نتایج جستجو برای: spatialization
تعداد نتایج: 450 فیلتر نتایج به سال:
q3osc is a heavily modified version of the open-sourced ioquake3 gaming engine featuring an integrated Oscpack implementation of Open Sound Control for bi-directional communication between a game server and one or more external audio servers. By combining ioquake3’s internal physics engine and robust multiplayer network code with a full-featured OSC packet manipulation library, the virtual acti...
We are interested in developing multimedia technology for enriching the listening experience of average listeners. One main issue we focus on is the design and construction of software systems in which users interact with music in various ways while maintaining as much as possible the semantics of the original music. In this context, we develop a research activity concerning music spatializatio...
We present the RetroSpat system for the semiautomatic diffusion of acousmatic music. This system is intended to be a spatializer with perceptive feedback. More precisely, RetroSpat can guess the positions of physical sound sources (e.g. loudspeakers) from binaural inputs, and can then output multichannel signals to the loudspeakers while controlling the spatial location of virtual sound sources...
3d Sound Can Have a Negative Impact on the Perception of Visual Content in Audiovisual Reproductions
There is reason to believe that sound interacts with visual attention mechanisms. Practical implications of that interaction have never been analyzed in the context of spatial sound design for audiovisual reproduction. The study reported here aimed to test if sound spatialization could affect eye movements and the processing of visual events in audiovisual scenes. We presented participants with...
Fine-scale population map plays an essential role in numerous fields, including resource allocation, urban planning, disaster prevention and response. Point of Interest (POI) data is widely used for spatialization, but the types POI are ignored. Since different have impacts on distribution, this paper typed other multi-source to distributions at fine scales. At township level, three random fore...
Ryan McGee MUS 274 | Winter 2010 Introduction Visual space has been accepted as an analog to musical pitch [1]. The most obvious example of this relationship may be reading a musical score. As the positions of the notes move vertically up or down over time, the musician responds by playing pitches of ascending or descending frequency. Now, consider auditory space. In traditional music scores th...
In order to achieve highly accurate 3D audio spatialization, an intended listener must undergo measurements in a specialized instrumentation system to obtain “individual” Head-Related Impulse Responses (HRIRs). Our goal is to create a customizable sound spatialization system that would not require complex individual measurements. Our approach is based on the reliable decomposition of measured H...
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