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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Padova Soundscape: a Crowdsourcing Approach to Describe the Sound of a City</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>CCS Concepts</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Nicola Orio Department of Cultural Heritage University of Padova Piazza Capitaniato</institution>
          ,
          <addr-line>7 - 35139 Padova</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2016</year>
      </pub-date>
      <abstract>
        <p>This paper reports the results of an initial experiment on the acoustic description, called soundscape, of the city of Padova. A group of users has been involved in recording the sounds of the city and in tracking their position in space and in time using a web based interface. Collaboration and coordination among participants has been promoted using a wiki, where participants could assign themselves the locations to be recorded and define the standard to be followed. The result is the creation of an acoustic map of the city of Padova, which can be navigated in space and in time through a web interface. A mobile version of the interface is under development.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>
        Cultural heritage is a broad term that refers to both
tangible and intangible human artifacts and includes also natural
elements that are relevant for a given place. Although these
components can, in principle, be perceived by any sensory
channel, most of the attention is usually payed to
tangible artifacts that are visually perceived. As a consequence,
the application of information technologies to the
dissemination of cultural heritage has privileged the visual content.
The role of music as a major witness of cultural heritage
has never been disputed, and there exists a large number
of projects regarding interfaces for music search and access,
based on geographical location of the composition [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], music
similarity between music content [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and graphical
representation of self-organizing maps [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. With the obvious
exception of speech, non-musical audio received less attention even
if the sound has a strong evocative impact of populations,
places and historical periods.
      </p>
      <p>
        The term soundscape refers to the acoustic environment
that characterizes a location. A first characteristic of a
soundscape is related to the balance of natural versus
manrelated sources [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], although it can be considered a
combination of four kinds of sources:
• Earth: e.g. wind, sea waves, waterfalls.
• Animal: e.g. screams, calls, chirps.
• Human: e.g. voice of one or more persons, noise of a
crowd, footsteps, claps, breath.
• Machinery: e.g. engines, alarms, mechanical parts in
movement.
      </p>
      <p>
        Soundscapes have been the subject of research by composers
and musicologists since the seventies [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] and are
increasingly gaining attention by the research community because
of their relations with natural Human-Computer
Interaction [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] and of their applications to immersive audio [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ],
which is very popular in the game industry. Soundscapes
are also studied in other fields, for instance in public health
research [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] with a focus on the impact of the noise produced
by machinery.
      </p>
      <p>This paper presents an approach to soundscape research
aimed at the dissemination of the cultural heritage of a city.
To this end, a number of sounds have been recorded in public
places in the city of Padova (in northern Italy) and
geolocalized on an interactive map. Since the acoustic
environment of a given place can change during the day, spatial
localization is paired with information describing the time
intervals in which the soundscape is pertinent. For instance,
a given square in Padova in the early afternoon is strongly
characterized by the high pitched noises of school children
coming back from school but, some hours later, its sound
environment is mostly created by groups of young persons
gathering for the happy hours; moreover, at noon the only
audible song is the one of the church bells. Clearly, the
narrow road few meters towards the center has a more stable
soundscape, mainly silence with rare footsteps or bicycles,
and the roundabout towards the highway is characterized by
a continuous noise of city tra c. The final goal was to allow
the user to navigate the sounds both in space and in time,
exploring the more active and the more calm areas,
discovering the places dominated by machinery and the ones where
natural sounds could still be heard.</p>
    </sec>
    <sec id="sec-2">
      <title>PADOVA SOUNDSCAPES</title>
      <p>This ongoing project has been carried out within a
laboratory of the University of Padova on tourism applications
of computer science (namely, the class in Computer
Methods for the Organization of Tourism Services for the course
in Design and Management of Cultural Tourism of the
University of Padova). The di↵ erent steps of the project are
described in the following sections.
2.1</p>
    </sec>
    <sec id="sec-3">
      <title>Tools and Formats</title>
      <p>The first step in the project development was the choice
of a suitable platform to manage geolocalized multimedia
content. In particular, one of the goals was to select content
according to temporal information. The platform that has
been used for the project is NeatLine (http://neatline.org),
which has been developed at the Scholars’ Lab of the
University of Virginia Library. NeatLine provides a user-friendly
interface for the geolocalization of multimedia content using
pre-existing maps, such as OpenStreet Map, or even digital
copies of historical maps. The choice of NeatLine is
motivated by its focus on temporal information, because each
item can be associated to a temporal span of validity. The
NeatLine graphical interface provides tool to associate
geometries to multimedia content and, at the same time, to
hide selected elements that are not relevant for a time
period selected on a timeline. A simple guided tour and some
templates of HTML5 code provided to be su cient for the
participants to learn the basic NeatLine tools to add content.</p>
      <p>The second step regarded the choice of the formats to
be used for the multimedia content, considering that wach
participant had to provide a sound recording of a di↵ erent
soundscape (that is, di↵ erent places or di↵ erent times),
together with a picture of the area (possibly taken from the
same position where the microphone was set and with a
short textual description (free text and tags). Sound files
had to be in MP3 format, with the standard sampling rate
of 44.1 kHz and with the reasonable quality of 192 kbps.
Specifications included the duration, which was mandatory
set to 30 seconds for each location, the loudness
normalization, and some post-processing on the beginning and the end
of the recordings in order to allow a continuous loop of the
sound signal. The picture had to be in PNG format, 72 dpi
and with a size of 400x400. The name of the place and the
time of recording were clearly visible.</p>
      <p>Participants used their mobile phones to produce the
content (both recordings and photos) and could carry out the
post-processing tasks using free software available for mobile
devices and personal computers.
2.2</p>
    </sec>
    <sec id="sec-4">
      <title>Crowdsourcing</title>
      <p>Most of the projects that aim at a large scale sampling of
the territory rely on user-generated content. When a
crowdsourcing approach is undertaken, there are some crucial
aspects that have to be taken into account. The simple
motivation to participate, which in this project was assured by
the presence of a final grade for the participation to the
laboratory, does not guarantee e↵ ective collaboration among
participants and a standard quality of the user-generated
content.</p>
      <p>In order to promote collaboration, the project included a
wiki and a forum where participants could propose new
locations and schedule the recording sessions. Moreover, the
wiki become the shared place where participants provided
additional contributions to the project. For instance, they
agreed on a color code for the di↵ erent typologies of
locations (churches, historical building, public squares) and
proposed acoustic paths across the di↵ erent locations.
Notwithstanding these positive results, the presence of platforms for
collaboration did not prevent that some locations had been
over-represented, with many similar recordings of the same
sound environment, while others have been neglected, with
basically no recording. It can be noticed that many
overrepresented locations were also cultural landmarks of the
city, but others (i.e. the train station, the entrance of the
Department of Cultural Heritage that hosts the course) were
chosen just because of they were easier to reach.</p>
      <p>As regards maintaining a standard quality for the
recordings, in this initial step it has been decided to simply make
all the contributions directly available to all participants,
who were invited to browse the content and comment the
quality on the wiki. A possible approach for future
developments can be based on a rewarding mechanism, exploiting
some gamification concepts.
2.3</p>
    </sec>
    <sec id="sec-5">
      <title>Results</title>
      <p>Soundscapes have been recorded in the period December
2015 - January 2016. The total number of participants to
the laboratory was 44. In a period of about two months they
provided 166 recordings, meaning that the city of Padova is
now described by about 1 hour and 20 minutes of sounds.
Almost all the center of Padova has been represented and it
is basically possible to have a virtual walk in the center and
have the experience of hearing the sound of the city.</p>
      <p>These initial results seem to prove the feasibility of a
crowdsourcing approach at least for a city like Padova. The
project is continuing as a M.S. thesis, in order to complete
the sampling of the city.
3.</p>
    </sec>
    <sec id="sec-6">
      <title>NAVIGATING SOUNDSCAPES</title>
      <p>Padova Soundscapes can be accessed via a simple web
interface. The user can adjust a time span of his/her interest
within the 24 hours and start to navigate aurally the city
of Padova. Colored icons depicted on the interactive map
– we choose OpenStreet Map among the available ones –
guide the user towards di↵ erent areas of the city. When an
acoustically active location is at the center of the user
interface the system automatically plays the related soundscape,
which plays on in a loop until the user moves the focus away.
This version of the prototype system provides also some
visual feedback to the user. When a new soundscape is played
the user is presented also with a pop-up window containing
the view from the exact place of the microphone taken at
the same time of the day. Our goal is to evaluate the e↵ ect
of visual cues in respect of a pure acoustic interface. Since
all locations are tagged, users can perform a textual search
using acoustic features, sources and mood.</p>
      <p>The project is still in its early stages. The first step will
be the development for mobile devices, in particular tablets,
where interaction will not be mediated by a pointing
device. After the development of a prototype system for
mobile great part of the activities will regard the evaluation of
the user experience with di↵ erent combinations of
communication channels: from the complete information which is
available now on NeatLine to an audio-only interface.</p>
    </sec>
    <sec id="sec-7">
      <title>ACKNOWLEDGMENTS</title>
      <p>The author thanks the students of the university course in
Design and Management of Cultural Tourism of the
University of Padova for participating to the crowdsourcing
experiment that created the soundscape dataset and for granting
access to all the multimedia content – sounds, images, text
– they have created.</p>
    </sec>
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