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Interactivity

Interactivity is the hallmark of AI. The high degree of interactivity can be illustrated using the lesson on tone detection in noise as an example. This particular interactivity was designed to teach about the concept of the auditory critical band. It does so by allowing the students themselves to replicate the psychoacoustic studies that were originally performed to document the frequency-analysis capabilities of the ear.

click to see a full size image The main screen shown here gives the student control of the signal-generation parameters relevant to this experiment through the sliders associated with each piece of equipment in the block diagram. A sine oscillator generates a continuous sine wave; the two sliders under the oscillator allow variation in the frequency and the amplitude of the sine signal, current values of which are displayed to the right of the sliders. The sine signal passes through a switch that controls the on-time, the interstimulus interval (ISI) and the rise/fall (R/F) of the pulsing signal. The masking noise is created by the noise generator, whose amplitude parameter is controlled. The noise is bandpass filtered through a filter whose center frequency and bandwidth are controllable. The out put of this filter is measured by the level meter and is then mixed with the signal. The sum of signal and noise are monitored for clipping and delivered to one-channel of the computer’s audio output device. The graphic icon suggests that earphones should be used for listening.

This setup will generate a tone signal pulsing on and off continually against a bandpass noise background. For any set of stimulus parameters a listener can adjust the signal’s level so that the signal is at detection threshold. If this measurement is made as the noise bandwidth is varied, the results should describe the classic critical bandwidth finding.