A few examples of projects leading to technology transfers:
The “SoniMove” project, developed by PRISM in partnership with the Institut des Sciences du Mouvement (ISM) and Peugeot Citroën Automobiles (PCA), focused on the contribution of calibrated sounds to control functional gestures attached to new automobile Man-Machine interfaces and to expert gestures specific to sports and music. It is thus partly intended for industrial, societal and artistic applications.
Within the framework of the project “Process and device to help improve pedaling techniques”, the PRISM laboratory has developed a technique to sonify the pedaling of high-level cyclists, allowing them to progress in their practice. Indeed, the pedaling technique of novice cyclists is rarely optimal from a mechanical point of view (the traction phase being too weak). Learning an expert gesture requires specific training, which is facilitated by the use of feedback. However, this feedback cannot be visual since visual attention is essential in the context of cycling. The laboratory’s researchers have therefore developed a sonification system, which consists in providing real-time sonic feedback carefully designed to influence the athletes’ gestures.
Patent application: Bertin D, Bourdin C, Drouot F, Kronland-Martinet R, Vidal A. Method and device to help improve pedaling techniques. FR1853256 (2018).
Access link: https://data.inpi.fr/brevets/FR3080214?q=#FR3080214
The project “IMAPI” (Musical Interpretation in Immersive Heritage Acoustics) aims to recreate the acoustics of heritage places for musical listening and performance. This project was conceived for the Papal Chapel of the Papal Palace in Avignon, in parallel with the Avignon 3D museum module (musical visit of the Palace of the Popes in immersion).
The “Sons de France” sound library is a search engine for ambient sounds developed and supported by the PRISM Laboratory, the SATIS Department of Aix-Marseille University and the SATT Sud-Est. It has numerous applications in the fields of audiovisual, video games, virtual and augmented reality, etc.