-grained event (cAE) embeddings with multi-class event semantics, and AR embeddings. Experiments show the proposed HGRL successfully integrates AE with AR for AEC and ARP tasks, while coordinating the relations between cAE and fAE and further aligning the two different grains of AE information with the AR.
Tactile interaction plays a crucial role in interactions between people. Touch can, for example, help people calm down and lower physiological stress responses. Consequently, it is believed that tactile and haptic interaction matter also in human-robot interaction. We study if the intensity of the tactile interaction has an impact on people, and do so by studying whether different intensities of tactile interaction modulate physiological measures and task performance. We use a paradigm in which a small humanoid robot is used to encourage risk-taking behaviour, relying on peer encouragement to take more risks which might lead to a higher pay-off, but potentially also to higher losses. For this, the Balloon Analogue Risk Task (BART) is used as a proxy for the propensity to take risks. We study four conditions, one control condition in which the task is completed without a robot, and three experimental conditions in which a robot is present that encourages risk-taking behaviour with different degrees of tactile interaction. The results show that both low-intensity and high-intensity tactile interaction increase people's risk-taking behaviour. However, low-intensity tactile interaction increases comfort and lowers stress, whereas high-intensity touch does not.