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- 14:02, 26 September 2024 3.3 ''a posteriori'' sonification (hist | edit) [5,976 bytes] Mick (talk | contribs) (Created page with "The great majority of sonification examples available on the web are audio files that represent a sequence of several data layers of a certain phenomena (physical, astronomical but also metadata, web statistics, economics, health parameters) during a certain period of time. These are stored data converted to an audio file. We call ''a posteriori'' when the data is sonified after being collected and stored. ''a posteriori'' comes from Latin and means "from the latter" o...")
- 14:01, 26 September 2024 3.2 Real-time sonification (hist | edit) [21,639 bytes] Mick (talk | contribs) (Created page with "Real-time sonification is an exciting technique that can strongly promote students' engagement in STEAM fields. Real-time sonification means that we are not able to perceive the time interval between the acquisition of the data and the respective sound produced by our sonification device because of the speed of the process. Moreover, the methods for creating sound representations of the data are defined simultaneously with data collection (in "real-time"). Before starti...")
- 13:59, 26 September 2024 3.1 Unplugged activities (hist | edit) [6,681 bytes] Mick (talk | contribs) (Created page with "As a first approach to a class of students or another audience who are new to the sonification process, and also to digital tools, it is important to introduce some games and activities based on personal human-to-human communication. This will help break the ice within a group of students for them to understand the fundamental concepts of the sonification workflow, and create a positive and relaxed atmosphere that will help in the following steps. It also allows us to ex...")
- 18:53, 25 September 2024 Technical analysis of existing solutions for the creation of sonification tools (hist | edit) [5,914 bytes] Mick (talk | contribs) (Created page with "TECHNICAL ANALYSIS Technical analysis of existing solutions to selection of the most cost-effective and sustainable tools and materials for the creation of sonification tools. For an effective and interactive class that will allow students to be interested and inspired, and for teachers to be able to guide a sonification class, we had to look into all the hardware and software tools available and their effectiveness, availability, cost, and the ability to promote impo...")
- 11:25, 19 August 2024 Inclusion, diversity and student assessment (hist | edit) [5,914 bytes] David Sousa (talk | contribs) (Created page with "== Promoting equity == Human diversity encompasses the various ways individuals differ from one another, including physical, cognitive, social, and cultural aspects. The OECD highlights key dimensions of diversity in education, such as gender, ethnicity, migration, special education needs, and giftedness, which can be sources of prejudice and discrimination<ref name="Cerna">Cerna, L., et al. (2021), "Promoting inclusive education for diverse societies: A conceptual fram...")
- 10:28, 14 August 2024 ''a posteriori'' sonification (hist | edit) [7,230 bytes] David Sousa (talk | contribs) (Created page with "The great majority of sonification examples available on the web are audio files that represent a sequence of several data layers of a certain phenomena (physical, astronomical but also metadata, web statistics, economics, health parameters) during a certain period of time. These are stored data converted to an audio file. We call ''a posteriori'' when the data is sonified after being collected and stored. ''a posteriori'' comes from Latin and means "from the latter" o...")
- 14:15, 12 August 2024 The SoundScapes approach to STEAM education (hist | edit) [13,042 bytes] David Sousa (talk | contribs) (Created page with "Have you ever wondered what it would sound like to hear stars shining or someone's thoughts? While these phenomena don't produce sound waves, they can be translated into sound through sonification, which we’ll explore as a means for inclusive education. This approach is vital in STEAM (Science, Technology, Engineering, Arts, and Mathematics) project-based learning, shifting focus from memorization to skill development. Many students feel unmotivated due to a lack of pr...")
- 15:56, 26 July 2024 Real-time sonification (hist | edit) [25,807 bytes] David Sousa (talk | contribs) (Created page with "Real-time sonification is an exciting technique that can strongly promote students' engagement in STEAM fields. Real-time sonification means that we are not able to perceive the time interval between the acquisition of the data and the respective sound produced by our sonification device because of the speed of the process. Moreover, the methods for creating sound representations of the data are defined simultaneously with data collection (in "real-time").")
- 12:53, 26 July 2024 Unplugged activities (hist | edit) [6,681 bytes] David Sousa (talk | contribs) (Created page with "As a first approach to a class of students who are new to the sonification process, and also to digital tools, it is important to introduce some games and activities based on personal human-to-human communication. This will help break the ice within a group of students for them to understand the fundamental concepts of the sonification workflow, and create a positive and relaxed atmosphere that will help in the following steps. It also allows us to explain and apply the...")