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Dissertations / Theses on the topic 'Audio immersif'

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1

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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2

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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7

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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8

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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9

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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10

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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11

Peretti, Paolo, and PAOLO PERETTI. "Immersive audio processing for multi-channel systems: evaluation and application in the automotive environment." Doctoral thesis, Università Politecnica delle Marche, 2011. http://hdl.handle.net/11566/242498.

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12

DE, SOTGIU ANDREA. "Musica Immersiva in Formato Binaurale." Doctoral thesis, Università degli studi di Genova, 2022. http://hdl.handle.net/11567/1090954.

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La tesi si propone di studiare la percezione del senso di immersività nella musica in formato binaurale, con l’obiettivo di migliorare l’esperienza d’ascolto e metterla a confronto con la musica ascoltata in formato stereofonico. Attraverso un’analisi delle basi della fisica del suono e della psicoacustica, il saggio vuole illustrare quali sono le tecnologie che permettono alla musica immersiva di essere prodotta. A tal proposito verranno presi in esame sia la storia delle tecniche di riproduzione sonora, che gli strumenti attualmente disponibili, per permettere alla comunità scientifica di
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13

Negrão, Miguel Cerdeira Marreiros. "Parameter field spatialization : the development of a technique and software library for immersive spatial audio." Thesis, Queen's University Belfast, 2016. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.709682.

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This thesis describes parameter field spatialization, a novel technique for creating and controlling spatial sound patterns formed along a surface, when working with sound synthesis and signal processing in a computer-music environment. Its main purpose is the creation of spatially-dynamic immersive sources in electroacoustic composition. This technique generates multiple decorrelated signals from a given sound process definition, which when spatialized at different locations can create a single enveloping auditory event with large width and heigth. By modulating parameters of the sound proces
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14

Tornell, Christoffer. "Ljud och flow : En studie på hur ljud kan påverka flow i spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17104.

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Den här studien fokuserade på begreppet flow och hur detta tillstånd påverkas av två olika sorters ljudläggnigar. Flow är i studiens sammanhang en kondition som spelaren befinner sig i när den är bekant med spelets mekaniker och är medveten om dess mål och hinder. Genom att ta in information med hjälp av olika medel som exempelvis ljudeffekter och animationer kan spelaren göra snabba och reaktiva beslut. Tidigare forskning visade hur många audivitva källor av immersion påverkar flow negativt, som exempelvis ambienser. Samtidigt visade forskning hur en spelare som befinner sig i ett tillstånd a
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Heimonen, Magnus. "Virtual Musicality : Soundtrack enters VR." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12824.

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Virtual Reality (VR) can potentially transport the user to another world. Outside of VR, musical soundtrack is usually placed outside of the scene, referred to as non-diegetic sound. In VR, this could potentially break immersion. Other ways to implement music have to be tested. A test was created consisting of three scenes with a wide selection of “listening modes”, or musical configurations. The listening modes ranged from non-diegetic stereo music via headphones to diegetic, played from speakers inside the VR spaces. 10 respondents played through the scenes in VR, experiencing every listenin
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16

Hansson, Oskar. "Can an Optimized MidSide Technique Improve Perceived Envelopment in Game Audio." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-69063.

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Mid/side processing techniques are commonly used in the music recording industry to widen the stereo image to create a more enveloping listening experience. Since the gaming industry is now in need of better audio solutions to stay on par with the recent visual advances intechnology; these mid/side techniques could potentially be a useful tool for sound designers to use. In this study, an experiment was conducted where 16 participants were asked to play 4 scenarios with different audio settings meant to enhance envelopment in different ways. After each scenario the participants were asked to r
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17

Anderberg, Ted, and Joakim Rosén. "Follow the Raven : A Study of Audio Diegesis within a Game’s Narrative." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14693.

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Virtual Reality is one of the next big things in gaming, more and more games delivering an immersive VR-experience are popping up. Words such as immersion and presence has quickly become buzzwords that’s often used to describe a VR-game or experience. This interactive simulation of reality is literally turning people’s heads. The crowd pleaser, the ability to look around in 360-degrees, is however casting a shadow on the aural aspect. This study focused on this problem in relation to audio narrative. We examined which differences we could identify between a purely diegetic audio narrative and
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18

Tång, Alfred. "3D Surround Sound Application for Game Environments." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-26120.

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This report covers the creation and implementation of a 3D audio application using FMOD Ex API. The report will also cover a walkthrough of the basic principles of 3D and surround audio, examples of other uses of 3D audio, a comparison between available technologies today, both software and hardware and finally the result of the implementation of the 3D sound environment software, both server and client. The application was created to explore the use of 3D audio in immersive environments. There was no application like this available when this project was conducted. An inductive approach along
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19

Rothbucher, Martin [Verfasser], Klaus [Akademischer Betreuer] Diepold, and Georg [Akademischer Betreuer] Färber. "Development and Evaluation of an Immersive Audio Conferencing System / Martin Rothbucher. Gutachter: Klaus Diepold ; Georg Färber. Betreuer: Klaus Diepold." München : Universitätsbibliothek der TU München, 2014. http://d-nb.info/1062701003/34.

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20

Jörgensen, Tanja. "Den oemotståndliga svetsen mellan ljud och bild : En kvalitativ studie om interaktion i TV- och datorspel." Thesis, Högskolan Dalarna, Ljud- och musikproduktion, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:du-21242.

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Denna undersökning syftar till att studera förhållandet mellan ljud, bild och spelare i en TV- och datorspelssituation. Med hjälp av fokusgruppdiskussioner berörs frågor på det audiovisuella området, där deltagarna är aktiva spelare som har tillryggalagt ett mycket stort antal speltimmar som de bygger sina kunskaper på. Här framkommer att ljud och musik fyller viktiga funktioner för spelarens möjlighet att interagera och leva sig in i spelet och att varje spel har en unik ljud- eller musikmiljö som spelarna tycks förhålla sig till på olika sätt beroende på varför man spelar och om man spelar e
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21

Rodrigues, Felipe Antunes de Oliveira. "Áudio, imersão e presença em jogos digitais." Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21669.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-12-04T11:46:19Z No. of bitstreams: 1 Felipe Antunes de Oliveira Rodrigues.pdf: 2502573 bytes, checksum: b9be7ad020151fc8cbad343711414219 (MD5)<br>Made available in DSpace on 2018-12-04T11:46:19Z (GMT). No. of bitstreams: 1 Felipe Antunes de Oliveira Rodrigues.pdf: 2502573 bytes, checksum: b9be7ad020151fc8cbad343711414219 (MD5) Previous issue date: 2018-09-24<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>This dissertation has the objective of analyzing the experience of immersive audio in digital games,
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Cloe, James H. Jr. "An Evaluation of Electronic Annotated Readers for First Graders in Chinese Dual Immersion to Improve Reading Comprehension and Character Recognition." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/3401.

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This study is an evaluation of online annotated readers developed for first grade students enrolled in Chinese immersion. The electronic readers were created to provide additional input to immersion students, who had little time in class for Chinese character reinforcement. The students accessed online readers from their homes and took assessments before and after each reader to test for improved character comprehension. In addition, students were divided into treatment and control groups. The treatment group had annotated electronic readers with audio and games. Conversely, the control group
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23

Löfberg, Benjamin, and Erik Tunhult. "Ljuddesign för Virtual Reality : En studie om att gestalta närvaro." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21815.

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I nuvarande forskning så existerar det ett research gap inom ljudproduktion och ljuddesign för Virtual Reality-applikationer. Det finns en mängd teknisk forskning om uppspelning av spatialiserat ljud för virtual reality med tekniker som binauralt ljud, HRTF (head-related transfer functions) och ambisonics. Allt detta är av högsta grad relevant för denna undersökning och kommer att diskuteras kring samt redogöras för i senare del av artikeln, men kommer inte att ta en central del av undersökningen. Snarare är det avsaknaden av metoder och processer för det kreativa skapandet och im
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24

Wennerberg, Daniel. "Auditory immersion and the believability of a first-person perspective in computer games : Do players have a preference between mono and stereo foley, and is one perceived as more believable?" Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-73985.

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Based on previous research on spatial attributes in foley and the concept that auditory immersion in first-person perspective computer games is enhanced by believable sound effects, this study explores if there is a connection between stereo foley and the believability of the first-person perspective, and regardless, if there is a preference to either mono or stereo foley. An interactive listening test was created in unreal engine 4, where 20 subjects, all considered gamers, played three levels that differed visually and in auditory content. In these levels, subjects auditioned two versions of
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Dalli, Kevin Charles. "Technological Acceptance of an Avatar Based Interview Training Application : The development and technological acceptance study of the AvBIT application." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-107108.

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This thesis expands on previous research and designs of avatar-based child interview training software. The goal of the thesis was to identify requirements, identify technologies and evaluate the likelihood of acceptance of a distribution ready software that would enhance role-play training exercises commonly used for child interview training. After identifying the requirements needed to create this type of application the needed technologies for solving those requirements were identified and one prototype and two production ready applications were developed. The production ready versions were
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26

KURCZAK, JOHN JASON. "The use of ambient audio to increase safety and immersion in location-based games." Thesis, 2012. http://hdl.handle.net/1974/6997.

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The purpose of this thesis is to propose an alternative type of interface for mobile software being used while walking or running. Our work addresses the problem of visual user interfaces for mobile software be- ing potentially unsafe for pedestrians, and not being very immersive when used for location-based games. In addition, location-based games and applications can be dif- ficult to develop when directly interfacing with the sensors used to track the user’s location. These problems need to be addressed because portable computing devices are be- coming a popular tool for navigation, playing
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Mou, Ying-Chieh, and 牟英傑. "Using H.323 Protocol to build immersive audio communication in Massive Multi-Player Game." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/19832706586861510687.

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碩士<br>中華大學<br>資訊管理學系<br>95<br>Multiplayer online games are the trend of the day. A recent innovation in multiplayer online game is the addition of technology that allows players to communicate with each using VoIP rather than typed text. Many of multiplayer online games have already support voice communication for players such as Microsoft Xbox Live® [1]. However, it merely provides voice channels for players to chat. This paper proposes a use of VoIP conference, which it provides an immersive audio communication in multiplayer online game. The mix of voices from different sound sources accord
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Costa, Mariana Vieira de Melo. "The player and the character : building identity through game audio." Master's thesis, 2017. http://hdl.handle.net/10400.14/22824.

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In spite of the increasing interest that video games have gained over the last decades, there has not yet been an academic effort to identify trend-like patterns in the creation of sound for video game characters. Such studies would be beneficial for amateur sound designers and indie game designers by enabling them to better understand the strategies that may coerce the player into diving and pleasantly navigating within the game world. The search for answers to this research gap entailed a path of research, which unfolded into six chapters. The Introduction (Chapter 1) describes the res
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ORTOLANI, FRANCESCA. "Hypercomplex adaptive filtering." Doctoral thesis, 2018. http://hdl.handle.net/11573/1081800.

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The degree of diffusion of hypercomplex algebras in adaptive and non-adaptive filtering research topics is growing faster and faster. The performance of hypercomplex adaptive filters has been widely experimented during the last decade. Quaternion filters, in particular, have been utilized in systems where the signals to be processed have some form of correlation. Besides correlation, the debate today concerns the usefulness and the benefits of representing multidimensional systems by means of these complicated mathematical structures and the criterions of choice between one algebra or a
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Gozzi, Andrea. "Luoghi della spettacolarità a Firenze tra passato e futuro: spazi da comporre, spazi per comporre." Doctoral thesis, 2023. https://hdl.handle.net/2158/1300059.

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Lo spazio destinato alla performance musicale costituisce la cornice e il contenuto dell'esperienza degli ascoltatori. L'ambiente acustico impone continue negoziazioni che differiscono in base al ruolo e alla posizione dell'ascoltatore come compositore, esecutore o membro del pubblico. Obiettivo della mia ricerca è indagare l'acustica di uno spazio performativo, il Teatro del Maggio Musicale Fiorentino di Firenze, seguendo due percorsi complementari, entrambi basati su un modello digitale interattivo. Il primo offre un’esperienza audiovisiva in cui l'utente può esplorare virtualmente la sala g
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31

Candusso, Damian. "Dislocations in sound design for 3-d films: sound design and the 3-d cinematic experience." Phd thesis, 2015. http://hdl.handle.net/1885/15862.

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Since the success of James Cameron’s Avatar (2009),1 the feature film industry has embraced 3-D feature film technology. With 3-D films now setting a new benchmark for contemporary cinemagoers, the primary focus is directed towards these new stunning visuals. Sound is often neglected until the final filmmaking process as the visuals are taking up much of the film budget. 3-D has changed the relationship between the imagery and the accompanying soundtrack, losing aspects of the cohesive union compared with 2-D film. Having designed sound effects on Australia’s first digital animated 3-D film,
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