نتایج جستجو برای: audio acoustics

تعداد نتایج: 77645  

پایان نامه :وزارت علوم، تحقیقات و فناوری - دانشگاه ارومیه - دانشکده ادبیات 1391

this study investigated the effects of three kinds of gloss conditions, that is traditional non-call marginal gloss, audio gloss, and extended audio gloss, on reading comprehension and vocabulary gain of iranian upper- intermediate efl learners. to this end, three experimental and one control groups, each comprising 15 participants, took part in the current study. in order to ensure that the pa...

2012
Michael Wozniewski Zack Settel Alexandre Quessy Tristan Matthews Luc Courchesne

Creating an interactive project that deals with 3-D sound becomes difficult when it needs to run in multiple venues, due to a diversity of loudspeaker arrangements and spatialization systems. For effective exchange, there needs to be a standardized approach to audio spatialization with a unified, but abstract way of representing 3-D audio scenes. Formats from the gaming and multimedia communiti...

Journal: :J. Visual Communication and Image Representation 1998
Chris Kyriakakis Tomlinson Holman Jong-soong Lim Hai Hong Hartmut Neven

Integrated media workstations are increasingly being used for creating, editing, and monitoring sound that is associated with video or computer-generated images. While the requirements for high quality reproduction in large-scale systems are well understood, these have not yet been adequately translated to the workstation environment. In this paper we discuss several factors that pertain to hig...

2010
Eduard Deines Martin Hering-Bertram Jan Mohring Jevgenijs Jegorovs Hans Hagen

We present an audio-visual Virtual Reality display system for simulated sound fields. In addition to the room acoustic simulation by means of phonon tracing and finite element method this system includes the stereoscopic visualization of simulation results using a 3D back projection system as well as auralization by use of a professional sound equipment. For auralization purposes we develop a s...

Journal: :Journal of the Acoustical Society of America 2021

While studies of urban acoustics are typically restricted to the audio range, anthropogenic activity also generates infrasound (<20 Hz, roughly at lower end range human hearing). Shutdowns related COVID-19 pandemic unintentionally created ideal conditions for study and low frequency (20–500 Hz), as closures reduced human-generated ambient noise, while natural signals remained relatively unaffec...

Journal: :IEEE Signal Process. Mag. 2011
Alle-Jan van der Veen José Carlos Príncipe

M any of the technology trends we see today in audio and acoustic s ignal process ing (AASP) can be traced back to visionary ideas of those we now call luminaries. Key figures in our community include Colin Cherry (1914– 1979) for defining the cocktail party problem; Manfred Schroeder (1926– 2009) for contributions to understanding of acoustics, hearing, music, and speech coding; and many other...

2007
Eric Vatikiotis-Bateson Adriano Vilela Barbosa Cheuk Yi Chow Martin Oberg Johanna Tan Hani Yehia

An earlier study compared audiovisual perception of speech ’produced in environmental noise’ (Lombard speech) and speech ’produced in quiet’ with the same environmental noise added. The results and showed that listeners make differential use of the visual information depending on the recording condition, but gave no indication of how or why this might be so. A possible confound in that study wa...

2005
Niklas Röber Maic Masuch

Talking about games refers in today’s world often to the play of audio-visual computer games. Since their first introduction in the 1960s, computer games have evolved in many ways and are today one of the fastest growing industries. Besides the classic visual games, another niche has emerged over the last decade: audio-only computer games. The main difference to conventional games is that these...

2007
KENNETH JOHN FALLER ARMANDO BARRETO NAVARUN GUPTA NAPHTALI RISHE

Audio spatialization is a rapidly growing field in acoustics and audio signal processing. Measurements and models of head-related impulse responses (HRIRs) of human subjects or KEMAR dummy heads are the primary source of information for research on spatial audio. The information contained in HRIRs measured at various azimuth and elevation angles is sufficient for synthesizing realistic three di...

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