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1

Waters, Richard C. "Audio interactive tutor." Journal of the Acoustical Society of America 101, no. 5 (1997): 2428. http://dx.doi.org/10.1121/1.419492.

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2

Raman, T. V., and David Gries. "Interactive Audio Documents." Journal of Visual Languages & Computing 7, no. 1 (1996): 97–108. http://dx.doi.org/10.1006/jvlc.1996.0006.

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3

Waters, Richard C. "THE AUDIO INTERACTIVE TUTOR." Computer Assisted Language Learning 8, no. 4 (1995): 325–54. http://dx.doi.org/10.1080/0958822950080403.

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4

Howlett, Grant S. "Interactive Audio/Video Hardware Configurations." CALICO Journal 4, no. 1 (2013): 39–50. http://dx.doi.org/10.1558/cj.v4i1.39-50.

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A complete Interactive Audio/Videodisc system includes several different pieces of equipment, each of which must be selected for compatibility with the complete configuration and with the courseware. Each of the several pieces and their functions is described, and some sample configurations are given to help developers, teachers, and administrators cope with the hardware selection problems.
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He, Jun. "Quartet: Designing for an Experimental Audio Game in Mixed Reality Environments." Lecture Notes in Education Psychology and Public Media 5, no. 1 (2023): 482–90. http://dx.doi.org/10.54254/2753-7048/5/20220673.

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Applying sonic interaction to game design has gained momentum in recent year. This paper proposes a novel approach to design an experimental audio game Quartet that is immersive and highly interactive in the mixed reality environment. The chief aims of designing this game are to explore the music improvisation techniques by using the software Touchdesigner and to create a new spectatorship of sonic interaction in immersive experiences. To achieve the goals, several methods were presented: interactive storytelling, audio visualization, ceding control, sonic interaction, etc. The research has al
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Liu, Fan, and Jiandong Fang. "Multi-Scale Audio Spectrogram Transformer for Classroom Teaching Interaction Recognition." Future Internet 15, no. 2 (2023): 65. http://dx.doi.org/10.3390/fi15020065.

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Classroom interactivity is one of the important metrics for assessing classrooms, and identifying classroom interactivity through classroom image data is limited by the interference of complex teaching scenarios. However, audio data within the classroom are characterized by significant student–teacher interaction. This study proposes a multi-scale audio spectrogram transformer (MAST) speech scene classification algorithm and constructs a classroom interactive audio dataset to achieve interactive teacher–student recognition in the classroom teaching process. First, the original speech signal is
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Jaspers, Fons, and Zhang Ji-Ping. "Interactive Audio for Computer Assisted Learning." Journal of Educational Technology Systems 19, no. 1 (1990): 59–74. http://dx.doi.org/10.2190/xjgl-xp52-3teg-yg2m.

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McPhee, Scot. "Audio-visual Poetics in Interactive Multimedia." Convergence: The International Journal of Research into New Media Technologies 3, no. 4 (1997): 72–91. http://dx.doi.org/10.1177/135485659700300407.

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CHURCH, D. M. "Interactive Audio for Foreign-Language Learning." Literary and Linguistic Computing 5, no. 2 (1990): 191–94. http://dx.doi.org/10.1093/llc/5.2.191.

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10

Kuntz, Matthieu, and Bernhard U. Seeber. "Spatial audio for interactive hearing research." INTER-NOISE and NOISE-CON Congress and Conference Proceedings 265, no. 2 (2023): 5120–27. http://dx.doi.org/10.3397/in_2022_0741.

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The use of sound field synthesis for hearing research has gained popularity due to the ability to auralize a wide range of sound scenes in a controlled and reproducible way. We are interested in reproducing acoustic environments for interactive hearing research, allowing participants to move freely over an extended area in the reproduced sound field. While the physically accurate sound field reproduction using sound field synthesis is limited to the sweet spot, it is unclear how different perceptual measures vary across the reproduction area and how suitable sound field synthesis is to evaluat
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Pfost, Maximilian, and Jana G. Freund. "Interactive Audio Pens, Home Literacy Activities and Emergent Literacy Skills." Jugendweihe & Co. – Übergangsrituale im Jugendalter 13, no. 3-2018 (2018): 337–49. http://dx.doi.org/10.3224/diskurs.v13i3.06.

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Interactive audio pens – pens that contain a built-in speaker and that can be used in combination with books that are made for this purpose – are new, commercially available technological developments that have found widespread dissemination. In the current paper, we studied the availability and use of these interactive audio pens and their associations with home literacy activities and children’s emergent literacy skills in a sample of 103 German preschool children. We found that the availability of interactive audio pens at home showed small positive relations to children’s verbal short-term
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Caspe, Franco, Jordie Shier, Mark Sandler, Charalampos Saitis, and Andrew McPherson. "Designing Neural Synthesizers for Low-Latency Interaction." Journal of the Audio Engineering Society 73, no. 5 (2025): 240–55. https://doi.org/10.17743/jaes.2022.0204.

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Neural audio synthesis (NAS) models offer interactive musical control over high-quality, expressive audio generators. While these models can operate in real time, they often suffer from high latency, making them unsuitable for intimate musical interaction. The impact of architectural choices in deep learning models on audio latency remains largely unexplored in the NAS literature. In this work, the authors investigate the sources of latency and jitter typically found in interactive NAS models. They then apply this analysis to the task of timbre transfer using the RAVE model (Realtime Audio Var
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Nafiah, Silvia Umrotun. "Audio-Visual Aids in English Foreign Language (EFL) Teaching A Multimodal Discourse Analysis." Dinamika Bahasa dan Budaya 18, no. 2 (2023): 90–96. https://doi.org/10.35315/bb.v18i2.9569.

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Through a multimodal discourse analysis, this study investigates the use of audio-visual aids in English Foreign Language (EFL) education. The study looks into the multimodal characteristics of audio-visual aids, their interaction, and their impact on language acquisition. The study employs a qualitative research methodology and a variety of data collection methods, such as classroom observations, video recordings, and interviews with EFL teachers. The data is examined using multimodal discourse analysis approaches, with a focus on the incorporation of visuals, audio, gestures, and interactive
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Nayak, Tanmay Kumar, and Prof Neetu Singh. "Interactive Braille Learning System." INTERNATIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 07 (2025): 1–9. https://doi.org/10.55041/ijsrem51291.

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The Interactive Braille Learning System (IBLS) is a novel assistive solution aimed at revolutionizing the way Braille is taught and learned by visually impaired individuals. By integrating voice recognition, microcontroller-controlled electromagnetic actuation, and real-time audio-tactile feedback, this system offers an interactive, autonomous, and inclusive educational tool. IBLS allows users to input voice commands which are translated into Braille characters using solenoid-driven pins, reinforced by corresponding audio feedback. The system includes a self-learning mode, multilingual support
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Mailani, Elvi, Akden Simanihuruk, and Imelda Free Unita Manurung. "PENGEMBANGAN MEDIA BERBASIS INTERACTIVE AUDIO INTERACTION (IAI) BAGI MAHASISWA PGSD UNIMED." ELEMENTARY SCHOOL JOURNAL PGSD FIP UNIMED 9, no. 4 (2019): 290. http://dx.doi.org/10.24114/esjpgsd.v9i4.16379.

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ABSTRACTThis study aims to develop an Interactive Audio Instruction (IAI) media for studentd majoring in UNIMED primary school teacher education (PGSD). The specific purpose of this research is to develop IAI-based fraction media which will later be used by students majoring in primary school teacher education in teaching fraction material when they later become a teacher. This research (Development Research). This research subyek is a student majoring in elementary schoool teacher education at Medan State University. Keywords: IAI, Fractional, Media ABSTRAKPenelitian ini bertujuan untuk menge
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Torres, Julio, and Íñigo Yanguas. "Levels of Engagement in Task-based Synchronous Computer Mediated Interaction." Canadian Journal of Applied Linguistics 24, no. 2 (2021): 203–28. http://dx.doi.org/10.37213/cjal.2021.31319.

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Investigating task-based synchronous computer-mediated communication (SCMC) interaction has increasingly received scholarly attention. However, studies have focused on negotiation of meaning and the quantity, focus and resolution of language related episodes (LREs). This study aims to broaden our understanding of the role of audio, video, and text SCMC conditions by additionally examining second language (L2) learners’ levels of engagement during the production of LREs as a result of interactive real-world tasks. We tested 52 dyads of L2 Spanish intermediate learners who completed a decision-
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Huo, Ruicai, Wei Huang, and Chao Liu. "Design and implementation of intelligent audio-video interaction and control platform based on distributed architecture." MATEC Web of Conferences 336 (2021): 05002. http://dx.doi.org/10.1051/matecconf/202133605002.

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The traditional audio-video interaction mainly adopts matrix centralized processing technology with limited transmission distance and expansion. In application mode, the function of remote signal sharing and multi-screen linkage cannot be realized. Aiming at the above problems, an audio-video interactive platform based on distributed architecture is designed in the background of multi-type audio-video network information interconnection. This platform takes the distributed architecture as the core and combines the audio-video codec technology to build the distributed display control system, wh
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Istifadah, Istifadah, Taufiq Satria Mukti, and Kartika Satya Noviafitri. "Learning Outcomes of Listening Comprehension Skills through Audio Visual and Interactive-Audio." JETLe (Journal of English Language Teaching and Learning) 3, no. 2 (2022): 18–24. http://dx.doi.org/10.18860/jetle.v3i2.15623.

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This study aims to examine strategies and media bases in learning English-Listening Comprehension skills. The two strategies that are the subject of discussion are the Audio-Visual Media-based Strategy and the Interactive-Audio Strategy. Quantitative research was carried out by surveying the object of research and strengthened by interviews with several respondents at random to ensure that all respondents had received learning with two strategies. The object of this research is the students of the English Education Department at the State Islamic University of Maulana Malik Ibrahim Malang. All
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Salazar, Jorge. "INTERACTIVE AUDIO STRATEGIES FOR DEVELOPING LISTENING SKILLS." CALICO Journal 7, no. 1 (2013): 67–75. http://dx.doi.org/10.1558/cj.v7i1.67-75.

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This article is based on a paper presented at the CALICO '89 Sixth Annual International Symposium, Colorado Springs, Colorado. This article describes and discusses some ideas for exercise types that can best exploit the capabilities of the computer-controlled laser audio disc in the design and development of foreign language listening comprehension learning activities. The exercises considered include vocabulary recognition, discovering paraphrases, predicting discourse, and transcribing text. Some suggestions for future study are offered.
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Feasley, Charles E., and Ron Payne. "Media review: Interactive audio: Available training resources." American Journal of Distance Education 2, no. 3 (1988): 97–100. http://dx.doi.org/10.1080/08923648809526642.

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Samani, Hooman Aghaebrahimi, Adrian David Cheok, and Owen Noel Newton Fernando. "An affective interactive audio interface for Lovotics." Computers in Entertainment 9, no. 2 (2011): 1–14. http://dx.doi.org/10.1145/1998376.1998377.

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Oldfield, Robert, Ben Shirley, and Jens Spille. "Object-based audio for interactive football broadcast." Multimedia Tools and Applications 74, no. 8 (2013): 2717–41. http://dx.doi.org/10.1007/s11042-013-1472-2.

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23

Khandelwal, Karan, Krishiv Pandita, Kshitij Priyankar, Kumar Parakram, and Tejaswini K. "Svara Rachana - Audio Driven Facial Expression Synthesis." International Journal for Research in Applied Science and Engineering Technology 12, no. 5 (2024): 2024–29. http://dx.doi.org/10.22214/ijraset.2024.62019.

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Abstract: Svara Rachana is a fusion of artificial intelligence and facial animation which aims to revolutionize the field of digital communication. Harnessing the ever-evolving power of neural networks in the form of Long Short-Term Memory (LSTM) model, Svara Rachana offers a cutting edge, interactive web application designed to synchronize human speech with realistic 3D facial animation. Users can upload or record an audio file and upload it to the web interface containing human speech, with the core functionality being the generation of synchronized lip movements on a 3D avatar. The system g
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Li, Shuo, and Jianjun Li. "Construction of Interactive Virtual Reality Simulation Digital Media System Based on Cross-Media Resources." Computational Intelligence and Neuroscience 2022 (August 5, 2022): 1–12. http://dx.doi.org/10.1155/2022/6419128.

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The combination of video and music is the most typical combination form in interactive multimedia works, which focuses on the audio-visual presentation characteristics of interactive art. Since both creative practice and theoretical research are still in the development stage, we focus on the creation of audio-visual integration in interactive multimedia works. Theoretical achievements are still very rare, and the guidance of creation theory plays an important role in the improvement of the aesthetic level of works. Therefore, for the development of interactive multimedia works creation, creat
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Gomilevskaya, Galina, and Taisiya Putilina. "Interactive audio guide as an excursion activity tool in the context of smart tourism development." TERRITORY OF NEW OPPORTUNITIES OPENS FOR INVESTMENT PROJECTS OF THE FUTURE 16, no. 4 (2025): 60–72. https://doi.org/10.29039/2949-1258/2024-4/060-072.

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The article examines the innovative nature of sightseeing activities, taking into account the use of an interactive audio guide in the context of the development of smart tourism. Sightseeing and educational tourism is the most popular segment of the tourist market, which, in turn, demonstrates gradual improvement with the advent of new forms and approaches to its organization. In recent years, the integration of artificial intelligence has become relevant. Advanced technologies are revolutionizing various industries due to the advantages they can offer. According to the form of a guided tour,
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Liu, Xiulong, Sudipta Paul, Moitreya Chatterjee, and Anoop Cherian. "CAVEN: An Embodied Conversational Agent for Efficient Audio-Visual Navigation in Noisy Environments." Proceedings of the AAAI Conference on Artificial Intelligence 38, no. 4 (2024): 3765–73. http://dx.doi.org/10.1609/aaai.v38i4.28167.

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Audio-visual navigation of an agent towards locating an audio goal is a challenging task especially when the audio is sporadic or the environment is noisy. In this paper, we present CAVEN, a Conversation-based Audio-Visual Embodied Navigation framework in which the agent may interact with a human/oracle for solving the task of navigating to an audio goal. Specifically, CAVEN is modeled as a budget-aware partially observable semi-Markov decision process that implicitly learns the uncertainty in the audio-based navigation policy to decide when and how the agent may interact with the oracle. Our
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Tilepbaeva, Uldawlet. "Multimodal communication in the digital age." Инновации в современной лингвистике и преподавании языков, no. 1 (April 11, 2025): 115–18. https://doi.org/10.47689/zttctoi-vol1-iss1-pp115-118.

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In the digital age, communication has evolved beyond traditional text-based interactions to incorporate multiple modes, including images, audio, video, and interactive elements. This phenomenon, known as multimodal communication, plays a crucial role in shaping online discourse and human interaction. This article explores the key components of multimodal communication, including text-visual integration, audio-visual content, and interactive features found on social media and digital platforms. It also examines the sociolinguistic implications of this shift, such as the evolution of internet sl
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Obielodan, Omotayo Olabo, Amos Ochayi Onojah, Adenike Aderogba Onojah, Ebenezer Sanya Ibironke, and Esther Oluwafunmilayo Alabi. "Interactive Effect of Score Levels on Students’ Performance in Social Studies." Inovasi Kurikulum 19, no. 1 (2022): 109–18. http://dx.doi.org/10.17509/jik.v19i1.40315.

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Perkembangan teknologi di era modern dapat membantu guru belajar tentang lingkungan belajar yang kolaboratif. Teknologi dapat memotivasi siswa dan memungkinkan mereka untuk terlibat pada tingkat yang sama sekali berbeda dari sebelumnya, itu juga meningkatkan pengalaman akademik siswa. Penelitian ini menguji pengaruh interaktif tingkat skor terhadap prestasi belajar IPS siswa. Pengujian data dalam penelitian ini dilakukan dengan uji ANOVA pada 29 SMP. Penelitian ini dilakukan dengan menguji pengaruh interaktif tingkat skor audio visual terhadap prestasi belajar siswa pada mata pelajaran IPS. Pe
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Seo, Jinsil Hwaryoung, Annie Sungkajun, Tiffany Sanchez, and Jinkyo Suh. "Touchology: Peripheral Interactive Plant Design for Well-being." Interaction Design and Architecture(s), no. 27 (December 20, 2015): 175–87. http://dx.doi.org/10.55612/s-5002-027-010.

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We present Touchology, a series of interactive plants that explore serenity and emotional attachment through meditative touch of plants with interactive audio-visualizations. Our approach focuses on creating various audio-visualizations for tactile interactions with living plants to enhance relationships betweeen the plants and users while evoking their empathy. Touchology was designed to offer a passive form of interaction. Our project offers a calming point of focus when needed. We particularly approached two populations (children with Autism and older adults in an elderly home) because it i
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Geronazzo, Michele, Amalie Rosenkvist, David Sebastian Eriksen, et al. "Creating an Audio Story with Interactive Binaural Rendering in Virtual Reality." Wireless Communications and Mobile Computing 2019 (November 14, 2019): 1–14. http://dx.doi.org/10.1155/2019/1463204.

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The process of listening to an audiobook is usually a rather passive act that does not require an active interaction. If spatial interaction is incorporated into a storytelling scenario, can open. Possibilities of a novel experience which allows an active participation might affect the user-experience. The aim of this paper is to create a portable prototype system based on an embedded hardware platform, allowing listeners to get immersed in an interactive audio storytelling experience enhanced by dynamic binaural audio rendering. For the evaluation of the experience, a short story based on the
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Anggoro, Damas Dwi, Tommy Anggriawan, and Deni Agus Setyono. "Interactive economics learning with audio-visual media (Sales Ratio Assessment case study)." Inovasi Kurikulum 21, no. 2 (2024): 1247–62. http://dx.doi.org/10.17509/jik.v21i2.68826.

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Tax education in secondary or vocational schools has an essential role in forming a good understanding of the tax system. This research aims to increase students' understanding of the Assessment Sales Ratio (ASR) method in economics learning through audio-visual media. ASR, often used in property valuation for tax purposes, was selected as a case study. The audio-visual media used includes video tutorials and interactive quizzes. Video tutorials are designed to explain ASR concepts and applications with engaging animations and diagrams, while interactive quizzes test students' understanding af
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Astuti, Septiana Dwi, Desvia Saputri, and Indah Maya Sari. "Pengembangan Multimedia Interaktif dengan Model Addie Dapat Menumbuhkan Semangat Belajar Peserta Didik Sekolah Dasar." YASIN 3, no. 6 (2023): 1307–16. http://dx.doi.org/10.58578/yasin.v3i6.1661.

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Interactive multimedia is a combination of several types of media that are combined and can be used in propiding explanations related to learning material in the learning process. Many interactive media were created with the goal of creating interactive media so that they can be used in the educational process. In developing interactive multimedia the model used is the ADDIE model (analysis, desaign, development, implementation, and evaluation). In develoving interactive multimedia, the authors chose the ADDIE model because this model is constanty evaluated at each level. When develoving and p
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Chamberlain, Alan, Mads Bødker, Adrian Hazzard, et al. "Audio Technology and Mobile Human Computer Interaction." International Journal of Mobile Human Computer Interaction 9, no. 4 (2017): 25–40. http://dx.doi.org/10.4018/ijmhci.2017100103.

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Audio-based mobile technology is opening up a range of new interactive possibilities. This paper brings some of those possibilities to light by offering a range of perspectives based in this area. It is not only the technical systems that are developing, but novel approaches to the design and understanding of audio-based mobile systems are evolving to offer new perspectives on interaction and design and support such systems to be applied in areas, such as the humanities.
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Kim, Kwangki, Jeongil Seo, Seungkwon Beack, Kyeongok Kang, and Minsoo Hahn. "Spatial Audio Object Coding With Two-Step Coding Structure for Interactive Audio Service." IEEE Transactions on Multimedia 13, no. 6 (2011): 1208–16. http://dx.doi.org/10.1109/tmm.2011.2168197.

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AU, TERRY KIT-FONG, WINNIE WAILAN CHAN, LIAO CHENG, LINDA S. SIEGEL, and RICKY VAN YIP TSO. "Can non-interactive language input benefit young second-language learners?" Journal of Child Language 42, no. 2 (2014): 323–50. http://dx.doi.org/10.1017/s0305000913000627.

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ABSTRACTTo fully acquire a language, especially its phonology, children need linguistic input from native speakers early on. When interaction with native speakers is not always possible – e.g. for children learning a second language that is not the societal language – audios are commonly used as an affordable substitute. But does such non-interactive input work? Two experiments evaluated the usefulness of audio storybooks in acquiring a more native-like second-language accent. Young children, first- and second-graders in Hong Kong whose native language was Cantonese Chinese, were given take-ho
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Johnston, Daniel, Hauke Egermann, and Gavin Kearney. "Measuring the Behavioral Response to Spatial Audio within a Multi-Modal Virtual Reality Environment in Children with Autism Spectrum Disorder." Applied Sciences 9, no. 15 (2019): 3152. http://dx.doi.org/10.3390/app9153152.

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Virtual Reality (VR) has been an active area of research in the development of interactive interventions for individuals with autism spectrum disorder (ASD) for over two decades. These immersive environments create a safe platform in which therapy can address the core symptoms associated with this condition. Recent advancements in spatial audio rendering techniques for VR now allow for the creation of realistic audio environments that accurately match their visual counterparts. However, reported auditory processing impairments associated with autism may affect how an individual interacts with
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Lupsa-Tataru, Lucian. "Audio fade-out profile shaping for interactive multimedia." Technium: Romanian Journal of Applied Sciences and Technology 2, no. 7 (2020): 179–89. http://dx.doi.org/10.47577/technium.v2i7.1913.

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The present investigation refers an effective technique of shaping the audio fade-out profile in the current context of high demand for interactive multimedia. A rational function is employed in order to bring forth a highly versatile fade-out transition. To emphasize that the audio volume, i.e. the output of the selected rational function, is returned without noticeable delays during the fading process, a straightforward implementation in pure JavaScript is put forward in the paper, taking into account the most unfavorable case from the computational point of view.
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Mu, Jie, and Ge Wang. "The Research on 3G Networks Streaming Media in M-Learning." Advanced Materials Research 219-220 (March 2011): 1186–90. http://dx.doi.org/10.4028/www.scientific.net/amr.219-220.1186.

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The popularity of 3G networks makes revolutionary changes occurred in M-learning, which enables us to do real-time video and audio learning and interactive video and audio learning. The article put emphasis on how to protect video and audio data transmission and the quality of M-learning.
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Burge, Elizabeth J., and Judith E. Snow. "Interactive audio classrooms: key principles for effective practice." Education for Information 8, no. 4 (1990): 299–312. http://dx.doi.org/10.3233/efi-1990-8402.

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Goudarzi, Visda. "Designing an Interactive Audio Interface for Climate Science." IEEE MultiMedia 22, no. 1 (2015): 41–47. http://dx.doi.org/10.1109/mmul.2015.4.

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Raghuvanshi, Nikunj, Andrew Allen, and John Snyder. "Numerical wave simulation for interactive audio-visual applications." Journal of the Acoustical Society of America 139, no. 4 (2016): 2008–9. http://dx.doi.org/10.1121/1.4949905.

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Correia, Nuno, and Raul Masu. "Affordances and Constraints in Interactive Audio / Visual Systems." EAI Endorsed Transactions on Creative Technologies 7, no. 23 (2020): 164000. http://dx.doi.org/10.4108/eai.23-4-2020.164000.

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Song, Myung-Suk, Cha Zhang, Dinei Florencio, and Hong-Goo Kang. "An Interactive 3-D Audio System With Loudspeakers." IEEE Transactions on Multimedia 13, no. 5 (2011): 844–55. http://dx.doi.org/10.1109/tmm.2011.2162581.

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44

Brock, Anke, and Christophe Jouffrais. "Interactive audio-tactile maps for visually impaired people." ACM SIGACCESS Accessibility and Computing, no. 113 (November 24, 2015): 3–12. http://dx.doi.org/10.1145/2850440.2850441.

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45

Cabrera, Andrés, JoAnn Kuchera-Morin, and Curtis Roads. "The Evolution of Spatial Audio in the AlloSphere." Computer Music Journal 40, no. 4 (2016): 47–61. http://dx.doi.org/10.1162/comj_a_00382.

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Spatial audio has been at the core of the multimodal experience at the AlloSphere, a unique instrument for data discovery and exploration through interactive immersive display, since its conception. The AlloSphere multichannel spatial audio design has direct roots in the history of electroacoustic spatial audio and is the result of previous activities in spatial audio at the University of California at Santa Barbara. A concise technical description of the AlloSphere, its architectural and acoustic features, its unique 3-D visual projection system, and the current 54.1 Meyer Sound audio infrast
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46

Reddy, Christopher. "A New Species of Science Education." American Biology Teacher 76, no. 1 (2014): 28–33. http://dx.doi.org/10.1525/abt.2014.76.1.7.

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Interactive television is a type of distance education that uses streaming audio and video technology for real-time student–teacher interaction. Here, I discuss the design and logistics for developing a high school laboratory-based science course taught to students at a distance using interactive technologies. The goal is to share a successful model of science implementation that has the potential to alleviate financially induced stress on science programs.
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Sousa, Jefferson Saylon Lima de, Carlos Benedito Alves da Silva Júnior, and Rosinete de Jesus Silva Ferreira. "A blind legend: sonoridade inclusiva no processo de audiogame." Cambiassu: Estudos em Comunicação 16, no. 28 (2021): 334. http://dx.doi.org/10.18764/2176-5111v16n28.2021.31.

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A partir das noções de Game Sound e Topologia Sonora analisamos a sonorização do accessible game francês A Blind Legend, que se trata de um audiogame mobile do gênero adventure. Discutindo sobre os conceitos de áudio interativo reativo e áudio interativo adaptativo observaremos como cada uma das três técnicas de sonorização inclusiva aplicadas neste tipo de jogo – Audio Quake, Serialization e Audio Icons/Audio Cues – se comportam dentro da narrativa consumida através do áudio binaural. A proposta é compreender como se desenvolve a sonoridade em um jogo eletrônico 100% sonoro a partir da ótica
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Santo, Santo. "STRATEGI VISUAL ANIMASI INTERAKTIF “KELILING JAWA”." Jurnal Dimensi DKV Seni Rupa dan Desain 4, no. 2 (2019): 109. http://dx.doi.org/10.25105/jdd.v4i2.5883.

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<p><strong>Abstract</strong><br />The Visual Strategy of Interactive Animation “Around Java”. Interactive animation “Around Java” is an interactive animation packed with digital technology, in which there is a visual language in the form of animation and audio to introduce Javanese island culture. Interactive animation “Around Java” is very special because there are social goals to convey educational information or messages about the richness of Indonesian culture. The aesthetic approach is to analyze the object of research using<br />the criteria, principles, and
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Sone, Takuro, Shin Kato, Ray Atarashi, Jin Nakazato, Manabu Tsukada, and Hiroshi Esaki. "An Ontology for Spatio-Temporal Media Management and an Interactive Application." Future Internet 15, no. 7 (2023): 225. http://dx.doi.org/10.3390/fi15070225.

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In addition to traditional viewing media, metadata that record the physical space from multiple perspectives will become extremely important in realizing interactive applications such as Virtual Reality (VR) and Augmented Reality (AR). This paper proposes the Software Defined Media (SDM) Ontology designed to describe spatio-temporal media and the systems that handle them comprehensively. Spatio-temporal media refers to video, audio, and various sensor values recorded together with time and location information. The SDM Ontology can flexibly and precisely represent spatio-temporal media, equipm
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LUPŞA-TĂTARU, Lucian. "IMPLEMENTING THE FADE-IN AUDIO EFFECT FOR REAL-TIME COMPUTING." Applied Computer Science 15, no. 2 (2019): 5–18. http://dx.doi.org/10.35784/acs-2019-09.

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Audio fading is performed in order to smoothly modify over time the level of an audio signal. In particular, the fade-in audio effect designates a gradually increase in the audio volume, starting from silence. In practice, audio fading is mostly carried out within audio editors i.e. in off-line mode by employing various transcendental functions to enforce the fade profile. Taking into account the increasing demand for interactive media services requiring real-time audio processing, the present approach advances an effective method of constructing the audio fade-in shape with a view to real-tim
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