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Journal articles on the topic 'Audio effects'

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1

Zölzer, Udo, and Julius O. Smith III. "DAFX—Digital Audio Effects." Journal of the Acoustical Society of America 114, no. 5 (2003): 2527. http://dx.doi.org/10.1121/1.1616923.

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2

Dunne, Jared. "DaevlMakr.Plugs Audio Software Effects." Computer Music Journal 32, no. 3 (2008): 113–15. http://dx.doi.org/10.1162/comj.2008.32.3.113.

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3

Wilmering, Thomas, David Moffat, Alessia Milo, and Mark B. Sandler. "A History of Audio Effects." Applied Sciences 10, no. 3 (2020): 791. http://dx.doi.org/10.3390/app10030791.

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Audio effects are an essential tool that the field of music production relies upon. The ability to intentionally manipulate and modify a piece of sound has opened up considerable opportunities for music making. The evolution of technology has often driven new audio tools and effects, from early architectural acoustics through electromechanical and electronic devices to the digitisation of music production studios. Throughout time, music has constantly borrowed ideas and technological advancements from all other fields and contributed back to the innovative technology. This is defined as transs
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Chen, Hung-Tao M., and Megan Thomas. "Effects of Audio Learning on Semi-Autonomous Driving Safety." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (2020): 1181–85. http://dx.doi.org/10.1177/1071181320641282.

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Semi-autonomous driving has been found to require less cognitive resources from drivers. It is not immediately clear if engaging in secondary tasks such as audio learning is safe in a semi-autonomous driving situation, especially considering the finding that semi-autonomous drivers tend to be less engaged. The current study investigated the effects of audio learning during a simulated semi-autonomous driving situation. Our results indicated that audio learning could delay warning message reaction time, and drivers had worse audio learning performance in a simulated semi-autonomous driving situ
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Välimäki, Vesa, and Federico Fontana. "Special Issue on Digital Audio Effects." Applied Sciences 10, no. 7 (2020): 2449. http://dx.doi.org/10.3390/app10072449.

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6

Chen, Hung-Tao, and Robert F. Lorch. "Effects of audio headings on learning." Journal of Experimental Psychology: Applied 24, no. 2 (2018): 207–21. http://dx.doi.org/10.1037/xap0000143.

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7

Arfib, Daniel. "Musical Implications of Digital Audio Effects." Journal of New Music Research 31, no. 2 (2002): 85–86. http://dx.doi.org/10.1076/jnmr.31.2.85.8095.

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Bernardini, Nicola, and J�ran Rudi. "Compositional Use of Digital Audio Effects." Journal of New Music Research 31, no. 2 (2002): 87–91. http://dx.doi.org/10.1076/jnmr.31.2.87.8094.

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Rocchesso, Davide, and Jøran Rudi. "Digital Audio Effects 1998, Barcelona, Spain." Computer Music Journal 23, no. 2 (1999): 86–87. http://dx.doi.org/10.1162/comj.1999.23.2.86.

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10

Handayani, Nanik, and Esty Puji Rahayu. "Effects of audio-visual affirmations on toddlers tantrum behavior." Bali Medical Journal 11, no. 1 (2022): 321–23. http://dx.doi.org/10.15562/bmj.v11i1.3112.

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Introduction: Tantrums are a normal condition that occurs in children aged 1-3 years. If not handled properly, Tantrum behavior will affect the formation of the next child's personality. In Indonesia, 23-83% of children aged 2 to 4 years have experienced temper tantrums. One way to overcome tantrums in toddlers is to provide sound to children. However, not all mothers can do sounding to their children; another alternative is to provide sounding using media. The alternative media is audio-visual affirmation. This study aimed to analyze the effect of audio-visual affirmation on tantrum behavior
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Martínez Ramírez, Marco A., Emmanouil Benetos, and Joshua D. Reiss. "Deep Learning for Black-Box Modeling of Audio Effects." Applied Sciences 10, no. 2 (2020): 638. http://dx.doi.org/10.3390/app10020638.

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Virtual analog modeling of audio effects consists of emulating the sound of an audio processor reference device. This digital simulation is normally done by designing mathematical models of these systems. It is often difficult because it seeks to accurately model all components within the effect unit, which usually contains various nonlinearities and time-varying components. Most existing methods for audio effects modeling are either simplified or optimized to a very specific circuit or type of audio effect and cannot be efficiently translated to other types of audio effects. Recently, deep ne
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12

Markham, P. L. "Captioned Television Videotapes: Effects of Visual Support on Second Language Comprehension." Journal of Educational Technology Systems 21, no. 3 (1993): 183–91. http://dx.doi.org/10.2190/59jj-0rbn-kkvl-c2yg.

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This study examined the effects of captioned video material on ESL student comprehension with videotaped episodes presenting both low and high audio/video correlation as defined by Garza (1991). Prior research has been restricted to high audio/video correlation material in which the audio track was strongly supported by the video portion (visual images). A total of thirty-seven advanced and thirty-four intermediate ESL students participated in the experiment. The results revealed that both groups were able to recall significantly more idea units ( p < .01) when the captions were available w
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Arce, Terek, Henry Fuchs, and Kyla McMullen. "The Effects of 3D Audio on Hologram Localization in Augmented Reality Environments." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 61, no. 1 (2017): 2115–19. http://dx.doi.org/10.1177/1541931213602010.

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Currently available augmented reality systems have a narrow field of view, giving users only a small window to look through to find holograms in the environment. The challenge for developers is to direct users’ attention to holograms outside this window. To alleviate this field of view constraint, most research has focused on hardware improvements to the head mounted display. However, incorporating 3D audio cues into programs could also aid users in this localization task. This paper investigates the effectiveness of 3D audio on hologram localization. A comparison of 3D audio, visual, and mixe
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14

Armstead, Adam G., and Robert A. Henning. "Effects of Long Audio Communication Delays on Team Performance." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 51, no. 3 (2007): 136–40. http://dx.doi.org/10.1177/154193120705100304.

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Mediated communication in sociotechnical systems is quite common but the effects of long audio delays remain unexplored. In the current study, two-person teams (N=67) completed a modified NASA Multi-Attribute Task Battery with closed-loop audio communication delays 0 to 16 seconds in length. In addition to a joint fuel management task, each team member had simultaneous responsibility for either a compensatory tracking or a system monitoring task. As communication delay increased, performance on the joint task degraded in a cubic fashion while individual tasks were unaffected. These results imp
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15

Lavolette, Elizabeth (Betsy). "Effects of Technology Modes on Ratings of Learner Recordings." IALLT Journal of Language Learning Technologies 43, no. 2 (2013): 1–27. http://dx.doi.org/10.17161/iallt.v43i2.8524.

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While research has investigated the effect of visuals in tests of listeningcomprehension (e.g., Suvorov, 2009; Wagner, 2008, 2010), studentrecordedvideo for oral formative assessment is relatively unexplored.In this study, I examined 15 teachers’ ratings of speech recorded by 39ESL learners to see if teachers assess speech differently depending onwhether it is presented with visuals. The learners recorded 4 speechsamples: 2 with webcams, 2 with microphones only. A third speechcondition was created by removing the video track from the webcamrecordings, resulting in 3 conditions and 6 samples fo
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Fryer, Louise, Linda Pring, and Jonathan Freeman. "Audio Drama and the Imagination." Journal of Media Psychology 25, no. 2 (2013): 65–71. http://dx.doi.org/10.1027/1864-1105/a000084.

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Presence describes immersion in a mediated environment such that it seems unmediated. For people with visual impairment, audio description replaces missing visual information with a verbal commentary, transforming an audiovisual medium into audio. Media forms are more or less immersive, with audio-only at the bottom of the scale. Anecdotally, however, pictures are said to be better on radio. Sound effects may contribute by triggering vivid mental images. Yet the role of sound effects on presence has been little explored. The aim of this study was to test the influence of sound effects and visu
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Doherty, E. Thomas, and Thomas Shipp. "Tape Recorder Effects on Jitter and Shimmer Extraction." Journal of Speech, Language, and Hearing Research 31, no. 3 (1988): 485–90. http://dx.doi.org/10.1044/jshr.3103.485.

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To test for possible contamination of acoustic analyses by record/reproduce systems, five sine waves of fixed frequency and amplitude were sampled directly by a computer and recorded simultaneously on four different tape formats (audio and FM reel-to-reel, audio cassette, and video cassette using pulse code modulation). Recordings were digitized on playback and with the direct samples analyzed for fundamental frequency, amplitude, jitter, and shimmer using a zero crossing interpolation scheme. Distortion introduced by any of the data acquisition systems is negligible when extracting average fu
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18

Hale, Kelly S., David Jones, Kay Stanney, and Laura Milham. "Adding Modalities to VE Training Systems Enhances Spatial Knowledge Acquisition." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 49, no. 26 (2005): 2253–57. http://dx.doi.org/10.1177/154193120504902608.

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An empirical study was completed to investigate the effects of audition on spatial knowledge acquisition and workload within a virtual training environment. Four levels of audio were investigated including no audio, non-spatialized audio, and two forms of spatialized audio. While all training conditions led to significant decreases in workload, mental demand associated with knowledge of relative locations of dangerous areas was significantly less when trained with sound cues. The results also indicated that training with generalized spatial audio enhanced concentration. Results from this study
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19

Hodges, Aaron, Raymond L. Goldsworthy, Matthew B. Fitzgerald, and Takako Fujioka. "Transfer effects of discrete tactile mapping of musical pitch on discrimination of vocoded stimuli." Journal of the Acoustical Society of America 152, no. 4 (2022): A229. http://dx.doi.org/10.1121/10.0016101.

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Many studies have found benefits of using somatosensory modality to augment sound information for individuals with hearing loss. However, few studies have explored the use of multiple regions of the body sensitive to vibrotactile stimulation to convey discrete F0 information, important for music perception. This study explored whether mapping of multiple finger patterns associated with musical notes can be learned quickly and transferred to discriminate vocoded auditory stimuli. Each of eight musical diatonic scale notes were associated with one of unique finger digits 2-5 patterns in the domi
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20

Giampiccolo, Riccardo, Stefano Ravasi, and Alberto Bernardini. "Automatic Generation of Virtual Analog Audio Plug-ins based on Wave Digital Filters." Journal of the Audio Engineering Society 73, no. 6 (2025): 376–87. https://doi.org/10.17743/jaes.2022.0208.

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Analog audio effects can be realized as digital audio effects according to the formalism of virtual analog modeling. Among white box techniques, wave digital filters (WDFs) have lately shown to be instrumental for digitizing complex nonlinear analog circuits because they are characterized by interesting properties that allow for efficient implementations. However, building audio plug-ins requires manually designing WDFs and graphical user interfaces, tasks that are time consuming, thus hindering rapid prototyping. In this paper, the authors propose VIOLA, a framework for the automatic generati
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21

Malloy, Colin. "Timbral effects the Paulstretch audio time-stretching algorithm." Journal of the Acoustical Society of America 151, no. 4 (2022): A158. http://dx.doi.org/10.1121/10.0010964.

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The Paulstretch algorithm is a procedure for achieving aurally pleasing extreme time-stretches while avoiding the “phasiness” issues common to phase-vocoder-based implementations. The algorithm accomplishes this by randomizing the phase information where a typical phase-vocoder approach would perform phase-unwrapping or another method to preserve phase alignment. When performed without time-stretching, phase randomization is often referred to as whisperization. This allows for more extreme time-stretches than other approaches. Where most audio time-stretching is usually used for small adjustme
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22

Otuokere, Tobechukwu Okechukwu, Agbotiname Lucky Imoize, and Aderemi Aaron-Anthony Atayero. "Analysis of Sonic Effects of Music from a Comprehensive Datasets on Audio Features." ELEKTRIKA- Journal of Electrical Engineering 20, no. 1 (2021): 43–53. http://dx.doi.org/10.11113/elektrika.v20n1.233.

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Music, for the longest time, has impacted human lives tremendously. The ability of music to access and activate a wide range of human emotions is sensational. Toward this end, audio features provide a variety of information necessary for sound engineers, music producers, and artists to improve their craft to excite the vast majority of music listeners across the globe. In this paper, analysis of audio features derived using the Spotify web API endpoint and Spotify (Python module for Spotify web servers) is presented. The dataset was curated from audio features of over 160,000 songs released fr
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23

Marchand, Sylvain. "Musical Audio Effects in the SAS Model." Journal of New Music Research 30, no. 3 (2001): 259–69. http://dx.doi.org/10.1076/jnmr.30.3.259.7474.

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24

Aoki, Shigeaki, and Manabu Okamoto. "Audio teleconferencing systems with sound localization effects." Journal of the Acoustical Society of America 105, no. 2 (1999): 1099. http://dx.doi.org/10.1121/1.425148.

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25

Meienbrock, A., M. J. Naumer, O. Doehrmann, W. Singer, and L. Muckli. "Retinotopic effects during spatial audio-visual integration." Neuropsychologia 45, no. 3 (2007): 531–39. http://dx.doi.org/10.1016/j.neuropsychologia.2006.05.018.

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26

Pei, Yukun, You Li, and Pablo Ripollés. "Automotive audio system evaluation over headphones based on the biaural vehicle impulse responses of different listening positions: A case study of a specific audio system." Journal of the Acoustical Society of America 152, no. 4 (2022): A120. http://dx.doi.org/10.1121/10.0015746.

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In recent years, car manufacturers have consistently upgraded the audio systems of their vehicles, with audio aficionados adding further modifications to them. The acoustics of the vehicle cabin and the sound effects of the audio systems have become one of the most important topics of the Research and Development Departments of manufacturers. For example, the selected vehicle in this experiment has implemented different spatial audio algorithms in its models to achieve a better listening experience. By capitalizing on impulse responses, binaural audio technology provides the opportunity and th
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Liao, Sixin, Lili Yu, Jan-Louis Kruger, and Erik D. Reichle. "The impact of audio on the reading of intralingual versus interlingual subtitles: Evidence from eye movements." Applied Psycholinguistics 43, no. 1 (2021): 237–69. http://dx.doi.org/10.1017/s0142716421000527.

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AbstractThis study investigated how semantically relevant auditory information might affect the reading of subtitles, and if such effects might be modulated by the concurrent video content. Thirty-four native Chinese speakers with English as their second language watched video with English subtitles in six conditions defined by manipulating the nature of the audio (Chinese/L1 audio vs. English/L2 audio vs. no audio) and the presence versus absence of video content. Global eye-movement analyses showed that participants tended to rely less on subtitles with Chinese or English audio than without
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Barrett, Maeve M., and Fiona N. Newell. "Task-Specific, Age Related Effects in the Cross-Modal Identification and Localisation of Objects." Multisensory Research 28, no. 1-2 (2015): 111–51. http://dx.doi.org/10.1163/22134808-00002479.

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We investigated age-related effects in cross-modal interactions using tasks assessing spatial perception and object perception. Specifically, an audio-visual object identification task and an audio-visual object localisation task were used to assess putatively distinct perceptual functions in four age groups: children (8–11 years), adolescents (12–14 years), young and older adults. Participants were required to either identify or locate target objects. Targets were specified as unisensory (visual/auditory) or multisensory (audio-visual congruent/audio-visual incongruent) stimuli. We found age-
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Boyle, Elizabeth A., Michael S. Rosenberg, Vincent J. Connelly, Shari Gallin Washburn, Loring C. Brinckerhoff, and Manju Banerjee. "Effects of Audio Texts on the Acquisition of Secondary-Level Content by Students with Mild Disabilities." Learning Disability Quarterly 26, no. 3 (2003): 203–14. http://dx.doi.org/10.2307/1593652.

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Secondary students with high-incidence cognitive disabilities often struggle to meet the demands of the general education curriculum due to poor reading skills. to address this challenge, we examined the effects of a CD-ROM audio textbook, alone and combined with a complementary strategy (SLiCK), on the academic performance of secondary students in content-rich history classes. Students were assigned to one of three conditions: audio textbook combined with the SLiCK strategy, the audio textbook alone, or a control condition. Students in the groups using the audio text, both alone and with the
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Sallnäs, Eva-Lotta. "Effects of Communication Mode on Social Presence, Virtual Presence, and Performance in Collaborative Virtual Environments." Presence: Teleoperators and Virtual Environments 14, no. 4 (2005): 434–49. http://dx.doi.org/10.1162/105474605774785253.

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How does communication mode affect people's experience of social presence, presence, and performance, and how does it affect their actual collaboration in a virtual environment? In a first experiment, subjects communicated by text-chat, audio conference, or video conference in a desktop collaborative virtual environment (CVE). Both perceived social presence and presence were shown to be lower in the text-chat condition than in the audio- and video-conference conditions. People spent a longer time performing a decision-making task together, spoke fewer words in total, and also spoke fewer words
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31

Scheck, Sarah, Katrin Allmendinger, and Karin Hamann. "The Effects of Media Richness on Multilateral Negotiations in a Collaborative Virtual Environment." Journal of Media Psychology 20, no. 2 (2008): 57–66. http://dx.doi.org/10.1027/1864-1105.20.2.57.

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Negotiations between three or more parties are more complex than dyadic negotiations concerning the integration of various interests. In this study, we investigated negotiation in a collaborative virtual environment. We focused specifically on communication channels and their impact on negotiation in three-person groups. Three conditions of media richness were varied in the collaborative virtual environment: text chat, audio channel, and a combination of both. Furthermore, various nonverbal signals and a function for taking notes were available to the participants in every condition. The resul
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Ozawa, Kenji, Masashi Obinata, and Yuichiro Kinoshita. "Effects of audio reproduction methods on the sense of presence in audio-visual content." Journal of the Acoustical Society of America 131, no. 4 (2012): 3502. http://dx.doi.org/10.1121/1.4709233.

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33

Feng, Xiexing, Libo Cao, Yunxian Zhang, Hongbo Gao, and Lifan Tan. "The effects of using taxi-hailing application on driving performance." International Journal of Advanced Robotic Systems 16, no. 1 (2019): 172988141983021. http://dx.doi.org/10.1177/1729881419830216.

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Driver distraction has become a major threat to the road safety, and the globally booming taxi-hailing application introduces new source of distraction to drivers. Although various in-vehicle information systems have been studied extensively, no documentation exists objectively measuring the extent to which interacting with taxi-hailing application during driving impacts drivers’ behavior. To fill this gap, a simulator-based study was conducted to synthetically compare the effects that different output modalities (visual, audio, and combined visual–audio) and input modalities (baseline, manual
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34

Collins, Nick. "Recursive Audio Cutting." Leonardo Music Journal 13 (December 2003): 23–29. http://dx.doi.org/10.1162/096112104322750746.

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Algorithmic procedures for the cutting and splicing of audio can be iterated to explore the technique of recursive audio cutting. The author investigates both implicit (intuitive) and explicit (analytic) methodologies applicable either to prerecorded signals or to continuous streams in real time, with an emphasis upon practical implementation. The techniques can be of immediate use as special effects for audio processing, as well as in deeper explorations of fractal music. This work has grown out of a broader search for new audio cutting procedures. Analysis is also provided of the trends expo
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Li, Ying, and Taylor Somlak. "The effects of articulatory gestures on L2 pronunciation learning: A classroom-based study." Language Teaching Research 23, no. 3 (2017): 352–71. http://dx.doi.org/10.1177/1362168817730420.

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Research on second-language (L2) speech acquisition suggests that audio-visual aids could be effective in helping learners acquire difficult L2 speech sounds (Li, 2016a). However, most previous studies have been restricted to laboratory settings rather than the classroom environment. The present study, therefore, was designed to fill this knowledge gap by analysing the effectiveness of audio-visual aids, particularly articulatory gestures, in teaching L2 speech sounds in actual classrooms. The participants were students from two classes of non-English majors who had severe difficulties with th
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Burch, Charats, Robert Sprowl, and Mehmet Ergezer. "A Multi-User Virtual World with Music Recommendations and Mood-Based Virtual Effects." Proceedings of the AAAI Conference on Artificial Intelligence 37, no. 13 (2023): 16063–69. http://dx.doi.org/10.1609/aaai.v37i13.26908.

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The SEND/RETURN (S/R) project is created to explore the efficacy of content-based music recommendations alongside a uniquely generated Unreal Engine 5 (UE5) virtual environment based on audio features. S/R employs both a k-means clustering algorithm using audio features and a fast pattern matching (FPM) algorithm using 30-second audio signals to find similar-sounding songs to recommend to users. The feature values of the recommended song are then communicated via HTTP to the UE5 virtual environment, which changes a number of effects in real-time. All of this is being replicated from a listen-s
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LUPŞA-TĂTARU, Lucian. "CUSTOMIZING AUDIO FADES WITH A VIEW TO REAL-TIME PROCESSING." Applied Computer Science 15, no. 4 (2019): 27–36. http://dx.doi.org/10.35784/acs-2019-27.

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To a large extent, an audio fade is distinctly acknowledged as a strict increase (fade-up) or decrease (fade-down) of the volume of an audio content. In this broad context, the widely used fade-in and fade-out sound effects, applied to receive smooth transitions from and down to silence, respectively, appear to be restrictive. Taking into account the increasing demand for multimedia techniques adapted for real-time computing, the present investigation advances straightforward procedures intended for customizing the audio fade-up and fade-down profiles, having at hand well-proven techniques of
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INCEOGLU, SOLÈNE. "Effects of perceptual training on second language vowel perception and production." Applied Psycholinguistics 37, no. 5 (2015): 1175–99. http://dx.doi.org/10.1017/s0142716415000533.

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ABSTRACTThis study investigates whether audiovisual training leads to greater improvement in perception and production than auditory training. The participants (n= 60) were American English native speakers enrolled in intermediate French courses. They received audiovisual training, audio-only training, or no training, and were tested at pretest and posttest on their perception and production of French nasal vowels. The results suggest that both training groups improved significantly from the pretest to the posttest, but that the differences between the audiovisual and audio-only groups were no
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Finnäs, Leif. "Presenting music live, audio-visually or aurally – does it affect listeners' experiences differently?" British Journal of Music Education 18, no. 1 (2001): 55–78. http://dx.doi.org/10.1017/s0265051701000146.

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This article reviews research regarding the question whether presenting music live, audio-visually or only aurally makes any difference for listeners' experiences. Most factors that characterise live performance could be supposed to enhance listeners' cognitive, affective and evaluative experiences. However, it is often hard to predict the exact influence of the visual stimuli that relate to audio-visual, and mostly also to live musical presentation. Many studies show that live music has positive effects on listeners' experience. However, there is little systematic research that compares live
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Hawley, Scott H., Zach Evans, and Joe Baldridge. "Audio (vector) algebra: Vector space operations on neural audio embeddings." Journal of the Acoustical Society of America 152, no. 4 (2022): A178. http://dx.doi.org/10.1121/10.0015957.

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Ever since the work of Castellon, Donahue, and Liang (ISMIR 2021) showed that latent space “embedding” representations encoded by OpenAI's Jukebox model contain semantically meaningful information about the music, many have wondered whether such embeddings support vector relations akin to the famous “king—man + woman = queen” result seen in word vector embeddings. Such an “audio (vector) algebra” would provide a way to perform operations on the audio by displacing the embeddings in certain directions, and then decoding them to new sounds. The nonlinear aspects of the encoding process suggest t
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Tur, Ada. "Deep Learning for Style Transfer and Experimentation with Audio Effects and Music Creation." Proceedings of the AAAI Conference on Artificial Intelligence 38, no. 21 (2024): 23766–67. http://dx.doi.org/10.1609/aaai.v38i21.30558.

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Recent advancements in deep learning have the potential to transform the process of writing and creating music. Models that have the potential to capture and analyze higher-level representations of music and audio can serve to change the field of digital signal processing. In this statement, I propose a set of Music+AI methods that serves to assist with the writing of and melodies, modelling and transferring of timbres, applying a wide variety of audio effects, including research into experimental audio effects, and production of audio samples using style transfers. Writing and producing music
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Siminoski, Anna, Erica Huynh, and Michael Schutz. "Communicating through ancillary gestures: Exploring effects on coperformers and audiences." Human Technology 16, no. 3 (2020): 257–82. http://dx.doi.org/10.17011/ht/urn.202011256765.

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Musicians make elaborate movements while performing, often using gestures that might seem extraneous. To explore these movements, we motion-captured and audio-recorded different pairings of clarinetists and pianists performing Brahms’ Clarinet Sonata No. 1 with two manipulations: (a) allowing the performers full vs. no visual feedback, and (b) allowing the performers full vs. partial auditory feedback (i.e., the clarinetist could not hear the pianist). We found that observer ratings of audio–visual point-light renditions discriminated between manipulations and refined this insight through subs
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Escultura, Jerry Jr, and Amniel Mejico. "Effects of Audio Feedback in an Online Assessment in Students’ Academic Motivation." Journal of Education, Management and Development Studies 3, no. 3 (2023): 54–62. http://dx.doi.org/10.52631/jemds.v3i3.72.

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Many research has revealed that feedback has a big impact on students’ learning and is the most effective single moderator of achievement enhancement. Hence, this study aimed to determine the effects of giving audio feedback in an online assessment on students’ academic motivation. The participants in this study are 49 senior high school students who have the same online assessments. A mixed-methods research design was utilized in this study. The results showed that there was no significant difference in academic motivation between the students before and after applying the audio feedback in t
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Genon-Sieras, Shangrela V. "The Use of Audio and Visual Cues of Audience and Their Effects on Persuasive Writing." Proceedings Journal of Interdisciplinary Research 2 (October 10, 2015): 8–14. http://dx.doi.org/10.21016/irrc.2015.ju06wf63o.

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The researcher in this study attempted to discover whether the inclusion of audio and visual cues of the audience in the writing context will lead to an increase in the quality of persuasive essays among English 2 students of Mindanao State University (MSU) in Marawi City, Philippines. Specifically, the study focused on finding the mean difference between the pretest and the posttest results of the respondents’ quality of persuasive writing under three conditions, namely: unspecified audience, the specified audience without audio and visual cues, and specified audience with audio and visual cu
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Chen, Hsin-Lin, Ching-Ting Tan, Chen-Chi Wu, and Tien-Chen Liu. "Effects of Diet and Lifestyle on Audio-Vestibular Dysfunction in the Elderly: A Literature Review." Nutrients 14, no. 22 (2022): 4720. http://dx.doi.org/10.3390/nu14224720.

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Background: The world’s age-related health concerns continue to rise. Audio-vestibular disorders, such as hearing loss, tinnitus, and vertigo, are common complaints in the elderly and are associated with social and public health burdens. Various preventative measures can ease their impact, including healthy food consumption, nutritional supplementation, and lifestyle modification. We aim to provide a comprehensive summary of current possible strategies for preventing the age-related audio-vestibular dysfunction. Methods: A PubMed, Embase, and Cochrane review databases search was conducted to i
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Yang, Zhenhong, Xiaoying Zhao, Lin Zhu, et al. "Research on the Healing Potential of Urban Parks from the Perspective of Audio-Visual Integration: A Case Study of Five Urban Parks in Chengdu." Land 12, no. 7 (2023): 1317. http://dx.doi.org/10.3390/land12071317.

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In recent decades, rapid urbanization has been linked to negative impacts on people’s mental health. However, the healing potential of urban parks as central features of cityscapes has not been fully explored from the perspective of audio-visual integration. This gap limits designers’ ability to leverage parks’ healing systems to their full potential. To address this gap, this study used the Mindwave monitoring and recovery component scale to evaluate the healing function of urban parks in Chengdu, specifically focusing on audio-visual integration. Based on audio-visual scene combination sampl
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ERDAL, Kadri Yılmaz. "THE EFFECTS OF COMPRESSOR PLUG-INS ON THE DYNAMIC RANGE IN MUSIC PRODUCTION." SOCIAL SCIENCE DEVELOPMENT JOURNAL 8, no. 39 (2023): 390–408. http://dx.doi.org/10.31567/ssd.997.

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This study investigated the role of dynamic processors in audio processing and music production and the effects of different types of design on the audio signal. It has been tried to give information about the designs and parameters of dynamic processors. In order to create the sound sample analyzed within the scope of the study, a mono sample recording was taken from the virtual instrument plug-in. The sound sample taken from the bass guitar model was preferred in order to contain all the general envelope structure features of an audio signal. In this direction, the sound sample was chosen fr
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Benoît, Christian, Tayeb Mohamadi, and Sonia Kandel. "Effects of Phonetic Context on Audio-Visual Intelligibility of French." Journal of Speech, Language, and Hearing Research 37, no. 5 (1994): 1195–203. http://dx.doi.org/10.1044/jshr.3705.1195.

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Bimodal perception leads to better speech understanding than auditory perception alone. We evaluated the overall benefit of lip-reading on natural utterances of French produced by a single speaker. Eighteen French subjects with good audition and vision were administered a closed set identification test of VCVCV nonsense words consisting of three vowels [i, a, y] and six consonants [b, v, z, 3, r , l]. Stimuli were presented under both auditory and audio-visual conditions with white noise added at various signal-to-noise ratios. Identification scores were higher in the bimodal condition than in
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Çulhaoğlu, Belde, and Kübra Baylan. "The Effects of Binaural Audio On Static and Dynamic Balance." Hacettepe University Faculty of Health Sciences Journal 11, no. 3 (2024): 714–22. http://dx.doi.org/10.21020/husbfd.1433318.

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Objectives: This study aimed to examine the effects of virtual binaural audio on static and dynamic balance in healthy young adults. Materials and Methods: Forty-eight healthy individuals between the ages of 18 and 65 participated in this study. Data were collected using a descriptive information form, the Berg Balance Scale, the Flamingo Balance Test, and the Y Balance Test (YBT). Both the Flamingo Balance Test and YBT were applied to all participants in the absence and presence of binaural audio. Results: The Flamingo Balance Test results of the participants in the presence of sound were fou
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Valbuena, Yair, Álvaro Uribe-Quevedo, and Alexandra Velasco-Vivas. "Audio effects on haptics perception during drilling simulation." Ingeniería Investigación y Desarrollo 17, no. 2 (2017): 6. http://dx.doi.org/10.19053/1900771x.v17.n2.2017.7179.

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La realidad virtual ha proporcionado inmersión e interacción a través de entornos generados por computador que intentan reproducir experiencias de la vida real a través de estímulos sensoriales. El realismo puede lograrse a través de interacciones multimodales que pueden mejorar la inmersión y las interacciones si se diseñan adecuadamente. Los avances más notorios están relacionados con la computación gráfica, donde el foto-realismo es la tendencia actual. Asimismo, se tienen otros avances relacionados con el sonido, la háptica y en menor medida, el olfato y el gusto. En la actualidad, las car
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