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	<front>
		<journal-meta>
			<journal-id journal-id-type="publisher-id">ARBOR</journal-id>
			<journal-title-group>
				<journal-title>ARBOR Ciencia, Pensamiento y Cultura</journal-title>
				<abbrev-journal-title abbrev-type="publisher">Arbor</abbrev-journal-title>
			</journal-title-group>
			<issn publication-format="print">0210-1963</issn>
			<issn publication-format="electronic">1988-303X</issn>
			<publisher>
				<publisher-name>Consejo Superior de Investigaciones Cient&#xed;ficas</publisher-name>
			</publisher>
		</journal-meta>
		<article-meta>
			<article-id pub-id-type="publisher-id">arbor.2023.810008</article-id>
			<article-id pub-id-type="doi">10.3989/arbor.2023.810008</article-id>
			<article-categories>
				<subj-group subj-group-type="heading">
					<subject>Art&#xed;culos</subject>
				</subj-group>
			</article-categories>
			<title-group>
				<article-title>The past, present, and promise of sonification</article-title>
				<trans-title-group xml:lang="es">
					<trans-title>Pasado, presente y promesas de la sonificaci&#xf3;n</trans-title>
				</trans-title-group>
			</title-group>
			<contrib-group>
				<contrib contrib-type="author" corresp="yes">
					<contrib-id contrib-id-type="orcid">https://orcid.org/0000-0001-8503-5621</contrib-id>
					<name>
						<surname>Walker</surname>
						<given-names>Bruce N.</given-names>
					</name>
					<email xlink:href="bruce.walker@psych.gatech.edu">bruce.walker@psych.gatech.edu</email>
					<aff id="aff1"><institution content-type="laboratory">Sonification Lab</institution>, <institution content-type="institute">Georgia Institute of Technology</institution>, <country>USA</country></aff>
				</contrib>
			</contrib-group>
			<pub-date pub-type="epub">
				<day>01</day>
				<month>12</month>
				<year>2023</year>
			</pub-date>
			<pub-date pub-type="collection">
				<month>12</month>
				<year>2023</year>
			</pub-date>
			<volume>199</volume>
			<issue>810</issue>
			<elocation-id>a728</elocation-id>
			<history>
				<date date-type="received">
					<day>25</day>
					<month>01</month>
					<year>2023</year>
				</date>
				<date date-type="accepted">
					<day>12</day>
					<month>04</month>
					<year>2023</year>
				</date>
				<date date-type="pub">
					<day>18</day>
					<month>01</month>
					<year>2024</year>
				</date>
			</history>
			<permissions>
				<copyright-statement>&#xa9;2023 CSIC</copyright-statement>
				<copyright-year>2023</copyright-year>
				<license license-type="open-access" xlink:href="https://creativecommons.org/licenses/by/4.0/">
					<license-p>This is an open-access article distributed under the terms of the Creative Commons Attribution 4.0 International (CC BY 4.0) License.</license-p>
				</license>
			</permissions>
			<self-uri xlink:href="http://arbor.revistas.csic.es/index.php/arbor/article/view/XXXX/XXXX"/>
			<abstract>
				<title>Abstract</title>
				<p>The use of sound to systematically communicate data has been with us for a long time, and has received considerable research, albeit in a broad range of distinct fields of inquiry. Sonification is uniquely capable of conveying series and patterns, trends and outliers&#x2026;and effortlessly carries affect and emotion related to those data. And sound-either by itself or in conjunction with visual, tactile, or even olfactory representations-can make data exploration more compelling and more accessible to a broader range of individuals. Nevertheless, sonification and auditory displays still occupy only a sliver of popular mindshare: most people have never thought about using non-speech sound in this manner, even though they are certainly very familiar with other intentional uses of sound to convey status, notifications, and warnings. This article provides a brief history of sonification, introduces terms, quickly surveys a range of examples, and discusses the past, present, and as-yet unrealized future promise of using sound to expand the way we can communicate about data, broaden the use of auditory displays in society, and make science more engaging and more accessible.</p>
			</abstract>
			<trans-abstract xml:lang="es">
				<title>Resumen</title>
				<p>El uso del sonido para comunicar datos de forma sistem&#xe1;tica lleva mucho tiempo entre nosotros y ha sido objeto de una investigaci&#xf3;n considerable, aunque en una amplia gama de campos de investigaci&#xf3;n distintos. La sonificaci&#xf3;n tiene una capacidad &#xfa;nica para transmitir series y patrones, tendencias y valores at&#xed;picos... y transmite sin esfuerzo el afecto y la emoci&#xf3;n relacionados con esos datos. Asimismo, el sonido -por s&#xed; solo o junto con representaciones visuales, t&#xe1;ctiles o incluso olfativas- puede hacer que la exploraci&#xf3;n de datos resulte m&#xe1;s atractiva y accesible para un mayor n&#xfa;mero de personas. Sin embargo, la sonificaci&#xf3;n y las visualizaciones auditivas siguen ocupando s&#xf3;lo una peque&#xf1;a parte de la atenci&#xf3;n popular: la mayor&#xed;a de la gente nunca ha pensado en utilizar sonidos no verbales de esta manera, aunque sin duda est&#xe1; muy familiarizada con otros usos intencionados del sonido para transmitir estados, notificaciones y advertencias. Este art&#xed;culo presenta una breve historia de la sonificaci&#xf3;n, introduce t&#xe9;rminos, repasa una serie de ejemplos y analiza el pasado, el presente y las futuras promesas del uso del sonido para ampliar la forma en que podemos comunicar datos, extender el uso de pantallas auditivas en la sociedad y hacer que la ciencia sea m&#xe1;s atractiva y accesible.</p>
			</trans-abstract>
			<kwd-group>
				<kwd>Sonification</kwd>
				<kwd>history</kwd>
				<kwd>future</kwd>
				<kwd>sound design</kwd>
			</kwd-group>
			<kwd-group xml:lang="es">
				<kwd>Sonificaci&#xf3;n</kwd>
				<kwd>historia</kwd>
				<kwd>futuro</kwd>
				<kwd>dise&#xf1;o sonoro</kwd>
			</kwd-group>
			<counts>
				<fig-count count="0"/>
				<table-count count="0"/>
				<equation-count count="0"/>
				<ref-count count="135"/>
				<page-count count="15"/>
			</counts>
		</article-meta>
	</front>
	<body>
		<sec id="sec1" sec-type="intro">
			<label>1.</label>
			<title>Introduction</title>
			<p>An auditory display can be broadly defined as any display that intentionally uses sound to communicate information. Such uses of sound have clearly been with us for a very long time, and have received considerable research, albeit in a broad range of distinct fields of inquiry. Sonifications most typically have been defined as a subtype of auditory displays that use nonspeech audio to represent information. <xref ref-type="bibr" rid="B63">Kramer <italic>et al</italic>. (1999)</xref> further elaborated that &#xab;<ext-link ext-link-type="uri" xlink:href="https://arbor.revistas.csic.es/index.php/arbor/article/view/2627/4054">sonification is the transformation</ext-link> of data relations into perceived relations in an acoustic signal for the purposes of facilitating communication or interpretation,&#xbb; and this general definition has persevered. Sonification, given its blend of science and design, is uniquely capable of conveying series and patterns, trends and outliers&#x2026;and effortlessly carries affect and emotion related to those data. And sound-either by itself or in conjunction with visual, tactile, or even olfactory representations-can make data exploration more compelling and more accessible to a broader range of individuals. Nevertheless, sonification and auditory displays still occupy only a sliver of popular mindshare: most people have never thought about using non-speech sound in this manner, even though they are certainly very familiar with other intentional uses of sound to convey status, notifications, and warnings. This article provides a brief history of-and rationale for-sonification, introduces terms, quickly surveys a range of examples, and discusses the past, present, and as-yet unrealized future promise of using sound to expand the way we can communicate about data, broaden the use of auditory displays in society, and make science more engaging and more accessible.</p>
			<sec id="sec1.1">
				<label>1.1.</label>
				<title>Past: The Rationale for the Use of Sonification</title>
				<p>The rationale and motivation for displaying information using sound (rather than a visual presentation, etc.) have been discussed extensively in the literature for a long time (e.g., <xref ref-type="bibr" rid="B21">Bly <italic>et al</italic>., 1985</xref>; <xref ref-type="bibr" rid="B58">Jeon, Walker, &amp; Barrass, 2018</xref>, <xref ref-type="bibr" rid="B59">2019</xref>; <xref ref-type="bibr" rid="B62">Kramer, 1994</xref>; <xref ref-type="bibr" rid="B80">Nees &amp; Walker, 2009</xref>; <xref ref-type="bibr" rid="B87">Peres <italic>et al</italic>., 2008</xref>; <xref ref-type="bibr" rid="B94">Sanderson, 2006</xref>; <xref ref-type="bibr" rid="B108">Supper, 2014</xref>, <xref ref-type="bibr" rid="B109">2015</xref>; <xref ref-type="bibr" rid="B122">Walker &amp; Nees, 2011</xref>). Briefly, though, it has long been known that auditory displays exploit the superior ability of the human auditory system to recognize temporal changes and patterns (<xref ref-type="bibr" rid="B13">Bregman, 1990</xref>; <xref ref-type="bibr" rid="B38">Flowers, Buhman, &amp; Turnage, 1997</xref>; <xref ref-type="bibr" rid="B37">Flowers &amp; Hauer, 1995</xref>; <xref ref-type="bibr" rid="B76">Moore, 2013</xref>). In many instances, response times for auditory stimuli are faster than those for visual stimuli (<xref ref-type="bibr" rid="B103">Spence &amp; Driver, 1997</xref>). As a result, auditory displays may be the most appropriate modality when the information being displayed has complex patterns, changes in time, includes warnings, or calls for immediate action.</p>
				<p>Additionally, it has long been known that in practical work environments the operator is often unable to <italic>look</italic> at, or unable to <italic>see</italic>, a visual display. The visual system might be busy with another task (<xref ref-type="bibr" rid="B34">Fitch &amp; Kramer, 1994</xref>; <xref ref-type="bibr" rid="B128">Wickens &amp; Liu, 1988</xref>), or the perceiver might be visually impaired, either physically or as a result of environmental factors such as smoke in a burning building or line-of-sight obstructions (<xref ref-type="bibr" rid="B34">Fitch &amp; Kramer, 1994</xref>; <xref ref-type="bibr" rid="B129">Wickens, Gordon, &amp; Liu, 1998</xref>); or the visual system may be overtaxed with information (see <xref ref-type="bibr" rid="B14">Brewster, 1997</xref>; <xref ref-type="bibr" rid="B19">Brown, Newsome, &amp; Glinert, 1989</xref>).</p>
				<p>In some cases, auditory and voice modalities have been shown to be most compatible when systems require the processing or input of verbal-categorical information (<xref ref-type="bibr" rid="B128">Wickens &amp; Liu, 1988</xref>). Other features of auditory perception that suggest sound as an effective data representation technique include our ability to monitor and process multiple auditory data sets (parallel listening) (<xref ref-type="bibr" rid="B34">Fitch &amp; Kramer, 1994</xref>).</p>
				<p>Finally, advances in technology for the past several decades have simultaneously expanded visual information displays toward opposite extremes in physical size. Portable devices (e.g., the latest &#xab;smart&#xbb; wristwatches) continue the trend toward smaller physical dimensions, thereby leaving appreciably less space (or perhaps even no space) for a visual display (see an early recognition of this, <xref ref-type="bibr" rid="B15">Brewster, 2002</xref>). Fixed work stations, on the other hand, have become characterized by multiple visual displays with increasingly large physical sizes, due in part to increases not only in the affordability of displays but also in the expanded computing power to support multiple concurrent displays. This extends to modern immersive virtual reality (VR) contexts with massive pixel counts. As a result, visually intensive workstations and other multitasking situations may overburden the visual modality (see <xref ref-type="bibr" rid="B46">Grudin, 2001</xref>, for another early recognition of this problem). Thus, the inclusion of nonspeech audio in interfaces can promote universal design principles such as flexibility in use and perceptible information (see <xref ref-type="bibr" rid="B25">Connell <italic>et al</italic>., 1997</xref>; <xref ref-type="bibr" rid="B75">McGuire, Scott, &amp; Shaw, 2006</xref>).</p>
			</sec>
			<sec id="sec1.2">
				<label>1.2.</label>
				<title>A Very Brief History of (the Field of) Sonification</title>
				<p>Although investigations of audio as an intentional<xref ref-type="fn" rid="fn1">
						<sup>1</sup>
					</xref> information display modality date back over 75 years (see <xref ref-type="bibr" rid="B41">Frysinger, 2005</xref>; and see <xref ref-type="bibr" rid="B133">Worrall, 2018</xref> for a &#xab;pre-history&#xbb;), it was the advent of digital computing technology that really enabled sonification to gain the potential for ubiquity. Near the beginning of what might be considered the <italic>sonification era</italic> (about 1994 onwards), <xref ref-type="bibr" rid="B31">Edworthy (1998)</xref> even argued that the advent of auditory displays and audio interfaces was practically inevitable given the ease and cost efficiency with which electronic devices can now produce sound. A quarter century later, we may finally be approaching that level; however, much remains to be done to truly unlock the power and potential of sonification and other auditory display technologies.</p>
				<p>The formation of the International Community for Auditory Display (ICAD<xref ref-type="fn" rid="fn2">
						<sup>2</sup>
					</xref>), and the first of its now-annual conference the <italic>International Conference on Auditory Display</italic> (sharing the ICAD acronym) in 1992, was a seminal point in the rise of sonification as a systematic scientific tool and a flexible expressive medium (see <xref ref-type="bibr" rid="B62">Kramer, 1994</xref>). Members of the nascent ICAD community (many of whom are still active in the field today, more than thirty years later) produced the collaborative <italic>Sonification Report</italic> (<xref ref-type="bibr" rid="B63">Kramer <italic>et al</italic>., 1999</xref>) as a starting point for a more structured discussion of the theory of sonification by identifying four issues that should be addressed in a theoretical description of sonification. These included: (1) taxonomic descriptions of sonification techniques based on psychological principles or display applications; (2) descriptions of the types of data and user tasks amenable to sonification; (3) a treatment of the mapping of data to acoustic signals; and (4) a discussion of the factors limiting the use of sonification.</p>
				<p>Since then, research into the <italic>where</italic>, <italic>when</italic>, and <italic>how</italic> of sonification has blossomed, encompassing researchers from such diverse fields as audio engineering, audiology, computer science, informatics, linguistics, mathematics, music, psychology, and telecommunications, to name but a few. Sonification began to be implemented in fields as disparate as STEM education (<xref ref-type="bibr" rid="B9">Bonebright <italic>et al</italic>., 2001</xref>), astrophysics (<xref ref-type="bibr" rid="B22">Candey, Schertenleib, &amp; Diaz Merced, 2006</xref>), and rowing (<xref ref-type="bibr" rid="B98">Schaffert <italic>et al</italic>., 2009</xref>). An array of conferences, venues, and publications have further showcased sonification in science, education, and entertainment. Sonification tools have appeared regularly (see later discussion) and design guidelines (see later discussion) have continually evolved, to support all kinds of users and sonification use cases.</p>
				<p>Progressively, an understanding of the theory underlying sonification has evolved. This started with an amalgam of important insights and generalizations drawn from the convergence of these many diverse fields (e.g., <xref ref-type="bibr" rid="B4">Barrass, 1997</xref>; <xref ref-type="bibr" rid="B11">Brazil, 2010</xref>; <xref ref-type="bibr" rid="B29">de Campo, 2007</xref>; <xref ref-type="bibr" rid="B39">Frauenberger &amp; Stockman, 2009</xref>; <xref ref-type="bibr" rid="B51">Hermann, 2008</xref>; <xref ref-type="bibr" rid="B79">Nees &amp; Walker, 2007</xref>; <xref ref-type="bibr" rid="B81">Neuhoff &amp; Heller, 2005</xref>; <xref ref-type="bibr" rid="B114">Walker, 2002</xref>, <xref ref-type="bibr" rid="B115">2007</xref>), followed by more systematic statements of sonification principles) (see, e.g., <xref ref-type="bibr" rid="B12">Brazil &amp; Fernstrom, 2009</xref>; <xref ref-type="bibr" rid="B29">de Campo, 2007</xref>; <xref ref-type="bibr" rid="B40">Frauenberger, Stockman, &amp; Bourguet, 2007</xref>; <xref ref-type="bibr" rid="B79">Nees &amp; Walker, 2007</xref>). The field marked milestones with encyclopedia entries (e.g., <xref ref-type="bibr" rid="B119">Walker &amp; Kramer, 2006</xref>; <xref ref-type="bibr" rid="B80">Nees &amp; Walker, 2009</xref>), and with the publication of <italic>The Sonification Handbook</italic> (<xref ref-type="bibr" rid="B54">Hermann, Hunt, &amp; Neuhoff, 2011</xref>). Interest in, and need for, periodic summaries of the theory, methods, and practices for sonification has continued to the present (see, e.g., <xref ref-type="bibr" rid="B58">Jeon, Walker, &amp; Barrass, 2018</xref>, <xref ref-type="bibr" rid="B59">2019</xref>; <xref ref-type="bibr" rid="B116">Walker, 2021</xref>; and <xref ref-type="bibr" rid="B122">Walker &amp; Nees, 2011</xref>, as just some examples). Nevertheless, there remains concern about whether there is such a thing as a theory of sonification. <xref ref-type="bibr" rid="B78">Nees (2019)</xref> recently summarizes the weaknesses of the field of sonification, as it relates to &#xab;theory&#xbb;, and discusses, instead, the potential for a &#xab;design theory&#xbb; of sonification. Regardless of the state of theorizing, it is still possible, and useful, to describe the state of play in sonification, as a point of departure for discussing where the field may be (or may need to be) heading. This is congruent with the recent comprehensive overview by <xref ref-type="bibr" rid="B2">Andreopoulou and Goudarzi (2021)</xref> of 30 years of ICAD conference papers, showing a growth in the focus on &#xab;sonification&#xbb;, the popularity of the concept of &#xab;design&#xbb;, and an increase in interest for / use of more rigorous evaluation methods in relation to sonification.</p>
			</sec>
		</sec>
		<sec id="sec2">
			<label>2.</label>
			<title>A taxonomy of sonification</title>
			<p>To understand, discuss, research, and work with auditory displays and sonification, it is useful to have an organizational structure. Of course, such a taxonomy is not strict, and must be flexible enough to flow with the evolution of the field. One approach is based on the functions of sounds in interfaces; another is based on the way the sonification is designed.<xref ref-type="fn" rid="fn3">
					<sup>3</sup>
				</xref>
			</p>
			<sec id="sec2.1">
				<label>2.1.</label>
				<title>Functions of Auditory Displays</title>
				<p>
					<bold>
						<italic>Alerts and notifications</italic>
					</bold> are sounds that indicate that something has occurred, or is about to (see seminal work by <xref ref-type="bibr" rid="B20">Buxton, 1989</xref>; <xref ref-type="bibr" rid="B93">Sanders &amp; McCormick, 1993</xref>; <xref ref-type="bibr" rid="B101">Sorkin, 1987</xref>). Alerts and notifications tend to be simple and particularly overt. The message conveyed is information-poor. For example, a beep is often used to indicate that the <ext-link ext-link-type="uri" xlink:href="https://arbor.revistas.csic.es/index.php/arbor/article/view/2627/4055">cooking time on a microwave oven has expired</ext-link>. There is generally little information as to the details of the event-the microwave beep merely indicates that the time has expired, not necessarily that the food is fully cooked.</p>
				<p>
					<bold>
						<italic><ext-link ext-link-type="uri" xlink:href="https://arbor.revistas.csic.es/index.php/arbor/article/view/2627/4056">Alarms and warnings</ext-link></italic>
					</bold> are alert or notification sounds that convey the occurrence of a constrained class of events, usually adverse, that carry particular urgency in that they require immediate response or attention (<xref ref-type="bibr" rid="B47">Haas &amp; Edworthy, 2006</xref>). However, the specificity of the information about the event is generally limited. Fire alarms identify an adverse event (a fire) that requires immediate action (evacuation), but the alarm does not indicate the location of the fire. More complex (and modern) kinds of alarms encode more information into the auditory signal, such as medical information (e.g., <xref ref-type="bibr" rid="B1">Anderson &amp; Sanderson, 2004</xref>; <xref ref-type="bibr" rid="B95">Sanderson, Liu, &amp; Jenkins, 2009</xref>; and see the development of the international standard for hospital alarms, <xref ref-type="bibr" rid="B32">Edworthy <italic>et al</italic>., 2018</xref>).</p>
				<p>
					<bold>
						<italic>Object, item, and status indicators</italic>
					</bold> . Sounds such as earcons (e.g., <xref ref-type="bibr" rid="B6">Blattner <italic>et al.,</italic> 1989</xref>; <xref ref-type="bibr" rid="B8">Bonebright &amp; Nees, 2007</xref>; <xref ref-type="bibr" rid="B17">Brewster, Wright, &amp; Edwards, 1993</xref>; <xref ref-type="bibr" rid="B73">McGookin &amp; Brewster, 2004</xref>), auditory icons (e.g., <xref ref-type="bibr" rid="B8">Bonebright &amp; Nees, 2007</xref>; <xref ref-type="bibr" rid="B43">Gaver, 1989</xref>; <xref ref-type="bibr" rid="B61">Keller &amp; Stevens, 2004</xref>), and spearcons (<xref ref-type="bibr" rid="B125">Palladino &amp; Walker, 2007</xref>; <xref ref-type="bibr" rid="B126">Walker, Nance, &amp; Lindsay, 2006</xref>) provide information about the nature of the underlying action or event. These sounds are often used to facilitate user interface tasks (e.g., <xref ref-type="bibr" rid="B16">Brewster, Wright, &amp; Edward, 1994</xref>; <xref ref-type="bibr" rid="B132">Winberg &amp; Hellstrom, 2003</xref>). <ext-link ext-link-type="uri" xlink:href="https://arbor.revistas.csic.es/index.php/arbor/article/view/2627/4057"><italic>Earcons</italic></ext-link> are abstract, artificial sounds that bear no ecological relationship to the represented process or event (e.g., beeps, chimes, abstract sound motives, etc., see <xref ref-type="bibr" rid="B6">Blattner <italic>et al.,</italic> 1989</xref>). They can, however, be designed with a hierarchical structure or grammar, thereby enhancing their communicative power (e.g., <xref ref-type="bibr" rid="B74">McGookin &amp; Brewster, 2011</xref>). <ext-link ext-link-type="uri" xlink:href="https://arbor.revistas.csic.es/index.php/arbor/article/view/2627/4058"><italic>Auditory icons</italic></ext-link> are more natural sounds that have some real world relationship with their referent process or event. One simple example is the sound of a camera shutter being used in a (shutter-less) digital camera to indicate when a picture has been taken (see, e.g., <xref ref-type="bibr" rid="B43">Gaver, 1989</xref>). As an alternative to earcons and auditory icons, <ext-link ext-link-type="uri" xlink:href="https://arbor.revistas.csic.es/index.php/arbor/article/view/2575/4028"><italic>spearcons</italic></ext-link> (and their &#xab;cousins&#xbb;, <italic>nearcons</italic>
					<xref ref-type="fn" rid="fn4">
						<sup>4</sup>
					</xref>) use temporally compressed speech to represent objects, items, or processes with sound (<xref ref-type="bibr" rid="B84">Palladino &amp; Walker, 2007</xref>; <xref ref-type="bibr" rid="B124">Walker <italic>et al</italic>., 2006</xref>). Spearcons have been shown to outperform both earcons and auditory icons (<xref ref-type="bibr" rid="B124">Walker <italic>et al</italic>., 2006</xref>) and may be especially useful in the design of flexible auditory menus (see <xref ref-type="bibr" rid="B84">Palladino &amp; Walker, 2007</xref>) or for representing a large number of items.</p>
				<p>
					<bold>
						<italic>Auditory menus</italic>
					</bold> are speech-based hierarchical lists (aka, menus) that present a set of options. Such menus can be simple (i.e., just presenting text-to-speech versions of the menu and sub-menu items), or may be more sophisticated constructions involving multiple voices, louder and softer speech, whispers, and additional elements representing scrollbars and spoken indexes. Menus may be navigated actively by the user (&#xab;pull&#xbb; menus) or more passively as the options are presented serially to the user (&#xab;push&#xbb; menus). For an overview of auditory menus see <xref ref-type="bibr" rid="B135">Yalla and Walker (2007)</xref>, and <xref ref-type="bibr" rid="B57">Jeon <italic>et al</italic>. (2015)</xref>.</p>
				<p>
					<bold>
						<italic>Status and progress indicators</italic>
					</bold> convey the state of an ongoing process, such as downloading a file. In these instances, sound takes advantage of &#xab;the listener&#x2019;s ability to detect small changes in auditory events or the user&#x2019;s need to have their eyes free for other tasks&#xbb; (<xref ref-type="bibr" rid="B63">Kramer <italic>et al</italic>., 1999, p. 3</xref>). Soundscapes have been designed to mimic natural sounds (e.g., a thunderstorm with rain), and parameters of the soundscape are mapped to variables in a multidimensional data set (e.g., <xref ref-type="bibr" rid="B70">Mauney &amp; Walker, 2004</xref>). While the listener may not necessarily act upon every change in the soundscape, the display allows for on-going monitoring and awareness of a changing situation.</p>
				<p>
					<bold>
						<italic>Art, entertainment, sports, and leisure-based auditory displays</italic>
					</bold> have long been provided for simple, traditional games like the Towers of Hanoi (<xref ref-type="bibr" rid="B131">Winberg &amp; Hellstrom, 2001</xref>) and Tic-Tac-Toe (<xref ref-type="bibr" rid="B110">Targett &amp; Fernstrom, 2003</xref>), and more complex game genres such as arcade games (e.g., space invaders, see <xref ref-type="bibr" rid="B72">McCrindle &amp; Symons, 2000</xref>) and role-playing games (<xref ref-type="bibr" rid="B66">Liljedahl, Papworth, &amp; Lindberg, 2007</xref>). There are many audio-only games, too, of course (see, e.g., the <italic>Survive the Wild</italic> audio game<xref ref-type="fn" rid="fn5">
						<sup>5</sup>
					</xref>; and the Audio Games website<xref ref-type="fn" rid="fn6">
						<sup>6</sup>
					</xref> currently lists over 850 titles). Auditory displays also have been used to facilitate sports &#xab;watching&#xbb; (e.g., <xref ref-type="bibr" rid="B97">Savery <italic>et al</italic>., 2019</xref>) and sports playing (e.g., soccer, <xref ref-type="bibr" rid="B107">Stockman et al., 2007</xref>; rowing, <xref ref-type="bibr" rid="B98">Schaffert <italic>et al</italic>., 2009</xref>; speed skating, <xref ref-type="bibr" rid="B44">Godbout &amp; Boyd, 2010</xref>). Auditory displays have also been used as a means to bring some of the experience and excitement of dynamic exhibits to the visually impaired (e.g., sonified soundscapes to convey dynamic movement of fish in an &#xab;accessible aquarium&#xbb;, <xref ref-type="bibr" rid="B126">Walker <italic>et al</italic>., 2006</xref>; <xref ref-type="bibr" rid="B125">Walker, Kim, &amp; Pendse, 2007</xref>; and more recently to sonified planetarium exhibits, e.g., <xref ref-type="bibr" rid="B88">Quinton, McGregor, &amp; Benyon, 2016</xref>; <xref ref-type="bibr" rid="B112">Tomlinson <italic>et al</italic>., 2017</xref>).</p>
				<p>
					<bold>
						<italic>Wayfinding and navigation</italic>
					</bold> can also be supported by auditory displays and sonification, often leveraging virtual spatial audio. Historical examples include the System for Wearable Audio Navigation (<xref ref-type="bibr" rid="B130">Wilson <italic>et al</italic>., 2007</xref>; updated as SWAN2.0, see <xref ref-type="bibr" rid="B123">Walker &amp; Wilson, 2021</xref>), the Personal Guidance System (PGS, <xref ref-type="bibr" rid="B45">Golledge <italic>et al</italic>., 1991</xref>; <xref ref-type="bibr" rid="B67">Loomis, Golledge &amp; Klatzky, 1993</xref>; <xref ref-type="bibr" rid="B68">Loomis <italic>et al</italic>., 2005</xref>), and computer-vision and navigation systems by Revuelta Sanz and colleagues (<xref ref-type="bibr" rid="B90">Revuelta Sanz <italic>et al</italic>., 2014a</xref>, <xref ref-type="bibr" rid="B91">2014b</xref>, <xref ref-type="bibr" rid="B92">2014c</xref>). More recently, Microsoft has developed Soundscape<xref ref-type="fn" rid="fn7">
						<sup>7</sup>
					</xref> and XRNavigation has developed AUDIOM<xref ref-type="fn" rid="fn8">
						<sup>8</sup>
					</xref>; both are available for audio-based navigation and wayfinding.</p>
				<p>
					<bold>
						<italic>Data exploration interfaces</italic>
					</bold> are what is generally meant by the term &#xab;sonification&#xbb;, and are usually intended to encode and convey information about an entire data set or relevant aspects of the data set. Sonifications designed for data exploration differ from status or process indicators in that they use sound to offer a more holistic portrait of the data in the system rather than condensing information to capture a momentary state such as with alerts and process indicators, though some auditory displays, like soundscapes, blend status indicator and data exploration functions. <bold>
						<ext-link ext-link-type="uri" xlink:href="https://arbor.revistas.csic.es/index.php/arbor/article/view/2627/4060"><italic>Auditory graphs</italic></ext-link>
					</bold> are a common approach to basic data exploration sonifications, and most commonly use changes in auditory frequency to correspond to changes in data values along the visual Y axis, while time corresponds to the visual X axis. <xref ref-type="bibr" rid="B125">Nees and Walker (2007)</xref> proposed a conceptual psychological model of auditory graph comprehension. There have been auditory versions of numerous traditional display formats, including auditory scatterplots (e.g., <xref ref-type="bibr" rid="B9">Bonebright <italic>et al</italic>., 2001</xref>; <xref ref-type="bibr" rid="B38">Flowers, Buhman, &amp; Turnage, 1997</xref>), box-whisker plots (<xref ref-type="bibr" rid="B35">Flowers &amp; Hauer, 1992</xref>; <xref ref-type="bibr" rid="B85">Peres &amp; Lane, 2003</xref>, <xref ref-type="bibr" rid="B86">2005</xref>), histograms (<xref ref-type="bibr" rid="B36">Flowers &amp; Hauer, 1993</xref>), <ext-link ext-link-type="uri" xlink:href="https://arbor.revistas.csic.es/index.php/arbor/article/view/2627/4061">multidimensional data sets</ext-link> (see <xref ref-type="bibr" rid="B52">Hermann &amp; Hunt, 2005</xref>), and tabular data (<xref ref-type="bibr" rid="B106">Stockman, Hind, &amp; Frauenberger, 2005</xref>).</p>
				<p>As a bit of an aside, some organizations, such as NASA, are producing sonifications of data using many of the methods that a scientist might use to explore their data; and then releasing the sonifications to the public as a form of outreach. Recent such outreach examples come from the Chandra X-ray Observatory<xref ref-type="fn" rid="fn9">
						<sup>9</sup>
					</xref> and the James Webb Space Telescope<xref ref-type="fn" rid="fn10">
						<sup>10</sup>
					</xref>. The point is that the sonifications are not, in those cases, really intended to be used for scientific discovery. Rather, many listeners simply enjoy the novel sounds as a sort of &#x201c;astronomical artwork&#x201d; and (hopefully) become excited about the activities of the scientists. This highlights that while one might list out a taxonomy of sonification types, the categories are really much less distinct, the boundaries less clear&#x2026;and it probably matters relatively little what, exactly, a sound is called, compared to the ultimate utility it has in conveying information or achieving some other purpose.</p>
			</sec>
			<sec id="sec2.2">
				<label>2.2.</label>
				<title>Representational Approaches for Sonifications</title>
				<p>Another way to organize and define sonifications is to describe them according to the sonification technique or approach. <xref ref-type="bibr" rid="B29">De Campo (2007)</xref> offered a sonification design map that featured three broad categorizations of sonification approaches: (1) event-based; (2) model-based; and (3) continuous.</p>
				<p>
					<bold>
						<italic>Parameter mapping sonification</italic>
					</bold> represents changes in some data dimension with changes in an acoustic dimension to produce a sonification. Auditory graphs and many sonifications fall into this category. Sound has a multitude of changeable dimensions (see <xref ref-type="bibr" rid="B62">Kramer, 1994</xref>; <xref ref-type="bibr" rid="B65">Levitin, 1999</xref>) that allow for a large design space when mapping data to audio. These approaches to sonification have typically employed a somewhat passive mode of interaction, in that the sonification is &#xab;played&#xbb; and the listener attempts to understand what is happening in the data set.</p>
				<p>
					<bold>
						<italic>Model-based sonification</italic>
					</bold> (e.g., <xref ref-type="bibr" rid="B50">Hermann, 2002</xref>; <xref ref-type="bibr" rid="B53">Hermann &amp; Ritter, 1999</xref>) involve a virtual model whose sonic responses to user input are derived from data. A model, then, is a virtual object or instrument with which the user can interact, and the user&#x2019;s input drives the sonification such that &#xab;the sonification is the reaction of the data-driven model to the actions of the user&#xbb; (<xref ref-type="bibr" rid="B50">Hermann, 2002, p. 40</xref>). The user comes to understand the structure of the data based on the acoustic responses of the model during interactive probing of the virtual object. These types of sonifications tend to involve high data dimensionality and large numbers of data points.</p>
				<p>
					<bold>
						<italic>Audification</italic>
					</bold> is the (nearly) direct conversion of data into sound: waveforms of periodic data are translated into sound (<xref ref-type="bibr" rid="B62">Kramer, 1994</xref>). For example, seismic data have been audified in order to facilitate the categorization of seismic events with accuracies of over 90% (see <xref ref-type="bibr" rid="B30">Dombois, 2002</xref>; <xref ref-type="bibr" rid="B102">Speeth, 1961</xref>). This approach may require that the waveforms be frequency- or time-shifted into the range of audible waveforms for humans.</p>
			</sec>
		</sec>
		<sec id="sec3" sec-type="conclusions">
			<label>3.</label>
			<title>Sonification design considerations</title>
			<p>When creating any auditory display, care must be taken to ensure that the result is effective. In the particular case of sonification design, experience in the field has arrived at several specific aspects that a designer should consider.</p>
			<sec id="sec3.1">
				<label>3.1.</label>
				<title>Detection and Discrimination</title>
				<p>An auditory display is useless if the listener cannot hear the sounds in the system&#x2019;s environment of operation. To ensure <bold>detection</bold>, a consideration of the acoustic spectra of both the sonification (the &#xab;signal&#xbb;) and the environmental sounds (the &#xab;noise&#xbb;) is critical. Considerations of detection thresholds (e.g., <xref ref-type="bibr" rid="B49">Hartmann, 1997</xref>) and masking theories may help (for a discussion, see <xref ref-type="bibr" rid="B127">Watson &amp; Kidd, 1994</xref>). And ecologically valid evaluation is important (<xref ref-type="bibr" rid="B15">Brewster, 2002</xref>; also see <xref ref-type="bibr" rid="B118">Walker &amp; Kramer, 2004</xref>). A second consideration is the <bold>discriminability</bold> of sounds with distinct meanings, with a long-standing literature of perception research available for guidance on the psychology of hearing (e.g., <xref ref-type="bibr" rid="B76">Moore, 2013</xref>), pitch (e.g., <xref ref-type="bibr" rid="B105">Stevens, Volkmann, &amp; Newman, 1937</xref>; <xref ref-type="bibr" rid="B113">Turnbull, 1944</xref>), loudness (e.g., <xref ref-type="bibr" rid="B104">Stevens, 1936</xref>), tempo (e.g., <xref ref-type="bibr" rid="B7">Boltz, 1998</xref>), and duration (e.g., <xref ref-type="bibr" rid="B56">Jeon &amp; Fricke, 1997</xref>), to name but a few.</p>
			</sec>
			<sec id="sec3.2">
				<label>3.2.</label>
				<title>Annoyance / Attention</title>
				<p>Sounds that annoy the user may be ignored or turned off, even when the sounds are beneficial. Aesthetic considerations intersect with performance concerns. Some recommend musical sounds (<xref ref-type="bibr" rid="B18">Brown <italic>et al</italic>., 2003</xref>; <xref ref-type="bibr" rid="B24">Childs, 2005</xref>; <xref ref-type="bibr" rid="B89">Ramloll <italic>et al</italic>., 2001</xref>), though that, in itself, will not guarantee a pleasant experience for all users, tasks, and environments. Clearly, developing an auditory interface is, in all regards, a design task, with all the inherent difficulties associated with design (and, as noted above, see <xref ref-type="bibr" rid="B78">Nees, 2019</xref>).</p>
			</sec>
			<sec id="sec3.3">
				<label>3.3.</label>
				<title>Mapping and Choice of Display Dimension</title>
				<p>
					<bold>Data-to-display mapping</bold> refers to the attribute of sound that is used to represent changes in data. Walker has studied the appropriate acoustic dimension for a given type of data by examining mappings between numerous conceptual data dimensions (e.g., temperature, pressure, danger) and three acoustic dimensions (pitch, tempo, and spectral brightness; <xref ref-type="bibr" rid="B114">Walker, 2002</xref>, <xref ref-type="bibr" rid="B115">2007</xref>). This is complicated by the fact that many acoustic dimensions (e.g., pitch and loudness) interact with one another (see, e.g., <xref ref-type="bibr" rid="B76">Moore, 2013</xref>). <xref ref-type="bibr" rid="B79">Nees and Walker (2007)</xref> discuss the convention of mapping data values onto changes in pitch in auditory graphs. Sonification designers should note that not all acoustic mappings are equally effective, and best designs will arise from an awareness of both the historical literature and pilot testing of any displays.</p>
			</sec>
			<sec id="sec3.4">
				<label>3.4.</label>
				<title>Mapping Polarities</title>
				<p> The <bold>polarity</bold> of the data-to-display relationship refers to whether increases in a given acoustic dimension (e.g., pitch, tempo, etc.) represent increases in the data represented (a positive mapping polarity, <xref ref-type="bibr" rid="B114">Walker, 2002</xref>, <xref ref-type="bibr" rid="B115">2007</xref>), or decreases in the data (a negative polarity). Listeners might agree that increasing pitch suggests increasing temperature, yet the same group of listeners may feel that increasing pitch offers a more intuitive representation of <italic>decreasing</italic> size. <xref ref-type="bibr" rid="B120">Walker and Lane (2001</xref>; see, also, <xref ref-type="bibr" rid="B71">Mauney &amp; Walker, 2010</xref>) showed early on that some polarity mappings were reversed for visually impaired as compared to sighted listeners.</p>
			</sec>
			<sec id="sec3.5">
				<label>3.5.</label>
				<title>Scaling</title>
				<p> The <bold>scaling</bold> refers to the amount of change in an acoustic dimension that will be used to represent a unit of change in the data. Magnitude estimation has been employed to describe the intuitive slopes for scaling frequency to a number of conceptual data dimensions (<xref ref-type="bibr" rid="B114">Walker, 2002</xref>, <xref ref-type="bibr" rid="B115">2007</xref>), and the conceptual data dimension being represented impacts the choice of scaling factor in the display. A match between the listener&#x2019;s preferred or intuitive internal scaling function and the display&#x2019;s scaling function may improve comprehension, though usability testing will help determine the best scaling for a given situation.</p>
			</sec>
			<sec id="sec3.6">
				<label>3.6.</label>
				<title>Concurrent presentation of multiple data streams/series</title>
				<p>Some data analysis tasks require the comparison of values from different data streams, whereas in other cases it is preferable to fuse streams into a perceptual whole. <xref ref-type="bibr" rid="B13">Bregman (1990)</xref> discusses what acoustic properties support or inhibit stream segregation, with key dimensions being timbre, spatial location (or stereo panning), pitch/frequency, and onset/offset of sounds.</p>
			</sec>
			<sec id="sec3.7">
				<label>3.7.</label>
				<title>Context</title>
				<p>
					<bold>Context</bold> refers to the purposeful addition of non-signal information to a display (<xref ref-type="bibr" rid="B100">Smith &amp; Walker, 2005</xref>; <xref ref-type="bibr" rid="B121">Walker &amp; Nees, 2005</xref>). Sonifications need to include contextual cues equivalent to axes, tick marks and labels, so the listener can perform the interpretation tasks. For example, adding a series of clicks to the display can help the listener keep track of the time better, which aids in their interpretation of the graph values (see, e.g., <xref ref-type="bibr" rid="B100">Smith &amp; Walker, 2005</xref>).</p>
			</sec>
			<sec id="sec3.8">
				<label>3.8.</label>
				<title>Individual Differences</title>
				<p>The perceptual and cognitive capabilities, limitations, and experiences of listeners, as well as transient states (like mood and level of fatigue) will all impact performance outcomes with auditory displays. By understanding ranges in individual difference variables, a designer can build a display that accommodates most users in a given context (e.g., universal design, see <xref ref-type="bibr" rid="B55">Iwarsson &amp; Stahl, 2003</xref>). It is interesting to note that for many years researchers predicted and anticipated that musicians would outperform non-musicians on tasks involving sonifications. However, research has very rarely found any correlations between musical experience and performance (e.g., <xref ref-type="bibr" rid="B64">Lacherez, Seah, &amp; Sanderson, 2007</xref>; <xref ref-type="bibr" rid="B82">Neuhoff &amp; Wayand, 2002</xref>; <xref ref-type="bibr" rid="B96">Sandor &amp; Lane, 2003</xref>). One explanation for the lack of relationship is the crude nature of oft-used self-report metrics of musical experience. Indeed, in a systematic investigation <xref ref-type="bibr" rid="B99">Schuett (2019)</xref> determined that a more sophisticated measure of musical sophistication, leaning largely on engagement with music, can be predictive of performance. Visual impairment also has been shown to have a potentially profound impact on the perception of sonifications. As mentioned, it has been shown (<xref ref-type="bibr" rid="B71">Mauney &amp; Walker, 2010</xref>; <xref ref-type="bibr" rid="B120">Walker &amp; Lane, 2001</xref>) that blind and sighted listeners can have opposing intuitions about the polarity of the pairing of some acoustic dimensions with conceptual data dimensions. Individual differences between visually-impaired and sighted listeners require more research and a careful testing of auditory displays with the intended user population.</p>
			</sec>
			<sec id="sec3.9">
				<label>3.9.</label>
				<title>Authoring</title>
				<p>As <xref ref-type="bibr" rid="B78">Nees (2019)</xref> discusses, there have been a (long) series of largely one-off software tools to create sonifications (too many to list exhaustively, here). They have varied greatly in terms of the platform and programming language, the approach to creating sounds, the process for defining mappings, context, and other attributes. Examples range from sonification toolkits focusing on a specific domain (e.g., xSonify: <xref ref-type="bibr" rid="B22">Candey, Schertenleib, &amp; D&#xed;az Merced, 2006</xref>) to more general frameworks (e.g., SoniPy: <xref ref-type="bibr" rid="B134">Worrall <italic>et al</italic>., 2007</xref>). The Sonification Sandbox<xref ref-type="fn" rid="fn11">
						<sup>11</sup>
					</xref> was, for many years, a toolkit that was intended to serve the needs of diverse STEM fields (<xref ref-type="bibr" rid="B28">Davison &amp; Walker, 2007</xref>), though it still had the limitation of being optimized for basic auditory graphs, and not a broader range of sonification methods. The recently released Highcharts Sonification Studio (HSS)<xref ref-type="fn" rid="fn12">
						<sup>12</sup>
					</xref> is a re-implementation of the Sonification Sandbox as a web application, supported by the power of the Highcharts visualization engine that incorporates extensive sonification capabilities. Backed formally by a mainstream data visualization company (HighSoft), the HSS seems to represent the first corporate mainstreaming of sonification tools (<xref ref-type="bibr" rid="B23">Cantrell, Walker, &amp; Moseng., 2021</xref>), and is notably built to be accessible to screen reader users.</p>
			</sec>
			<sec id="sec3.10">
				<label>3.10.</label>
				<title>Audio Delivery Hardware</title>
				<p>Historically, the &#xab;last mile&#xbb;, or the actual output of sound was often a challenge. Systems might not be able to produce sound, or if so, might need speakers or headphones as an additional piece of equipment. A sonification designer could never know what the actual listening equipment would be. Now, however, nearly all modern digital devices, from phones to tablets to laptops to smartwatches to smart speakers, are capable of producing high-fidelity sound, with most now including speakers, even if small. An output jack (e.g., audio only or HDMI) or Bluetooth capability is largely standard. As such, it is generally straightforward to play a sonification.</p>
			</sec>
		</sec>
		<sec id="sec4">
			<label>4.</label>
			<title>Present: where is sonification being used?</title>
			<p>Sonifications are now being designed for use in a broad array of contexts and applications. A full survey is far beyond the scope of the present discussion. However, we can see recent examples of sonifications developed for both children (e.g., K-12 education; <xref ref-type="bibr" rid="B33">Fiedler, Walker, &amp; Moore, 2021</xref>) and adults (e.g., <xref ref-type="bibr" rid="B69">Madaghiele &amp; Pauletto, 2022</xref>). A core domain for the adoption of sonification is in science, both for accessibility (e.g., <xref ref-type="bibr" rid="B111">Tomlinson <italic>et al</italic>., 2019</xref>) and for scientific discovery. Amongst the science applications, sonification is becoming more prevalent in a variety of fields, including, for example: biology (<xref ref-type="bibr" rid="B83">Ngo, Sardana, Ico Bukvic, 2022</xref>); hydrology (<xref ref-type="bibr" rid="B10">Braun, Tfirn, &amp; Ford, 2020</xref>); geoscience (<xref ref-type="bibr" rid="B5">Barth <italic>et al</italic>., 2020</xref>); seismology (<xref ref-type="bibr" rid="B3">Apel &amp; Johnson, 2021</xref>); computer science (<xref ref-type="bibr" rid="B48">Halac &amp; Delgadino, 2021</xref>); medicine (<xref ref-type="bibr" rid="B26">Dascalu <italic>et al</italic>., 2021</xref>); physiotherapy and rehabilitation (<xref ref-type="bibr" rid="B60">Kantan, Spaich, &amp; Dahl, 2021</xref>); and astronomy and astrophysics (<xref ref-type="bibr" rid="B42">Garcia Riber &amp; Serradilla Garcia, 2022</xref>). However, as <xref ref-type="bibr" rid="B78">Nees (2019)</xref> pointedly discusses, it is important to take a critical look at whether the sonifications and associated tools are actually actively in use, or whether they have been developed for a particular domain in some academic setting and perhaps never deployed, or/and perhaps never thoroughly evaluated and validated. There are relatively few widely-adopted sonifications, though this is continuing to change. Auditory graphs are gaining usage and deployment, for example; and the use of sonifications as part of public outreach (e.g., as mentioned with NASA telescope image sonifications) is bringing sonification more into the limelight. Finally, sonification tools (e.g., the HSS) are being deployed in schools from the USA, to Europe, to Africa.</p>
		</sec>
		<sec id="sec5">
			<label>5.</label>
			<title>Realizing the promise of sonification: technology adoption</title>
			<p>Despite ample evidence for the benefits of sonification, the overall level of deployment and usage lags behind that of, for example, data visualizations. This is to be expected, given that the technological requirements for designing and delivering data-driven sounds is relatively nascent. To encourage the further expansion of sonification deployment, it may be helpful to consider what will encourage uptake and adoption. Considering the field of sonification through the lens of the Technology Acceptance Model (<xref ref-type="bibr" rid="B27">Davis, 1989</xref>) may be instructive.</p>
			<sec id="sec5.1">
				<label>5.1.</label>
				<title>Technology Acceptance Model: Utility and Usability</title>
				<p>The Technology Acceptance Model (TAM; <xref ref-type="bibr" rid="B27">Davis, 1989</xref>) posits that the adoption of a technology depends largely on two main factors: perceived usefulness or perceived utility (PU) and perceived ease-of-use (PEU). In practice, these two factors are interconnected, of course. <italic>Perceived usefulness</italic> (PU) is defined by Davis as how much a person believes that using a particular technology or technical system would enhance performance on their task. One can extend Davis&#x2019; thinking about technology acceptance to sonification by considering some of the specific contributors to usefulness, such as theoretical grounding for the use of the technology, scientific utility, scientific validity, replicability of results when using the technology, standardization of the use of a technology, educational utility, and accessibility or inclusivity for accomplishing a task.</p>
				<p>
					<italic>Perceived ease-of-use</italic> (PEOU) is defined by Davis as how much a person believes that a technology would be user-friendly. Again, one can extend and update Davis&#x2019; thinking by considering factors such as the availability and prevalence of the (software) tools required to use a technology, the usability of the tools, the training that is available, the standardization of the technological solution, the existence of a community of users (and support), portability of the technology, integration of the technology into the work/school/science ecosystem, and the accessibility of the system.</p>
			</sec>
			<sec id="sec5.2">
				<label>5.2.</label>
				<title>Where Does Sonification Stand?</title>
				<p>With the TAM framework, and an updated consideration of sonification, it is interesting to assess the current state of sonification, and provide a bit of a &#x201c;report card&#x201d;.</p>
				<p>
					<bold>Perceived Utility &#xab;Report Card&#xbb; for Sonification.</bold> In terms of <italic>theoretical grounding</italic>, there is a solid body of published research examining the core components of sonification, even though there may still not be an actual &#x201c;theory of sonification&#x201d; (and see <xref ref-type="bibr" rid="B78">Nees, 2019</xref>, for a discussion of <italic>design theory</italic> for sonification). There is, for example, a <italic>Sonification Handbook</italic> (<xref ref-type="bibr" rid="B54">Hermann, Hunt, &amp; Neuhoff, 2011</xref>), including a chapter on the Theory of Sonification (<xref ref-type="bibr" rid="B122">Walker &amp; Nees, 2011</xref>), providing a grounding for applications of sonification. There have been many findings made possible through sonification, ranging from early space science (e.g., NASA Cassini Mission<xref ref-type="fn" rid="fn13">
						<sup>13</sup>
					</xref>) to recent cancer diagnosis (<xref ref-type="bibr" rid="B26">Dascalu <italic>et al</italic>., 2021</xref>), demonstrating <italic>scientific utility</italic> of sonification. The <italic>scientific validity</italic> has been less-thoroughly investigated, to date, with small sample sizes being typical and many generally unreplicated results. In terms of standardization, the basic concept of an auditory graph (x-y plot mapped onto time and pitch) has become a <italic>de facto</italic> standard, though there are many design differences amongst the countless implementations. Beyond simple auditory graphs, however, there is little standardization in sonification (in terms of the tools used, the designs, the deployment, and so on). The educational utility has started to emerge, especially as sonification is beginning to be used as part of the assistive technology used in Science, Technology, Engineering, and Mathematics (STEM) education. More needs to be done in this regard, since accessibility could be a huge area of impact for sonification.</p>
				<p>
					<bold>Perceived Usability &#xab;Report Card&#xbb; for Sonification.</bold> The sonification tools are quite readily <italic>available</italic>, with many options at various levels of sophistication, and using various underlying technology &#xab;stacks<bold>&#xbb;</bold>. It can be a challenge to know where to look, and there may be technical expertise required (e.g., programming in a particular programming language) in order to actually use some of the tools. The <italic>usability</italic> of the software tools varies greatly, from walk-up-and-use to experts-only, especially since many tools were not designed or developed for widespread deployment-they are often just built to assist a particular researcher to investigate a particular type of data. As previously discussed, more tools for sonification are becoming available with ease of use in mind (e.g., Highcharts Sonification Studio). <italic>Training</italic> has often not been very available for sonification tools, beyond the &#xab;readme&#xbb; files that come with software packages, plus the limited details that can be gleaned from academic papers or technical reports. Recently there is an online course on the Coursera platform about the design of sonification (<xref ref-type="bibr" rid="B77">Moore, Tomlinson, &amp; Walker, n.d.</xref>), and countless emerging YouTube videos and channels<xref ref-type="fn" rid="fn14">
						<sup>14</sup>
					</xref> and websites to support novices in getting started with sonification. <italic>Standardization</italic> is minimal, as is <italic>portability</italic>, which makes it a challenge to use sonification. The emergence of file formats that can be exchanged across software applications (and shared from person to person) will help with portability, but this remains a fledgling concept. Thankfully, the community of users and developers in the field of sonification has been around for a few decades, but it remains relatively small and unfortunately a bit on the margins of many other fields (education, STEM, computer science). There is little or no financial support for sustainability of the community. Since sonification is often used by researchers in another field (e.g., astronomy), the sonification tools are often <italic>integrated into the ecosystem</italic> of data collection and analysis, though this also remains a work in progress, across the field. In education, however, sonification tools, when available, are still largely separate from the ecosystem of other educational technology and assistive technology. This is changing as sonification tools are now being built to play nice with file formats and data transfer protocols that are common. Finally, the heterogeneity of sonification tools also means that there is a range of accessibility and compliance. It is encouraging that many of the more recent sonification tools are &#xab;born accessible&#xbb;, often due to the involvement on the development team of a designer or developer or scientist with a disability.</p>
				<p>
					<bold>Summary &#xab;Grades&#xbb; for Sonification Acceptance.</bold> Overall, it seems fair to conclude that the field of sonification is doing well on perceived utility, though with room for improvement. In terms of the perceived usability, there is more work to be done. Sonification is already seeing adoption in science, perhaps because the &#xab;proof&#xbb; of utility and usefulness has been delivered; and the technical sophistication of the typical users is higher, leading to a greater tolerance of usability and ease-of-use challenges. In STEM education, the promise of sonification is likely understood (especially in the accessibility domain), but the real and perceived challenges in usability hamper further adoption. The field of sonification researchers and developers need to work closely with the end users to make the case for utility, and build usability and accessibility into any and all new tools and methods for sonification.</p>
			</sec>
		</sec>
		<sec id="sec6">
			<label>6.</label>
			<title>Final thoughts</title>
			<p>Over several decades, the use of sound to convey data has slowly grown and evolved, with many examples of how it can be done, many tools made available, and a small but growing body of evidence that sonification can be effective and beneficial. Nevertheless, there remains considerable work to be done to increase the mindshare for sonification, and indeed for all auditory displays (and see <xref ref-type="bibr" rid="B78">Nees, 2019</xref>, for a recent discussion of the theoretical underpinnings of the field). Considering this goal through the lens of technology acceptance may be helpful in understanding where our efforts may best be deployed, what has been successful, and what remains as a challenge for the sonification community.</p>
		</sec>
	</body>
	<back>
		<fn-group>
			<title>Notas</title>
			<fn fn-type="other" id="fn1">
				<label>
					<sup>1</sup>
				</label>
				<p>Intentional sounds are designed as an information display (see <xref ref-type="bibr" rid="B117">Walker &amp; Kramer, 1996</xref>), as distinct from incidental sounds, which result organically from the normal operation of a system (e.g., a car engine running). Both can be informative</p>
			</fn>
			<fn fn-type="other" id="fn2">
				<label>
					<sup>2</sup>
				</label>
				<p>ICAD Website: <ext-link ext-link-type="uri" xlink:href="https://www.icad.org">https://www.icad.org</ext-link>
				</p>
			</fn>
			<fn fn-type="other" id="fn3">
				<label>
					<sup>3</sup>
				</label>
				<p>For more taxonomic descriptions of auditory displays, see <xref ref-type="bibr" rid="B62">Kramer (1994)</xref>, <xref ref-type="bibr" rid="B122">Walker and Nees (2011)</xref>, and de <xref ref-type="bibr" rid="B29">Campo (2007)</xref>.</p>
			</fn>
			<fn fn-type="other" id="fn4">
				<label>
					<sup>4</sup>
				</label>
				<p>Spearcons are created by speeding up an audio recording of a spoken word or phrase using a simultaneous overlap and add (SOLA) algorithm that preserves pitch contours, consonant/vowel ratios, etc. In contrast, nearcons are created by speeding up the speech rate of a text-to-speech engine, which leads to fast-talk that often truncates vowels more than consonants.</p>
			</fn>
			<fn fn-type="other" id="fn5">
				<label>
					<sup>5</sup>
				</label>
				<p>
					<ext-link ext-link-type="uri" xlink:href="http://www.samtupy.com/games/stw/">http://www.samtupy.com/games/stw/</ext-link>
				</p>
			</fn>
			<fn fn-type="other" id="fn6">
				<label>
					<sup>6</sup>
				</label>
				<p>
					<ext-link ext-link-type="uri" xlink:href="https://www.audiogames.net">https://www.audiogames.net</ext-link>
				</p>
			</fn>
			<fn fn-type="other" id="fn7">
				<label>
					<sup>7</sup>
				</label>
				<p>
					<ext-link ext-link-type="uri" xlink:href="https://www.microsoft.com/en-us/research/product/soundscape/">https://www.microsoft.com/en-us/research/product/soundscape/</ext-link>
				</p>
			</fn>
			<fn fn-type="other" id="fn8">
				<label>
					<sup>8</sup>
				</label>
				<p>
					<ext-link ext-link-type="uri" xlink:href="https://xrnavigation.io">https://xrnavigation.io</ext-link>
				</p>
			</fn>
			<fn fn-type="other" id="fn9">
				<label>
					<sup>9</sup>
				</label>
				<p>
					<ext-link ext-link-type="uri" xlink:href="https://chandra.si.edu/sound/">https://chandra.si.edu/sound/</ext-link>
				</p>
			</fn>
			<fn fn-type="other" id="fn10">
				<label>
					<sup>10</sup>
				</label>
				<p>
					<ext-link ext-link-type="uri" xlink:href="https://www.nasa.gov/feature/goddard/2022/nasa-webb-s-first-full-color-images-data-are-set-to-sound">https://www.nasa.gov/feature/goddard/2022/nasa-webb-s-first-full-color-images-data-are-set-to-sound</ext-link>
				</p>
			</fn>
			<fn fn-type="other" id="fn11">
				<label>
					<sup>11</sup>
				</label>
				<p>Georgia Tech Sonification Sandbox: <ext-link ext-link-type="uri" xlink:href="http://sonify.psych.gatech.edu/research/sonification_sandbox/index.html">http://sonify.psych.gatech.edu/research/sonification_sandbox/index.html</ext-link>
				</p>
			</fn>
			<fn fn-type="other" id="fn12">
				<label>
					<sup>12</sup>
				</label>
				<p>Highcharts Sonification Studio: <ext-link ext-link-type="uri" xlink:href="https://sonification.highcharts.com">https://sonification.highcharts.com</ext-link>
				</p>
			</fn>
			<fn fn-type="other" id="fn13">
				<label>
					<sup>13</sup>
				</label>
				<p>
					<ext-link ext-link-type="uri" xlink:href="https://solarsystem.nasa.gov/news/12580/sounds-of-cassini/">https://solarsystem.nasa.gov/news/12580/sounds-of-cassini/</ext-link>
				</p>
			</fn>
			<fn fn-type="other" id="fn14">
				<label>
					<sup>14</sup>
				</label>
				<p>As just one example of a YouTube &#x201c;how-to&#x201d; resource channel: <ext-link ext-link-type="uri" xlink:href="https://www.youtube.com/@HSS_How_To">https://www.youtube.com/@HSS_How_To</ext-link>
				</p>
			</fn>
		</fn-group>
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</article>