Academic literature on the topic 'Audio immersif'

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Journal articles on the topic "Audio immersif"

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Asmaliah, Diana Lia Andriyani, Dian Miranda, Siska Perdina, and Lukmanulhakim. "Immersif Learning di PAUD Untuk Memperkenalkan Tempat Ibadah Agama Buddha di Pontianak Berbasis Virtual Reality." Didaktika: Jurnal Kependidikan 13, no. 2 (2024): 1721–36. http://dx.doi.org/10.58230/27454312.705.

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Penelitian ini bertujuan untuk menggabungkan konsep pembelajaran imersif pada pendidikan anak usia dini (PAUD) dengan pengenalan tempat ibadah umat Buddha di Pontianak menggunakan Virtual Reality. Metodologi pengembangan penelitian ini antara lain membuat Virtual Reality tempat ibadah agama Buddha di Pontianak yang interaktif dan detail serta mengevaluasi efektivitasnya dalam meningkatkan pemahaman agama Buddha pada anak PAUD. Virtual Reality dikembangkan menggunakan teknologi multimedia termasuk gambar, audio, dan video 360 derajat untuk memberikan pengalaman mendalam bagi anak-anak. Temuan m
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Syariati, Kasmir, Citra Suardi, David Sundoro, and Reinaldo Lewis. "PERBANDINGAN EFEKTIVITAS SISTEM INTERAKSI VIRTUAL REALITY CLASSROOM DAN KONFERENSI VIDEO KONVENSIONAL DALAM MENGATASI KETERBATASAN BANDWIDTH PADA PEMBELAJARAN DARING." Jurnal Technopreneur (JTech) 11, no. 1 (2023): 30–39. http://dx.doi.org/10.30869/jtech.v11i1.1167.

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Penelitian ini mengeksplorasi pemanfaatan Ruang Kelas Virtual Reality (VR) sebagai alternatif untuk konferensi video dalam pembelajaran online, dengan tujuan mengatasi kendala bandwidth. Metode penelitian yang digunakan adalah analisis komparatif antara sistem interaksi avatar VR dan sistem video konferensi tradisional. Penelitian berfokus pada pengoptimalan penggunaan bandwidth dalam VR melalui interaksi berbasis avatar. Pengumpulan data dilakukan melalui pengamatan perilaku interaksi pengguna dan pengukuran penggunaan bandwidth dalam komunikasi antar klien. Data yang terkumpul dianalisis sec
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Hedges, Jacob Michael, Robert Sazdov, and Andrew Johnston. "Audio’s Impact on Immersive Experience in Extended Reality and Digital Games: A Systematic Review." Journal of the Audio Engineering Society 72, no. 10 (2024): 630–49. http://dx.doi.org/10.17743/jaes.2022.0169.

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Extended reality and digital games strive to deliver a high level of “immersion,” a complex phenomenon influenced by both perceptual and psychological factors. Audio plays a crucial role in shaping immersive experiences, yet there is no clear consensus on its impact or on the best methods to evaluate it. This paper presents a systematic literature review spanning two decades, outlining the methods and findings related to how audio influences immersion in extended reality and digital games. It reveals a strong preference for experiments using virtual reality headsets and headphones and notes a
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Wincott, Abigail, Jean Martin, and Ivor Richards. "Telling stories in soundspace: Placement, embodiment and authority in immersive audio journalism." Radio Journal:International Studies in Broadcast & Audio Media 19, no. 2 (2021): 253–70. http://dx.doi.org/10.1386/rjao_00048_1.

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There has been an increase in the use of immersive or spatialized audio formats for radio and podcast journalism. Immersion is used to put audiences at the heart of a story, enable richer experiences and encourage empathy with others, but it can disrupt the ‘grammar’ of broadcast formats and the codes that structure the relationship between audience, journalist and story. Immersive journalism research has not tackled the impact on audio-only storytelling, and the lack of research by and for audio journalists means programme-makers have until now lacked a conceptual framework and terminology to
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Reeder, Philip, and Danielle Meunier. "Song and Soundscape – Immersion and Presence in Spatial Audio." International Journal of Creative Media Research 11 (April 10, 2025): 23–36. https://doi.org/10.24135/ijcmr.v11i1.138.

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Returns is a creative practice research project, involving multichannel recordings of traditional folk songs performed in rural locations. This writing discusses how aspects of immersion and presence were considered over the making process alongside the dissemination method of head tracked headphone-based listening via Apple’s spatial audio. Perceptual immersion, narrative immersion, and certain dimensions of presence are aligned with praxis, resulting in findings from across production processes and the playback system. We propose that these individual parts form a synergy to enhance immersiv
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Grimshaw, Mark, and Gareth Schott. "A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines." International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/720280.

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We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game wo
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Yang, Hengran, and Tiankuo Hong. "Auditory Atmospherics in Games: Beyond the Visuocentric Paradigm." 人文与社会科学学刊 1, no. 2 (2025): 434–44. https://doi.org/10.70693/rwsk.v1i2.647.

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The videogame industry has always put visual components at the forefront in its design and analytical processes while following a visuocentric approach. This paper contends that a new perspective is needed to appreciate how auditory atmospherics play a vital yet underestimated role in creating immersive and captivating gaming experiences. This study demonstrates how sound can create player presence and evoke emotions to guide them through video game environments confirming sound design as essential for developing immersive virtual worlds. According to existing research the paper investigates h
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Williams, Joseph, Jon Francombe, and Damian Murphy. "Camera-Sourced Heart Rate Synchronicity: A Measure of Immersion in Audiovisual Experiences." Applied Sciences 14, no. 16 (2024): 7228. http://dx.doi.org/10.3390/app14167228.

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Audio presentation is often attributed as being capable of influencing a viewer’s feeling of immersion during an audiovisual experience. However, there is limited empirical research supporting this claim. This study aimed to explore this effect by presenting a clip renowned for its immersive soundtrack to two groups of participants with either high-end or basic audio presentation. To measure immersion, a novel method is applied, which utilises a camera instead of an electroencephalogram (ECG) for acquiring a heart rate synchronisation feature. The results of the study showed no difference in t
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Rovithis, Emmanouel, Nikolaos Moustakas, Andreas Floros, and Kostas Vogklis. "Audio Legends: Investigating Sonic Interaction in an Augmented Reality Audio Game." Multimodal Technologies and Interaction 3, no. 4 (2019): 73. http://dx.doi.org/10.3390/mti3040073.

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Augmented Reality Audio Games (ARAG) enrich the physical world with virtual sounds to express their content and mechanics. Existing ARAG implementations have focused on exploring the surroundings and navigating to virtual sound sources as the main mode of interaction. This paper suggests that gestural activity with a handheld device can realize complex modes of sonic interaction in the augmented environment, resulting in an enhanced immersive game experience. The ARAG “Audio Legends” was designed and tested to evaluate the usability and immersion of a system featuring an exploration phase base
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Febri, I. Wayan Nain. "The Effect of Binaural Audio Technology on Audience Immersion in Horror Films." Journal of Dialogos 2, no. 1 (2025): 25–33. https://doi.org/10.62872/2hsp2x27.

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This research aims to explore the influence of binaural audio technology on the audience's level of immersion in horror films. The background to this research is based on the development of increasingly sophisticated audio technology and its potential to improve the film watching experience. The aim of this research is to measure how much influence binaural audio technology has on the audience's perception and emotional response when watching horror films. The research method used was an experimental design with a population consisting of students majoring in Film and Media at a university in
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Dissertations / Theses on the topic "Audio immersif"

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Walczak, Agnieszka. "Immersion in audio description. The impact of style and vocal delivery on users’ experience." Doctoral thesis, Universitat Autònoma de Barcelona, 2017. http://hdl.handle.net/10803/402401.

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L’audiodescripció (AD) ja no és considerada un servei exclusiu d’accessibilitat, dedicat a una petita fracció d’individus, sinó que s’entén com un servei inclusiu, dirigit no només a les persones amb discapacitats sensorials, sinó també a altres audiències, com els ancians o els nens. És probable que la demanda d’aquest servei creixi en un futur pròxim. Encara que en el mercat s’observa un interès en augmentar cada cop més la oferta de productes audiovisuals accessibles, no s’hauria de deixar de banda la qualitat de l’experiència de l’usuari. Emmarcada dins el model inclusiu d’accessibilitat,
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Massé, Pierre. "Analysis, Treatment, and Manipulation Methods for Spatial Room Impulse Responses Measured with Spherical Microphone Arrays." Electronic Thesis or Diss., Sorbonne université, 2022. http://www.theses.fr/2022SORUS079.

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L'utilisation de réponses impulsionnelles spatiales de salles (spatial room impulse response, SRIR) dans la reproduction d'effets de réverbération de salle tri-dimensionnels connaît aujourd'hui une réelle démocratisation grâce à la commercialisation répandue d'antennes sphériques de microphones (spherical microphone array, SMA) et à une capacité de calcul numérique en croissance continue. Ces SRIR peuvent reproduire des effets de réverbération spatialisés sur des dispositifs immersifs ("surround-sound") à travers des convolutions multicanal de plus en plus performantes. De cette utilisation dé
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Kern, Alexander Marco. "Quantification of the performance of 3D sound field reconstruction algorithms using high-density loudspeaker arrays and 3rd order sound field microphone measurements." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/77516.

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The development and improvement of 3-D immersive audio is gaining momentum through the growing interest in virtual reality. Possible applications reach from recreating real world environments to immersive concerts and performances to exploiting big data acoustically. To improve the immersive experience several measures can be taken. The recording of the sound field, the spatialization and the development of the loudspeaker arrays are some of the greatest challenges. In this thesis, these challenges for improving immersive audio will be explored. First, there will be a short introduction about
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Huiberts, Sander. "Captivating sound the role of audio for immersion in computer games." Thesis, University of Portsmouth, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.529027.

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Zhao, Yue. "Independent Component Analysis Enhancements for Source Separation in Immersive Audio Environments." UKnowledge, 2013. http://uknowledge.uky.edu/ece_etds/34.

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In immersive audio environments with distributed microphones, Independent Component Analysis (ICA) can be applied to uncover signals from a mixture of other signals and noise, such as in a cocktail party recording. ICA algorithms have been developed for instantaneous source mixtures and convolutional source mixtures. While ICA for instantaneous mixtures works when no delays exist between the signals in each mixture, distributed microphone recordings typically result various delays of the signals over the recorded channels. The convolutive ICA algorithm should account for delays; however, it re
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Yu, Jingjing. "MICROPHONE ARRAY OPTIMIZATION IN IMMERSIVE ENVIRONMENTS." UKnowledge, 2013. http://uknowledge.uky.edu/ece_etds/19.

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The complex relationship between array gain patterns and microphone distributions limits the application of traditional optimization algorithms on irregular arrays, which show enhanced beamforming performance for human speech capture in immersive environments. This work analyzes the relationship between irregular microphone geometries and spatial filtering performance with statistical methods. Novel geometry descriptors are developed to capture the properties of irregular microphone distributions showing their impact on array performance. General guidelines and optimization methods for regular
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Townsend, Phil. "Enhancements to the Generalized Sidelobe Canceller for Audio Beamforming in an Immersive Environment." UKnowledge, 2009. http://uknowledge.uky.edu/gradschool_theses/645.

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The Generalized Sidelobe Canceller is an adaptive algorithm for optimally estimating the parameters for beamforming, the signal processing technique of combining data from an array of sensors to improve SNR at a point in space. This work focuses on the algorithm’s application to widely-separated microphone arrays with irregular distributions used for human voice capture. Methods are presented for improving the performance of the algorithm’s blocking matrix, a stage that creates a noise reference for elimination, by proposing a stochastic model for amplitude correction and enhanced use of cross
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Cecchi, Stefania. "Metodi innovativi per il miglioramento del rendering audio in sistemi convenzionali e immersivi." Doctoral thesis, Università Politecnica delle Marche, 2007. http://hdl.handle.net/11566/242625.

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Romoli, Laura. "Advanced application for multichannel teleconferencing audio systems." Doctoral thesis, Università Politecnica delle Marche, 2011. http://hdl.handle.net/11566/242000.

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Al giorno d'oggi si registra un grande interesse verso i sistemi di telecon- ferenza multimediale a seguito della crescente richiesta di comunicazioni effi- cienti e dello sviluppo di tecniche avanzate per il processamento digitale dei segnali. Un sistema di teleconferenza dovrebbe fornire una rappresentazione realistica del campo sonoro e visivo, consentendo una comunicazione natu- rale tra i partecipanti dislocati ovunque nel mondo come fossero nella stessa stanza. In questo contesto, sono stati sviluppati molti sistemi, a partire da applicazioni basate su PC pensate per comunicazioni
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France, Michael. "Immersive Audio Production: Providing structure to research and development in an emerging production format." Ohio University Honors Tutorial College / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1492792648209904.

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Books on the topic "Audio immersif"

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Bharitkar, Sunil, and Chris Kyriakakis, eds. Immersive Audio Signal Processing. Springer New York, 2006. http://dx.doi.org/10.1007/0-387-28503-2.

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Services, Alberta Alberta Education Language. Guide d'accompagnement des cassettes-audio: 7e a 9e annee : francais-immersion. Alberta Education, 1991.

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Alberta. Alberta Education. Language Services. Guide d'accompagnement des cassettes-audio: 10e a 2e annee : francais-immersion. Alberta Education, 1991.

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Baxter, Dennis. Immersive Sound Production. Taylor & Francis, 2022. https://doi.org/10.5040/9780367512200.

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Immersive Sound Production is a handbook for the successful implementation of immersive sound for live sports and entertainment. This book presents thorough explanations of production practices and possibilities and takes the reader through the essentials of immersive sound capture and creation with real world examples of microphones, mixing and mastering practices. Additionally, this book examines the technology that makes immersive sound possible for the audio mixer, sound designer and content producer to craft a compelling soundscape. This book serves as a guide for all audio professionals,
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Immersive Audio Signal Processing. Springer, 2008.

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Bharitkar, Sunil, and Chris Kyriakakis. Immersive Audio Signal Processing. Springer, 2010.

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Entertainment, Topics. Instant Immersion French Audio Deluxe (Instant Immersion) (Instant Immersion). Topics Entertainment, 2005.

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Entertainment, Topics. Instant Immersion Japanese Audio Deluxe (Instant Immersion) (Instant Immersion). Topics Entertainment, 2005.

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Entertainment, Topics. Instant Immersion Italian Audio Deluxe (Instant Immersion) (Instant Immersion). Topics Entertainment, 2005.

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Immersion, Instant. Instant Immersion French Audio Deluxe. Topics Entertainment, 2006.

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Book chapters on the topic "Audio immersif"

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Huber, David Miles, Emiliano Caballero, and Robert E. Runstein. "Immersive Audio." In Modern Recording Techniques, 10th ed. Focal Press, 2023. http://dx.doi.org/10.4324/9781003260530-20.

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Dowling, David O. "Audio Immersion." In Immersive Longform Storytelling. Routledge, 2019. http://dx.doi.org/10.4324/9780429488290-6.

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Corbett, Ian. "Immersive Audio." In Mic It! Routledge, 2020. http://dx.doi.org/10.4324/9781003033042-8.

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Tsingos, Nicolas. "Object-Based Audio." In Immersive Sound. Routledge, 2017. http://dx.doi.org/10.4324/9781315707525-9.

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Roginska, Agnieszka. "Binaural Audio Through Headphones." In Immersive Sound. Routledge, 2017. http://dx.doi.org/10.4324/9781315707525-5.

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Choueiri, Edgar. "Binaural Audio Through Loudspeakers." In Immersive Sound. Routledge, 2017. http://dx.doi.org/10.4324/9781315707525-6.

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Parkinson, Adam, and Justin Randell. "Rethinking Immersive Audio." In Innovation in Music: Innovation Pathways. Focal Press, 2024. http://dx.doi.org/10.4324/9781003396710-14.

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Kim, Sungyoung. "Contextual factors in judging auditory immersion." In 3D Audio. Routledge, 2021. http://dx.doi.org/10.4324/9780429491214-8.

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Nhan, Jayven. "Creating Immersive Audio Experiences." In Mastering ARKit. Apress, 2024. http://dx.doi.org/10.1007/979-8-8688-0847-0_11.

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Nhan, Jayven. "Creating Immersive Audio Experiences." In Mastering ARKit. Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-7836-9_13.

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Conference papers on the topic "Audio immersif"

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Bem, Milena Jonas, Samuel Chabot, and Jonas Braasch. "Exploring Spatialization: A Method for Subjective Assessment of Soundscape Preference Using Immersive Environments." In ICAD 2024: The 29th International Conference on Auditory Display. International Community for Auditory Display, 2024. http://dx.doi.org/10.21785/icad2024.026.

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This research explores the application of immersive environments, like the Panorama Screen System, for perception and psychoacoustic experiments. A system is developed to present architectural scenarios visually and sonically by using panoramic images combined with spatialized sound. These audiovisual results are displayed on a human-scale panoramic display, which is integrated with eight loudspeakers for spatial audio rendering. While immersed in this system, participants use a wireless interface as a controller to interact with the experiment and give subjective ratings for their preferences
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Orsholits, Alex, Yiyuan Qian, Eric Nardini, Yusuke Obuchi, and Manabu Tsukada. "PLATONE: An Immersive Geospatial Audio Spatialization Platform." In 2024 IEEE International Conference on Metaverse Computing, Networking, and Applications (MetaCom). IEEE, 2024. http://dx.doi.org/10.1109/metacom62920.2024.00020.

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Buffa, Michel, Dorian Girard, and Ayoub Hofr. "Using Web Audio Modules for Immersive Audio Collaboration in the Musical Metaverse." In 2024 IEEE 5th International Symposium on the Internet of Sounds (IS2). IEEE, 2024. http://dx.doi.org/10.1109/is262782.2024.10704108.

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De Jesus Jr., Belmir, Marilia Lopes, Marc-Antoine Moinnereau, et al. "Quantifying Multisensory Immersive Experiences using Wearables: Is (Stimulating) More (Senses) Always Merrier?" In Workshop on Multisensory Experiences. Brazilian Computing Society, 2022. http://dx.doi.org/10.5753/sensoryx.2022.20001.

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Virtual reality applications are on the rise and touching numerous domains, including healthcare, training, and gaming, to name a few. Existing experiences, however, are not fully immersive, as only two senses (audio-visual) are stimulated. To overcome this limitation, olfactory and haptic devices are emerging, thus making multisensory immersive experiences a reality. To date, however, little is known about the impact that each stimulated sense has on the overall experience, as well as on the user’s sense of e.g., realism, immersion, and engagement. In this pilot, we aim to answer this questio
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Gao, Bolin, and Yu Sun. "An Context-Aware Intelligent System to Automate the Conversion of 2D Audio to 3D Audio using Signal Processing and Machine Learning." In 8th International Conference on Artificial Intelligence and Fuzzy Logic System (AIFZ 2022). Academy and Industry Research Collaboration Center (AIRCC), 2022. http://dx.doi.org/10.5121/csit.2022.121610.

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As virtual reality technologies emerge, the ability to create immersive experiences visually drastically improved [1]. However, in order to accompany the visual immersion, audio must also become more immersive [2]. This is where 3D audio comes in. 3D audio allows for the simulation of sounds from specific directions, allowing a more realistic feeling [3]. At the present moment, there lacks sufficient tools for users to design immersive audio experiences that fully exploit the abilities of 3D audio. This paper proposes and implements the following systems [4]: 1. Automatic separation of stems f
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Batsis, Dimitris, Magdalini Grigoriadou, Katerina ElRaheb, and Archontis Politis. "Disembodiment in VR: Immersed in 3D Audio Experiences." In 28th International Symposium on Electronic Art. Ecole des arts decoratifs - PSL, 2024. http://dx.doi.org/10.69564/isea2023-43-full-batsis-et-al-disembodiment-in-vr.

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In this paper, we discuss the notion of disembodiment as a driving force of inspiration in artificial systemsusing Virtual Reality (VR) and 3D audio technologies. In these environments, immersion is the common denominatorbetween the impression of disembodiment, which involves spatial ability, and the auditory perception from theperspective of creative binaural input. Our research focuses on three public artistic virtual reality works asexamples of sound-driven immersive virtual experiences. Through interviews with the contributors, we explore theway that disembodiment can serve immersion in VR
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Diniz, Rafael, and Marcelo F. Moreno. "Immersive audio properties for NCL media elements." In XXV Simpósio Brasileiro de Sistemas Multimídia e Web. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/webmedia_estendido.2019.8164.

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With the introduction of immersive audio formats like MPEG-H and Dolby AC-4, TV terminals may allow end users to configure their experience by changing values of audio parameters directly or indirectly (audio profiles) via some kind of configuration user interface. In order to support more dynamic user interfaces for this kind of interactive audio setup, DTV apps should be able to manipulate such parameters as well. This contribution proposes the addition of immersive audio properties to media elements in NCL applications.
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Huang, Mincong (Jerry), Samuel Chabot, and Jonas Braasch. "Panoptic Reconstruction of Immersive Virtual Soundscapes Using Human-Scale Panoramic Imagery with Visual Recognition." In ICAD 2021: The 26th International Conference on Auditory Display. International Community for Auditory Display, 2021. http://dx.doi.org/10.21785/icad2021.043.

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This work, situated at Rensselaer’s Collaborative-Research Augmented Immersive Virtual Environment Laboratory (CRAIVE-Lab), uses panoramic image datasets for spatial audio display. A system is developed for the room-centered immersive virtual reality facility to analyze panoramic images on a segment-by-segment basis, using pre-trained neural network models for semantic segmentation and object detection, thereby generating audio objects with respective spatial locations. These audio objects are then mapped with a series of synthetic and recorded audio datasets and populated within a spatial aud
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Gasselseder, Hans-Peter. "The Role of Agency in Ludoacoustic Immersion." In the Audio Mostly 2015. ACM Press, 2015. http://dx.doi.org/10.1145/2814895.2814899.

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Grani, Francesco, Dan Overholt, Cumhur Erkut, et al. "Spatial Sound and Multimodal Interaction in Immersive Environments." In the Audio Mostly 2015. ACM Press, 2015. http://dx.doi.org/10.1145/2814895.2814919.

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Reports on the topic "Audio immersif"

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Baluk, Nadia, Natalia Basij, Larysa Buk, and Olha Vovchanska. VR/AR-TECHNOLOGIES – NEW CONTENT OF THE NEW MEDIA. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.49.11074.

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The article analyzes the peculiarities of the media content shaping and transformation in the convergent dimension of cross-media, taking into account the possibilities of augmented reality. With the help of the principles of objectivity, complexity and reliability in scientific research, a number of general scientific and special methods are used: method of analysis, synthesis, generalization, method of monitoring, observation, problem-thematic, typological and discursive methods. According to the form of information presentation, such types of media content as visual, audio, verbal and combi
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