During their creative process, designers routinely seek the feedback of end users. Yet, the collection of perceptual judgments is costly and time-consuming, since it involves repeated exposure to the designed object under elementary variations. Thus, considering the practical limits of working with human subjects, randomized protocols in interactive sound design face the risk of inefficiency, in the sense of collecting mostly uninformative judgments. This risk is all the more severe that the initial search space of design variations is vast. In this paper, we propose heuristics for reducing the design space considered during an interactive optimization process. These heuristics operate by using an approximation model, called surrogate model, of the perceptual quantity of interest. As an application, we investigate the design of pleasant and detectable electric vehicle sounds using an interactive genetic algorithm. We compare two types of surrogate models for this task, one based on acoustical descriptors gathered from the literature and the other based on behavioral data. We find that reducing by a factor of up to 64 an original design space of 4096 possible settings with the proposed heuristics reduces the number of iterations of the design process by up to 2 to reach the same performance. The behavioral approach leads to the best improvement of the explored designs overall, while the acoustical approach requires an appropriate choice of acoustical descriptor to be effective. Our approach accelerates the convergence of interactive design. As such, it is particularly suitable to tasks in which exhaustive search is prohibitively slow or expensive.
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http://www.ncbi.nlm.nih.gov/pmc/articles/PMC10760841 | PMC |
http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0296347 | PLOS |
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