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Dissertationen zum Thema „Interactive audio“

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1

Smith, Adam Douglas 1975. "WAI-KNOT (Wireless Audio Interactive Knot)." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/62360.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.<br>Includes bibliographical references (leaves 44-45).<br>The Sound Transformer is a new type of musical instrument. It looks a little like a saxophone, but when you sing or "kazoo" into it, astonishing transforms and mutations come out. What actually happens is that the input sound is sent via 802.11 wireless link to a net server that transforms the sound and sends it back to the instrument's speaker. In other words, instead of a resonant acoustic body, or a loc
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Olaleye, Olufunke I. "Symbiotic Audio Communication on Interactive Transport." Kent State University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=kent1176438067.

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Tsingos, Nicolas. "MODELS AND ALGORITHMS FOR INTERACTIVE AUDIO RENDERING." Habilitation à diriger des recherches, Université de Nice Sophia-Antipolis, 2008. http://tel.archives-ouvertes.fr/tel-00629574.

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Les systèmes de réalité virtuelle interactifs combinent des représentations visuelle, sonore et haptique, afin de simuler de manière immersive l'exploration d'un monde tridimensionnel représenté depuis le point de vue d'un observateur contrôlé en temps réel par l'utilisateur. La plupart des travaux effectués dans ce domaine ont historiquement port'e sur les aspects visuels (par exemple des méthodes d'affichage interactif de modèles 3D complexes ou de simulation réaliste et efficace de l'éclairage) et relativement peu de travaux ont été consacrés 'a la simulation de sources sonores virtuelles '
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Brossier, Paul M. "Automatic annotation of musical audio for interactive applications." Thesis, Queen Mary, University of London, 2006. http://qmro.qmul.ac.uk/xmlui/handle/123456789/3809.

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As machines become more and more portable, and part of our everyday life, it becomes apparent that developing interactive and ubiquitous systems is an important aspect of new music applications created by the research community. We are interested in developing a robust layer for the automatic annotation of audio signals, to be used in various applications, from music search engines to interactive installations, and in various contexts, from embedded devices to audio content servers. We propose adaptations of existing signal processing techniques to a real time context. Amongst these annotation
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Bedoya, Ramos Daniel. "Capturing Musical Prosody Through Interactive Audio/Visual Annotations." Electronic Thesis or Diss., Sorbonne université, 2023. http://www.theses.fr/2023SORUS698.

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Des projets de science participative (SP) ont stimulé la recherche dans plusieurs disciplines au cours des dernières années. Des citoyens scientifiques contribuent à cette recherche en effectuant des tâches cognitives, favorisant l'apprentissage, l'innovation et l'inclusion. Bien que le crowdsourcing ait servi à recueillir des annotations structurelles en musique, la SP reste sous-utilisée pour étudier l'expressivité musicale. On introduit un nouveau protocole d'annotation pour capturer la prosodie musicale, associée aux variations acoustiques introduites par les interprètes pour rendre la mus
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Jordan, Eric Michael. "Programming models for the development of interactive audio applications." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/37764.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1995.<br>Includes bibliographical references (leaves 59-63).<br>by Eric Michael Jordan.<br>M.S.
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Malone, Caitlin A. "A Visit to the Priory: An Interactive Audio Tour." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/389.

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The chapter house of the Benedictine priory of Saint John Le Bas-Nueil, currently located in the Worcester Art Museum, is an impressive piece of architecture. However, visitors are currently restricted to admiring the structure and its restoration only, as there is limited information presented in the museum about the room’s original use. The purpose of this project was to produce a low-impact, narrative-driven audio experience designed to increase visitor interest in the museum in general and Benedictine life during the twelfth century in particular. The prototype produced combines elements
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Sheets, Gregory S. "Audio coding and identification for an interactive television application." Thesis, This resource online, 1996. http://scholar.lib.vt.edu/theses/available/etd-02132009-172049/.

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Byers, Kenneth Charles. "Full-body interaction : perception and consciousness in interactive digital 3-dimension audio visual installations." Thesis, University of the West of Scotland, 2017. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.740180.

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Lucas, Stephen 1985. "Virtual Stage: Merging Virtual Reality Technologies and Interactive Audio/Video." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc984124/.

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Virtual Stage is a project to use Virtual Reality (VR) technology as an audiovisual performance interface. The depth of control, modularity of design, and user immersion aim to solve some of the representational problems in interactive audiovisual art and the control problems in digital musical instruments. Creating feedback between interaction and perception, the VR environment references the viewer's behavioral intuition developed in the real world, facilitating clarity in the understanding of artistic representation. The critical essay discusses of interactive behavior, game mechanics, inte
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Roy, Deb Kumar 1969. "NewsComm--a hand-held device for interactive access to structured audio." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/60444.

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Christensen, Tania. "The Sound of Suspense : Designing an audio-physical, interactive storytelling system." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280701.

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In this paper, the design process and evaluation of an interactive audio-physical storytelling system that uses motion capture to deliver a narrative is described. Following a research through design approach, the aim is to establish which factors are important when designing audiophysical systems for storytelling. To investigate how the visuals and audio collaborated, two diferent experiments were conducted. Six participants were flmed when interacting with the system while using the Sensual Evaluation Instrument (SEI), followed by an interview focusing on their experience of the narrative an
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Donat-Bouillud, Pierre. "Models, Analysis and Execution of Audio Graphs in Interactive Multimedia Systems." Electronic Thesis or Diss., Sorbonne université, 2019. http://www.theses.fr/2019SORUS604.

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Les Systèmes Interactifs Multimédia (SIM) sont utilisés en concert pour des spectacles interactifs, qui mêlent en temps-réel instruments acoustiques, instruments électroniques, des données issues de divers capteurs (gestes, interface midi, etc) et le contrôle de différents média (vidéo, lumière, etc). Cette thèse présente un modèle formel de graphe audio, via un système de types et une sémantique dénotationnelle, avec des flux de données bufferisés datés multipériodiques qui permettent de représenter avec plus ou moins de précisions l'entrelacement du contrôle (par exemple un oscillateur basse
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Schiessl, Simon Karl Josef 1972. "Acoustic chase : designing an interactive audio environment to stimulate human body movement." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/26919.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2004.<br>Includes bibliographical references (p. 58-60).<br>An immersive audio environment was created that explores how humans react to commands imposed by a machine generating its acoustic stimuli on the basis of tracked body movement. In this environment, different states of human and machine action are understood as a balance of power that moves back and forth between the apparatus and the human being. This system is based on spatial sounds that are designed to sti
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Tilki, John F. "Encoding a Hidden Digital Signature Using Psychoacoustic Masking." Thesis, Virginia Tech, 1998. http://hdl.handle.net/10919/36785.

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The Interactive Video Data System (IVDS) project began with an initial abstract concept of achieving interactive television by transmitting hidden digital information in the audio of commercials. Over the course of three years such a communication method was successfully developed, the hardware systems to realize the application were designed and built, and several full-scale field tests were conducted. The novel coding scheme satisfies all of the design constraints imposed by the project sponsors. By taking advantage of psychoacoustic properties, the hidden digital signature is inaudible t
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West, Charles J. Rhodes Dent. "An interactive system for developing multimediated hospital-based patient instruction." Normal, Ill. Illinois State University, 2001. http://wwwlib.umi.com/cr/ilstu/fullcit?p3064488.

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Thesis (Ed. D.)--Illinois State University, 2001.<br>Title from title page screen, viewed March 30, 2006. Dissertation Committee: Dent Rhodes (chair), Norman Bettis, Kenneth Jerich, Joaquin Vila. Includes bibliographical references (leaves 110-118) and abstract. Also available in print.
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Cochrane, Karen Anne. "Understanding and Designing for the First-Person Experience of Walking and Sitting Mindfulness Meditation Facilitated by EEG Modulated Interactive Soundscapes." Thesis, The University of Sydney, 2021. https://hdl.handle.net/2123/25864.

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An established way for people to learn coping strategies to deal with everyday stress is mindfulness meditation. Current technologies that incorporate the teachings of mindfulness meditation often use realtime, corrective feedback models to help people understand when they are in a mindfulness state. Interactive soundscapes modulated by electroencephalogram (EEG) data offer promising opportunities to support attentional focus and meta-awareness during meditation. However, existing research often relies on quantitative survey data and ignores collecting first-person perspectives of the moment-
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Patel, Dipankumar Dalubhai. "Subjective effects of cell loss and bit error on compressed audio-visual applications over ATM." Thesis, Imperial College London, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.314077.

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Blake, Todd Arthur. "Micro Coin (TM) Computer Interactive Educational System." Virtual Press, 1985. http://liblink.bsu.edu/uhtbin/catkey/491464.

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The purpose of this creative project was to develop a promotional videotape to be used in the marketing process of Micro Coin(TM). This area had not been explored before by Micro Coin Electronics Incorporated. Based on the information given to me about Micro Coin I was given total control of the content of the videotape. I based my creative project on comparing current marketing techniques of computers and computer software, and Micro Coin builds and improves those techniques. Micro Coin is such a revolutionary idea, there was the need to show an example of Micro Coin being used. I learned tha
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Blue, Kevin J. "In/retrospection : an interactive audiovisual composition for ten-piece orchestra, electronically manipulated audio, and video." Virtual Press, 2007. http://liblink.bsu.edu/uhtbin/catkey/1365789.

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In/Retrospection is an audiovisual composition employing audio and video in an interactive form, written for a ten-piece orchestra, electronically generated audio, and video that interact with each other in a variety of ways. Not only is the use of overall interaction employed, but each element of the composition is given its own space to develop and take its place in the forefront of the listeners/viewers focus, thus shifting attention to various aspects of the composition. In this way, the composition is neither a video with accompanying audio or audio with accompanying video, but a combinat
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Wozniewski, Michael. "A framework for interactive three-dimensional sound and spatial audio processing in a virtual environment." Thesis, McGill University, 2007. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=18430.

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Immersive virtual environments offer the possibility of natural interaction within a virtual world that is familiar to users because it is based on everyday activity. The use of such environments for the representation and control of 3-D sound remains largely unexplored. We propose a novel paradigm for interacting with sound and using virtual space as the medium for spatial audio processing. A supporting software framework has been developed that provides functionality not available in other 3-D audio systems, including powerful control over the directivity of sound and the ability to bend the
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Leaman, Oliver. "CuDAS : an interactive curriculum combining pedagogic composition with interactive software for the teaching of music technology." Thesis, Brunel University, 2010. http://bura.brunel.ac.uk/handle/2438/6071.

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Within the framework of education of Music Technology for 16-18 year olds there exists a lack of thorough teaching and learning resources sufficient for a broad understanding of the basics of audio and electronic synthesis. This PhD submission outlines the role of the composer in the classroom in addressing this fundamental issue through the development of a curriculum containing pedagogic composition and interactive software. There will be a discussion of the principles of pedagogic methodologies developed by various composers and of the current model of learning provided in Music Technology
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Denois, Véronique. "La télévision démocratique : recherche sur l'hypothèse d'un téléspectateur sujet dans l'espace audio-visuel." Paris 5, 1996. http://www.theses.fr/1996PA05H090.

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Notre recherche veut rendre compte d'un moment fondateur de l'espace audio-visuel en mutation dans lequel nous évoluons : celui du basculement de la télévision du monopole dans la logique d'un espace privatise. Plusieurs analyses mettent l'accent sur le pouvoir économique, l'assujettissement de l'outil audiovisuel à ses financiers. Revendiquant la liberté si tardivement acquise dans le cas français, les professionnels prétendaient n'accepter qu'un prescripteur : le public. Ils entendaient mettre en œuvre la "démocratie télévisuelle" par la soumission de la communication médiatisée aux objectif
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Bolte, Jason L. "Forgotten dreams : an electro-acoustic composition for double bass, eight-channel digital audio, and interactive electronics." Virtual Press, 2003. http://liblink.bsu.edu/uhtbin/catkey/1265460.

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This creative project explores the technical and musical possibilities associated with the composition of an electro-acoustic work, scored for double bass, eight-channel digital audio, and interactive electronics, that integrates the uniqueness and spontaneity of live performance with the textural, timbral, and spatial complexity that can be achieved through the use of prerecorded digital audio. The most significant compositional idea that is explored in this work is the interactions between the double bass, digital audio, and interactive electronics. These three components interact with one a
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Ong, Felicia Li Chin. "Transforming the Learner's Environment: Blending Interactive and Multimedia [Poster presentation]." School of Engineering, Design and Technology. University of Bradford, 2010. http://hdl.handle.net/10454/4445.

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Chiu, Chi-Hsun. "Multimedia technology enhances library services : creating an interactive DVD for Muncie Public Library." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1345334.

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This creative project is to create a DVD as an interactive tool for Muncie Public Library librarians, introducing the library's environment and promoting programs to local residents. The DVD provides a friendly interface and utilizes the latest technology, such as Quick Time movies, 360° Virtual pictures and animations in introducing the library's facilities and guiding Muncie residents visually around the library. Additionally, the DVD provides a new method instead of a traditional flyer for residents to access the library's services and programs.<br>Department of Telecommunications
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Christel, Michael George. "A comparative study of digital video interactive interfaces in the delivery of a code inspection course." Diss., Georgia Institute of Technology, 1991. http://hdl.handle.net/1853/8151.

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Beane, Allison Brooke. "Generating audio-responsive video images in real-time for a live symphony performance." Texas A&M University, 2003. http://hdl.handle.net/1969.1/5927.

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Multimedia performances, uniting music and interactive images, are a unique form of entertainment that has been explored by artists for centuries. This audio-visual combination has evolved from rudimentary devices generating visuals for single instruments to cutting-edge video image productions for musical groups of all sizes. Throughout this evolution, a common goal has been to create real-time, audio-responsive visuals that accentuate the sound and enhance the performance. This paper explains the creation of a project that produces real-time, audioresponsive and artist interactive visuals to
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Pridemore, David H. "Interactive CD-ROM computer tour of the Ball State University Department of Art." Virtual Press, 1995. http://liblink.bsu.edu/uhtbin/catkey/961564.

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For my creative thesis project I authored an interactive tour of the Ball State Department of Art. Many underlying factors go into this project. My desire to learn multimedia design, the departments desire to develop a new information tool and having the necessary hardware and software to do such a project were all key to its sucess.In the summer of 1994 I came to Ball State to learn multimedia authoring while getting a master's degree in art. Unknown to me at that time, the department had set a goal of increasing visibility both within and beyond the Ball State community. Faculty members Prof
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Ahmad, Ali. "DESIGN FOR AUDITORY DISPLAYS: IDENTIFYING TEMPORAL AND SPATIAL INFORMATION CONVEYANCE PRINCIPLES." Doctoral diss., University of Central Florida, 2007. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2835.

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Designing auditory interfaces is a challenge for current human-systems developers. This is largely due to a lack of theoretical guidance for directing how best to use sounds in today's visually-rich graphical user interfaces. This dissertation provided a framework for guiding the design of audio interfaces to enhance human-systems performance. This doctoral research involved reviewing the literature on conveying temporal and spatial information using audio, using this knowledge to build three theoretical models to aid the design of auditory interfaces, and empirically validating select compone
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Libler, Rebecca W. "A study of the effectiveness of interactive television as the primary mode of instruction in selected high school physics classes." Virtual Press, 1991. http://liblink.bsu.edu/uhtbin/catkey/776632.

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The study gathered and analyzed data about the impact of interactive television on student achievement and attitude in high school physics classes. Students enrolled in a distance learning program using interactive television to teach physics were the study population. Data were obtained from eighty-five students at six remote sites and the originating site. Z-tests of the mean scores obtained by the study population on each section of the American Association of Physics Teachers/National Science Teachers Association (AAPT/NSTA) Introductory Physics Examination Version 1988R indicated the stud
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Maake, Matsobane Joshua. "Using interactive television in the in-service education and training of guidance teachers." Thesis, University of Pretoria, 2000. http://hdl.handle.net/2263/26234.

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This study is focused on how technology is employed as educational support media in distance education. The aim is to establish the availability and accessibility of interac¬tive television for both guidance teachers and students in rural, remote and previously disadvantaged communities. Interactive television could be used to support the primary modes of education, namely, contact education on campus or at remote sites, paper-¬based distance education and Web-based distance education for in-service education and training of guidance teachers. The TELETUKS schools project is cursorily pre¬sent
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Strandberg, Carl. "Mediating Interactions in Games Using Procedurally Implemented Modal Synthesis : Do players prefer and choose objects with interactive synthetic sounds over objects with traditional sample based sounds?" Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-68015.

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Procedurally implemented synthetic audio could offer greater interactive potential for audio in games than the currently popular sample based approach does. At the same time, synthetic audio can reduce storage requirements that using sample based audio results in. This study examines these potentials, and looks at one game interaction in depth to gain knowledge around if players prefer and chooses objects with interactive sounds generated through procedurally implemented modal synthesis, over objects with traditionally implemented sample based sound. An in-game environment listening test was c
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Miranda, David J. "Music Blocks: Design and Preliminary Evaluation of Interactive Tangible Block Games with Audio and Visual Feedback for Cognitive Assessment and Training." Case Western Reserve University School of Graduate Studies / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=case1516970991068766.

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Pecino, Rodriguez Jose Ignacio. "Portfolio of original compositions : dynamic audio composition via space and motion in virtual and augmented environments." Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/portfolio-of-original-compositions-dynamic-audio-composition-via-space-and-motion-in-virtual-and-augmented-environments(637e9f5b-7d42-4214-92c4-70bac912cec2).html.

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Electroacoustic music is often regarded as not being sufficiently accessible to the general public because of its sound-based abstract quality and the complexity of its language. Live electronic music introduces the figure of the performer as a gestural bodily agent that re-enables our multimodal perception of sound and seems to alleviate the accessibility dilemma. However, live electronic music generally lacks the level of detail found in studio-based fixed media works, and it can hardly be transferred outside the concert hall situation (e.g. as a video recording) without losing most of its f
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Williams, Vanyelle Coughran. "Development of a Physical Science Curriculum for Interactive Videodisc Delivery: A Case Study." Thesis, North Texas State University, 1986. https://digital.library.unt.edu/ark:/67531/metadc332133/.

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Using a case study approach, this investigation focused on the deliberations and decision-making processes involved in the development of a physical science curriculum to be delivered by interactive videodiscs. The mediating factors that influenced the developmental processes included the participants and their perceptions, their decisions and factors influencing their decisions. The Curriculum and Instruction Advisory Committee of the Texas Learning Technology Group was selected as the subject of this study which used qualitative data collection methods. Data collection included participant o
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Andersson, Olliver. "Exploring new interaction possibilities for video game music scores using sample-based granular synthesis." Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79572.

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For a long time, the function of the musical score has been to support activity in video games, largely by reinforcing the drama and excitement. Rather than leave the score in the background, this project explores the interaction possibilities of an adaptive video game score using real-time modulation of granular synthesis. This study evaluates a vertically re-orchestrated musical score with elements of the score being played back with granular synthesis. A game level was created where parts of the musical score utilized one granular synthesis stem, the parameters of which were controlled by t
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Dorina, Dibra. "Real-time interactive visualization aiding pronunciation of English as a second language." Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-40264.

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Computer assisted language learning (CALL) comprises a wide range of information technologies that aim to broaden the context of teaching by getting advantages of IT. For example, a few efforts have been put on including a combination of voice and its visual representation for language learning, and some studies are reporting positive outcomes. However, more research is needed in order to assess the impact caused by specific visualization styles such as: highlighting syllables and/or wave of sound. In order to explore this issue, we focused at measuring the potential impact that two distinct v
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Li, Zheng, and Hua Wang. "A Mobile Game for Encouraging Active Listening among Deaf and Hard of Hearing People : Comparing the usage between mobile and desktop game." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10500.

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Context. Daily active listening is important for the deaf and hard of hearing people (DHH) of their hearing rehabilitation, but the related hearing activities are usually not enough for them due to kinds of reasons. Although some traditional desktop computer-assisted tools were created for encouraging active listening, the usage rate is not high. Nowadays, mobile smart devices become more and more widely used and easily accessible all around the world. Game applications on these devices are good tools for training related activities. However, in the market, there are limited games designed for
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Sommer, Nathan. "A Machine Learning Approach to Controlling Musical Synthesizer Parameters in Real-Time Live Performance." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1592168963826025.

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Johansson, David, and Nils Rydh. "Interaktivitet inom ambisonics : Samband mellan rörelser och interaktivt ljud." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21750.

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Musik och rörelser har sedan urminnes tider varit nära bundna via dansen, men detta sambandet har för det mesta varit endimensionellt i den mening att en eller fler människor som reagerar till musik eller ljud av något slag. Här har vi sett att det finns ett intressant rumsligt, interaktivt och sinnligt utforskande att göra. Via ambisonics, en teknik för att panorera ljud i tre dimensioner och en Kinect kamera har vi utforskat vad som sker när en vänder på detta sambandet och låter ljudet reagera till människans rörelse istället. Men här finns mer att utforska än bara sambandet mellan musik oc
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Watkins, Mark N. "Technology and the history-social science framework." CSUSB ScholarWorks, 1992. https://scholarworks.lib.csusb.edu/etd-project/1055.

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Bazin, Théis. "Designing novel time-frequency scales for interactive music creation with hierarchical statistical modeling." Electronic Thesis or Diss., Sorbonne université, 2023. http://www.theses.fr/2023SORUS242.

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La création musicale moderne se déploie à de nombreuses échelles de temps différentes : de la vibration d'une corde ou la résonance d'un instrument électronique à l'échelle de la milliseconde en passant par les quelques secondes typiques d'une note d'instrument, jusqu'aux dizaines de minutes d'opéras ou de DJ sets. L'entremêlement de ces multiples échelles a mené au développement de nombreux outils techniques et théoriques pour rendre efficace cette entreprise de manipulation du temps. Ces abstractions, telles les gammes, les notations rythmiques ou encore les modèles courants de synthèse audi
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Young, David M. "Adaptive Game Music: The Evolution and Future of Dynamic Music Systems in Video Games." Ohio University Honors Tutorial College / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1340112710.

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45

Goller, Whitney. "DollHouse." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etd/3065.

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The artist discusses the work in DollHouse, her Master of Fine Arts exhibition on display at Tipton Gallery, Johnson City, Tennessee from January 25 to February 5, 2016. The exhibition was an installation consisting of five sets, each containing furniture - both 2D and 3D - and a mask with instructions relating to a room found within a dollhouse. The sets and supporting thesis explore the ideas of social norms, feminism, and identity, and how submission to ideologies can create emptiness, while engagement can prompt social change. Topics include the process and evolution of the work and the ar
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Wooller, René William. "Techniques for automated and interactive note sequence morphing of mainstream electronic music." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/20232/1/Rene_Wooller_Thesis.pdf.

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Note sequence morphing is the combination of two note sequences to create a ‘hybrid transition’, or ‘morph’. The morph is a ‘hybrid’ in the sense that it exhibits properties of both sequences. The morph is also a ‘transition’, in that it can segue between them. An automated and interactive approach allows manipulation in realtime by users who may control the relative influence of source or target and the transition length. The techniques that were developed through this research were designed particularly for popular genres of predominantly instrumental electronic music which I will refer to c
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Wooller, René William. "Techniques for automated and interactive note sequence morphing of mainstream electronic music." Queensland University of Technology, 2007. http://eprints.qut.edu.au/20232/.

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Note sequence morphing is the combination of two note sequences to create a ‘hybrid transition’, or ‘morph’. The morph is a ‘hybrid’ in the sense that it exhibits properties of both sequences. The morph is also a ‘transition’, in that it can segue between them. An automated and interactive approach allows manipulation in realtime by users who may control the relative influence of source or target and the transition length. The techniques that were developed through this research were designed particularly for popular genres of predominantly instrumental electronic music which I will refer to c
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Gertonsson, Simon, and Anton Hansson. "Det spatiala ljudets vikt." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16987.

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Detta kandidatarbete handlar om det spatiala ljudets vikt i en digital värld där det visuella alltsom oftast hamnar i framkant. För att utföra detta går denna text in på vad ett ljudligt narrativ är, människans lyssnade och interaktivt ljudberättande. Förståelse för alternativa koncept såsom ljud i olika kontexter, till exempel soundscapes och sound mapping presenteras med studier från R. Murray. Schafer (1994), Mark Nazemi och Diane Gromala(2012).Tillsammans med ny och gammal teknik kommer denna undersökning att försöka arbeta gentemot människans naturliga respons till ljud utan visuella refe
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Rao, Ram Raghavendra. "Audio-visual interaction in multimedia." Diss., Georgia Institute of Technology, 1998. http://hdl.handle.net/1853/13349.

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Molina, Villota Daniel Hernán. "Vocal audio effects : tuning, vocoders, interaction." Electronic Thesis or Diss., Sorbonne université, 2024. http://www.theses.fr/2024SORUS166.

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Cette recherche se concentre sur l'utilisation d'effets audio numériques (DAFx) sur les pistes vocales dans la musique moderne, on étudie principalement la correction de la hauteur et le vocoding. Malgré son utilisation répandue, il n'y a pas eu suffisamment de discussions sur la manière d'améliorer l'autotune ou sur ce qui rend une modification de la hauteur plus intéressante d'un point de vue musical. Une analyse taxonomique des effets vocaux a été réalisée, montrant des exemples de la manière dont les effets peuvent préserver ou transformer l'identité vocale et leur utilisation musicale, en
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