Author: Riccardo Bianchini
Publisher: ConTempoNet
ISBN:
Category : Music
Languages : en
Pages : 534
Book Description
Virtual Sound
Author: Riccardo Bianchini
Publisher: ConTempoNet
ISBN:
Category : Music
Languages : en
Pages : 534
Book Description
Publisher: ConTempoNet
ISBN:
Category : Music
Languages : en
Pages : 534
Book Description
An Introduction to Virtual Sound Barriers
Author: Xiaojun Qiu
Publisher: CRC Press
ISBN: 1351168037
Category : Technology & Engineering
Languages : en
Pages : 171
Book Description
A virtual sound barrier is an active noise control system that uses arrays of loudspeakers and microphones to create a useful size of quiet zone and can be used to reduce sound propagation, radiation, or transmission from noise sources or to reduce noise level around people in a noisy environment. This book introduces the history, principle, and design methods of virtual sound barriers first, and then describes recent progress in research on the systems. Two virtual sound barrier systems, i.e., planar virtual sound barrier system and three-dimensional virtual sound barrier system, are discussed including applications, limitations and future direction discussions.
Publisher: CRC Press
ISBN: 1351168037
Category : Technology & Engineering
Languages : en
Pages : 171
Book Description
A virtual sound barrier is an active noise control system that uses arrays of loudspeakers and microphones to create a useful size of quiet zone and can be used to reduce sound propagation, radiation, or transmission from noise sources or to reduce noise level around people in a noisy environment. This book introduces the history, principle, and design methods of virtual sound barriers first, and then describes recent progress in research on the systems. Two virtual sound barrier systems, i.e., planar virtual sound barrier system and three-dimensional virtual sound barrier system, are discussed including applications, limitations and future direction discussions.
3-D Sound for Virtual Reality and Multimedia
Author: Durand R. Begault
Publisher:
ISBN:
Category : Computer sound processing
Languages : en
Pages : 248
Book Description
Publisher:
ISBN:
Category : Computer sound processing
Languages : en
Pages : 248
Book Description
Music, Sound and Multimedia
Author: Jamie Sexton
Publisher: Edinburgh University Press
ISBN: 0748630902
Category : Music
Languages : en
Pages : 225
Book Description
This new series aims to explore the area of "e;screen music"e;. Volume topics will include multimedia music, music and television, Hollywood film music, and the music of Bollywood cinema.Music and other sound effects have been central to a whole host of media forms throughout the twentieth century, either as background, accompaniment, or main driving force. Such interactions will continue to mutate in new directions, with the widespread growth of digital technologies. Despite the expansion of research into the use of music and sound in film, the investigation of sonic interactions with other media forms has been a largely under-researched area. Music, Sound and Multimedia provides a unique study of how music and other sounds play a central part in our understandings and uses of a variety of communications media. It focuses on four areas of sound and music within broader multimedia forms - music videos, video game music, performance and presentation, and production and consumption - and addresses the centrality of such aural concerns within our everyday experiences. Charting historical developments, mapping contemporary patterns, and speculating on future possibilities, this book is essential for courses on sound and media within media and communications studies, cultural studies and popular music studies.Key features* Charts a number of key developments in music and multimedia interactions* Provides both historical overviews and theoretical analyses* Features a number of in-depth case studies of important issues.
Publisher: Edinburgh University Press
ISBN: 0748630902
Category : Music
Languages : en
Pages : 225
Book Description
This new series aims to explore the area of "e;screen music"e;. Volume topics will include multimedia music, music and television, Hollywood film music, and the music of Bollywood cinema.Music and other sound effects have been central to a whole host of media forms throughout the twentieth century, either as background, accompaniment, or main driving force. Such interactions will continue to mutate in new directions, with the widespread growth of digital technologies. Despite the expansion of research into the use of music and sound in film, the investigation of sonic interactions with other media forms has been a largely under-researched area. Music, Sound and Multimedia provides a unique study of how music and other sounds play a central part in our understandings and uses of a variety of communications media. It focuses on four areas of sound and music within broader multimedia forms - music videos, video game music, performance and presentation, and production and consumption - and addresses the centrality of such aural concerns within our everyday experiences. Charting historical developments, mapping contemporary patterns, and speculating on future possibilities, this book is essential for courses on sound and media within media and communications studies, cultural studies and popular music studies.Key features* Charts a number of key developments in music and multimedia interactions* Provides both historical overviews and theoretical analyses* Features a number of in-depth case studies of important issues.
Virtual Music
Author: William Duckworth
Publisher: Routledge
ISBN: 0415966744
Category : Art
Languages : en
Pages : 224
Book Description
First Published in 2005. Routledge is an imprint of Taylor & Francis, an informa company.
Publisher: Routledge
ISBN: 0415966744
Category : Art
Languages : en
Pages : 224
Book Description
First Published in 2005. Routledge is an imprint of Taylor & Francis, an informa company.
Virtual Reality Technology
Author: Grigore C. Burdea
Publisher: John Wiley & Sons
ISBN: 111948572X
Category : Computers
Languages : en
Pages : 644
Book Description
A groundbreaking Virtual Reality textbook is now even better Virtual reality is a very powerful and compelling computer application by which humans can interface and interact with computer-generated environments in a way that mimics real life and engages all the senses. Although its most widely known application is in the entertainment industry, the real promise of virtual reality lies in such fields as medicine, engineering, oil exploration and the military, to name just a few. Through virtual reality scientists can triple the rate of oil discovery, pilots can dogfight numerically-superior "bandits," and surgeons can improve their skills on virtual (rather than real) patients. This Second Edition of the first comprehensive technical book on the subject of virtual reality provides updated and expanded coverage of the technology--where it originated, how it has evolved, and where it is going. The authors cover all of the latest innovations and applications that are making virtual reality more important than ever before, including: * Coverage on input and output interfaces including touch and force feedback * Computing architecture (with emphasis on the rendering pipeline and task distribution) * Object modeling (including physical and behavioral aspects) * Programming for virtual reality * An in-depth look at human factors issues, user performance, and * sensorial conflict aspects of VR * Traditional and emerging VR applications The new edition of Virtual Reality Technology is specifically designed for use as a textbook. Thus it includes definitions, review questions, and a Laboratory Manual with homework and programming assignments. The accompanying CD-ROM also contains video clips that reinforce the topics covered in the textbook. The Second Edition will serve as a state-of-the-art resource for both graduate and undergraduate students in engineering, computer science, and other disciplines. GRIGORE C. BURDEA is a professor at Rutgers-the State University of New Jersey, and author of the book Force and Touch Feedback for Virtual Reality, also published by Wiley. PHILIPPE COIFFET is a Director of Research at CNRS (French National Scientific Research Center) and Member of the National Academy of Technologies of France. He authored 20 books on Robotics and VR translated into several languages.
Publisher: John Wiley & Sons
ISBN: 111948572X
Category : Computers
Languages : en
Pages : 644
Book Description
A groundbreaking Virtual Reality textbook is now even better Virtual reality is a very powerful and compelling computer application by which humans can interface and interact with computer-generated environments in a way that mimics real life and engages all the senses. Although its most widely known application is in the entertainment industry, the real promise of virtual reality lies in such fields as medicine, engineering, oil exploration and the military, to name just a few. Through virtual reality scientists can triple the rate of oil discovery, pilots can dogfight numerically-superior "bandits," and surgeons can improve their skills on virtual (rather than real) patients. This Second Edition of the first comprehensive technical book on the subject of virtual reality provides updated and expanded coverage of the technology--where it originated, how it has evolved, and where it is going. The authors cover all of the latest innovations and applications that are making virtual reality more important than ever before, including: * Coverage on input and output interfaces including touch and force feedback * Computing architecture (with emphasis on the rendering pipeline and task distribution) * Object modeling (including physical and behavioral aspects) * Programming for virtual reality * An in-depth look at human factors issues, user performance, and * sensorial conflict aspects of VR * Traditional and emerging VR applications The new edition of Virtual Reality Technology is specifically designed for use as a textbook. Thus it includes definitions, review questions, and a Laboratory Manual with homework and programming assignments. The accompanying CD-ROM also contains video clips that reinforce the topics covered in the textbook. The Second Edition will serve as a state-of-the-art resource for both graduate and undergraduate students in engineering, computer science, and other disciplines. GRIGORE C. BURDEA is a professor at Rutgers-the State University of New Jersey, and author of the book Force and Touch Feedback for Virtual Reality, also published by Wiley. PHILIPPE COIFFET is a Director of Research at CNRS (French National Scientific Research Center) and Member of the National Academy of Technologies of France. He authored 20 books on Robotics and VR translated into several languages.
Physically Based Real-Time Auralization of Interactive Virtual Environments
Author: Dirk Schröder
Publisher: Logos Verlag Berlin GmbH
ISBN: 3832530312
Category : Computers
Languages : en
Pages : 227
Book Description
Analogous to visualization, the auralization of virtual environments describes the simulation of sound propagation inside enclosures where methods of Geometrical Acoustics are mostly applied for a high-quality synthesis of aural stimuli that go along with a certain realistic behavior. In the course of this thesis, the design and implementation of the real-time room acoustics simulation software RAVEN will be described, which is a vital part of the implemented 3D sound-rendering system of RWTH Aachen University's immersive Virtual Reality system. RAVEN relies on present-day knowledge of room acoustical simulation techniques and enables a physically accurate auralization of sound propagation in complex environments including important wave effects such as sound scattering, airborne sound insulation between rooms and sound diffraction. Despite this realistic sound field rendering, not only spatially distributed and freely movable sound sources and receivers are supported at runtime but also modifications and manipulations of the environment itself. All major features are evaluated by investigating both the overall accuracy of the room acoustics simulation and the performance of implemented algorithms, and possibilities for further simulation optimizations are identified by assessing empirical studies of subjects operating in immersive environments
Publisher: Logos Verlag Berlin GmbH
ISBN: 3832530312
Category : Computers
Languages : en
Pages : 227
Book Description
Analogous to visualization, the auralization of virtual environments describes the simulation of sound propagation inside enclosures where methods of Geometrical Acoustics are mostly applied for a high-quality synthesis of aural stimuli that go along with a certain realistic behavior. In the course of this thesis, the design and implementation of the real-time room acoustics simulation software RAVEN will be described, which is a vital part of the implemented 3D sound-rendering system of RWTH Aachen University's immersive Virtual Reality system. RAVEN relies on present-day knowledge of room acoustical simulation techniques and enables a physically accurate auralization of sound propagation in complex environments including important wave effects such as sound scattering, airborne sound insulation between rooms and sound diffraction. Despite this realistic sound field rendering, not only spatially distributed and freely movable sound sources and receivers are supported at runtime but also modifications and manipulations of the environment itself. All major features are evaluated by investigating both the overall accuracy of the room acoustics simulation and the performance of implemented algorithms, and possibilities for further simulation optimizations are identified by assessing empirical studies of subjects operating in immersive environments
Quality of Experience
Author: Sebastian Möller
Publisher: Springer
ISBN: 331902681X
Category : Technology & Engineering
Languages : en
Pages : 431
Book Description
This pioneering book develops definitions and concepts related to Quality of Experience in the context of multimedia- and telecommunications-related applications, systems and services and applies these to various fields of communication and media technologies. The editors bring together numerous key-protagonists of the new discipline “Quality of Experience” and combine the state-of-the-art knowledge in one single volume.
Publisher: Springer
ISBN: 331902681X
Category : Technology & Engineering
Languages : en
Pages : 431
Book Description
This pioneering book develops definitions and concepts related to Quality of Experience in the context of multimedia- and telecommunications-related applications, systems and services and applies these to various fields of communication and media technologies. The editors bring together numerous key-protagonists of the new discipline “Quality of Experience” and combine the state-of-the-art knowledge in one single volume.
Echoes of Other Worlds: Sound in Virtual Reality
Author: Tom A. Garner
Publisher: Springer
ISBN: 3319657089
Category : Social Science
Languages : en
Pages : 384
Book Description
This book explores the nature and importance of sound in virtual reality (VR). Approaching the subject from a holistic perspective, the book delivers an emergent framework of VR sound. This framework brings together numerous elements that collectively determine the nature of sound in VR; from various aspects of VR technology, to the physiological and psychological complexities of the user, to the wider technological, historical and sociocultural issues. Garner asks, amongst other things: what is the meaning of sound? How have fictional visions of VR shaped our expectations for present technology? How can VR sound hope to evoke the desired responses for such an infinitely heterogeneous user base? This book if for those with an interest in sound and VR, who wish to learn more about the great complexities of the subject and discover the contemporary issues from which future VR will surely advance.
Publisher: Springer
ISBN: 3319657089
Category : Social Science
Languages : en
Pages : 384
Book Description
This book explores the nature and importance of sound in virtual reality (VR). Approaching the subject from a holistic perspective, the book delivers an emergent framework of VR sound. This framework brings together numerous elements that collectively determine the nature of sound in VR; from various aspects of VR technology, to the physiological and psychological complexities of the user, to the wider technological, historical and sociocultural issues. Garner asks, amongst other things: what is the meaning of sound? How have fictional visions of VR shaped our expectations for present technology? How can VR sound hope to evoke the desired responses for such an infinitely heterogeneous user base? This book if for those with an interest in sound and VR, who wish to learn more about the great complexities of the subject and discover the contemporary issues from which future VR will surely advance.
Media Production, Delivery and Interaction for Platform Independent Systems
Author: Oliver Schreer
Publisher: John Wiley & Sons
ISBN: 1118706331
Category : Technology & Engineering
Languages : en
Pages : 369
Book Description
Presents current trends and potential future developments by leading researchers in immersive media production, delivery, rendering and interaction The underlying audio and video processing technology that is discussed in the book relates to areas such as 3D object extraction, audio event detection; 3D sound rendering and face detection, gesture analysis and tracking using video and depth information. The book will give an insight into current trends and developments of future media production, delivery and reproduction. Consideration of the complete production, processing and distribution chain will allow for a full picture to be presented to the reader. Production developments covered will include integrated workflows developed by researchers and industry practitioners as well as capture of ultra-high resolution panoramic video and 3D object based audio across a range of programme genres. Distribution developments will include script based format agnostic network delivery to a full range of devices from large scale public panoramic displays with wavefield synthesis and ambisonic audio reproduction to ’small screen’ mobile devices. Key developments at the consumer end of the chain apply to both passive and interactive viewing modes and will incorporate user interfaces such as gesture recognition and ‘second screen’ devices to allow manipulation of the audio visual content. Presents current trends and potential future developments by leading researchers in immersive media production, delivery, rendering and interaction. Considers the complete production, processing and distribution chain illustrating the dependencies and the relationship between different components. Proposes that a format-agnostic approach to the production and delivery of broadcast programmes will overcome the problems faced with the steadily growing number of production and delivery formats. Explains the fundamentals of media production in addition to the complete production chain, beyond current-state-of-the-art through to presenting novel approaches and technologies for future media production. Focuses on the technologies that will allow for the realization of an E2E media platform that supports flexible content representations and interactivity for users. An essential read for Researchers and developers of audio-visual technology in industry and academia, such as engineers in broadcast technology companies and students working toward a career in the rapidly changing area of broadcast both from a production and an engineering perspective.
Publisher: John Wiley & Sons
ISBN: 1118706331
Category : Technology & Engineering
Languages : en
Pages : 369
Book Description
Presents current trends and potential future developments by leading researchers in immersive media production, delivery, rendering and interaction The underlying audio and video processing technology that is discussed in the book relates to areas such as 3D object extraction, audio event detection; 3D sound rendering and face detection, gesture analysis and tracking using video and depth information. The book will give an insight into current trends and developments of future media production, delivery and reproduction. Consideration of the complete production, processing and distribution chain will allow for a full picture to be presented to the reader. Production developments covered will include integrated workflows developed by researchers and industry practitioners as well as capture of ultra-high resolution panoramic video and 3D object based audio across a range of programme genres. Distribution developments will include script based format agnostic network delivery to a full range of devices from large scale public panoramic displays with wavefield synthesis and ambisonic audio reproduction to ’small screen’ mobile devices. Key developments at the consumer end of the chain apply to both passive and interactive viewing modes and will incorporate user interfaces such as gesture recognition and ‘second screen’ devices to allow manipulation of the audio visual content. Presents current trends and potential future developments by leading researchers in immersive media production, delivery, rendering and interaction. Considers the complete production, processing and distribution chain illustrating the dependencies and the relationship between different components. Proposes that a format-agnostic approach to the production and delivery of broadcast programmes will overcome the problems faced with the steadily growing number of production and delivery formats. Explains the fundamentals of media production in addition to the complete production chain, beyond current-state-of-the-art through to presenting novel approaches and technologies for future media production. Focuses on the technologies that will allow for the realization of an E2E media platform that supports flexible content representations and interactivity for users. An essential read for Researchers and developers of audio-visual technology in industry and academia, such as engineers in broadcast technology companies and students working toward a career in the rapidly changing area of broadcast both from a production and an engineering perspective.