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Dissertations / Theses on the topic 'Audio player'

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1

Himmetoğlu, Hikmet Gökhan. "Participatory design of a biometrically-driven portable audio player." Thesis, University of British Columbia, 2011. http://hdl.handle.net/2429/38752.

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Music listening assumes a number of different forms and purposes for many people who live in a highly digitalized world. Where, how and what songs are listened to can be a highly personalized activity, as unique musical preferences and individual tastes play an important role in choice of music. Today’s portable media devices are high-capacity and easy to carry around, supporting quick access to a nearly unlimited library of media, in many use contexts in nearly any time or place. But these advantages come at a cost. Operating the music player while doing other things can involve a physical an
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Benton, Carl Dennis. "The Design of a CD Transport for Audio Applications." The University of Waikato, 2006. http://hdl.handle.net/10289/2384.

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The project to design a CD transport (CD player) in conjunction with Perreaux Industries came about from the need for a source component in their Silhouette series of products. This project describes the design a high quality CD player, at a low price, to compliment Perreaux's Silhouette series. A CD drive is selected over a proprietary optical pickup due to the former's low cost and the standardisation of the interface. The control circuitry includes a micro controller and discrete logic to provide the correct data and clock signals to the SPDIF transmitter and DAC circuits. These two circuit
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Rogers, Katja [Verfasser]. "Realism in player experience : exploring game interaction, narrative, and audio / Katja Rogers." Ulm : Universität Ulm, 2021. http://d-nb.info/1227450702/34.

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Zuo, Hongming. "A SELF-LEARNING AUDIO PLAYER THAT USES A ROUGH SET AND NEURAL NET HYBRID APPROACH." Thesis, Laurentian University of Sudbury, 2013. https://zone.biblio.laurentian.ca/dspace/handle/10219/2117.

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A self-­‐learning Audio Player was built to learn users habits by analyzing operations the user does when listening to music. The self-­‐learning component is intended to provide a better music experience for the user by generating a special playlist based on the prediction of users favorite songs. The rough set core characteristics are used throughout the learning process to capture the dynamics of changing user interactions with the audio player. The engine is evaluated by simulation data. The simulation process ensures the data contain specific predetermined patterns. Evaluation results sho
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5

Króner, Tomáš. "Mobilní přehrávač pro příjem a zpracování multimediálních dat." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2009. http://www.nusl.cz/ntk/nusl-218119.

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Master’s thesis deals with developing of multimedia application that allow play and receive multimedia files as audio and video. In thesis introduction, there is theory overview about programming language J2ME, its parts and divisions in couple of chapters. The applications developing begin by choosing focus groups and also group of devices that agree with present trends about mobile devices. The next part undertakes selecting development tool NetBeans IDE based on requirements for multimedia develop and also undertakes selecting software development kit Nokia SDK and its short definition. Aft
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Wu, Haotian. "Prototype a solution for multi-track premium music score web player." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-177398.

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The current commercial version of ScorX multi-track premium music score(MPMS) player has poor support on mobile device, extra cost could be required for current product to support mobile device. This project aims to focus on developing a MPMS player1 using web based cross-platform technology. The company's commercial version is build on Adobe Flash Player. An investigation is conducted and result shows that a possible solution exist that by using which building such a player could be done by using Web Audio API and Adobe Edge Animate; a prototype is built upon this solution. Study of this proj
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Křenek, Tomáš. "Audio a video vysílání s využitím real-time protokolu." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2009. http://www.nusl.cz/ntk/nusl-218188.

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This diploma thesis focus on transmiting multimedia over computer network. There are detailed informations about protocols RTP and RTPC in a first part because a transmition over a network is realized by using these protocols. Some basic multimedia terms, FFmpeg codecs and SDL library are described in next chapters. A multimedia player using FFmpeg and SDL is implemented in a second part of thesis. The player is console application and it has basic user interface. The player reproduces video and audio from a given file. RTP communication is described in next chapters of the second part. RTP se
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Crépault, Wibe Catherine. "Investigating gameplay and gaming experience in an audio-only puzzle game using stressful versus calm ambience." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-84624.

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This study investigates if gameplay in an audio-only puzzle game differs when the player is feeling stressed or calm. This was done by conducting a test where 14 participants played an audio-only, puzzle game with two levels. One level containing stressful ambience and the other level containing calm ambience. The players were timed during the playtest and the results were analyzed. The results showed a significant decrease of played time in the level containing stressful ambience. The study has also investigated whether the participants preferred the level with the stressful ambience or the l
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9

Chung, Tuck Siong. "My mobile music an adaptive personalization system for digital audio players /." College Park, Md. : University of Maryland, 2007. http://hdl.handle.net/1903/7250.

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Thesis (Ph. D.) -- University of Maryland, College Park, 2007.<br>Thesis research directed by: Business and Management: Marketing. Title from t.p. of PDF. Includes bibliographical references. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
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Crane, Robert Morrison. "Social distance and loneliness as they relate to headphones used with portable audio technology /." California : Humboldt State University, 2005. http://hdl.handle.net/2148/28.

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11

Haddad, David, and Casper Strand. "Visual Substitutes for Audio Cues - Providing situational awareness for players with auditory disabilities." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20123.

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Spel har förvandlats till en mainstream underhållningskälla och har utvecklats tillsammans med teknologin. Till en nivå som nyttjar en spelares alla sinnen för att fördjupa de i ett spel. Uppmärksamheten kring tillgänglighet inom spel har dock försvagats.Detta examensarbete undersöker de tillgängliga lösningarna som syftar till att hjälpa döva eller hörselskadade, främst när det gäller situationsmedvetenhet genom att ersätta ljud med en visuell representation. De i skrivande stund tillgängliga lösningarna jämförs sedan med resultaten i relaterad forskning och en undersökning som genomfördes fö
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Kristal-Ern, Alfred. "Can sound be used to effectively direct players' attention in a visual gameplay oriented task?" Thesis, Luleå tekniska universitet, Medier ljudteknik och upplevelseproduktion och teater, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-63621.

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In this study, the understanding about multimodal perception from previous studies has been used to create a perceptually demanding visual search task inside a game. Also, a subtle multimodal cue was created to be in-directly informative about the visual search target’s location by attracting subjects’ attention. 20 subjects were divided equally among the experiments two conditions, one where the subjects had no access to the multimodal information and one where the subjects did have access to the multimodal information. The multimodal information conveyed to the subjects in this experiment wa
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Dams, Lacey. "The Battle of Orléans : The design process of an audio-tactile social game with older late-blind players." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96698.

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This work focuses on the creation of asocial game for older late-blind players,using participatory design.Even though the board game industry isbooming, accessible versions are scarceand since a substantial part of games areprimarily based on visual stimuli they arerather hard or impossible to translate intoa tactile version.Therefore, this thesis wants to criticise thenorm of abled-bodieness in boardgamesand uses co-design to create a new kindof social game, which renounces the useof exclusive visual game mechanics andintroduces an audio-tactile approach.Spenuzzis structure for participatoryd
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Frojd-Wasberg, Daniel. "The interrelations between audio compression and graphical texture detail in video games : How they affect players perception of quality." Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-76630.

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For this study three questions are being studied. Question one: “How does the audio compressionaffect the perceived video quality?” Question two is somewhat reversed: “How does the texturedetail affect the perceived audio quality?” The final question follows: “How do the audiocompression and texture detail affect the perceived overall quality?” The experiment was done on 36different untrained listeners, whereof 2 didn’t give complete answers and were therefore notincluded in the results. In total the result was based on 34 test subjects. Subjects participating in theexperiment had to play thro
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Strandberg, Carl. "Mediating Interactions in Games Using Procedurally Implemented Modal Synthesis : Do players prefer and choose objects with interactive synthetic sounds over objects with traditional sample based sounds?" Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-68015.

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Procedurally implemented synthetic audio could offer greater interactive potential for audio in games than the currently popular sample based approach does. At the same time, synthetic audio can reduce storage requirements that using sample based audio results in. This study examines these potentials, and looks at one game interaction in depth to gain knowledge around if players prefer and chooses objects with interactive sounds generated through procedurally implemented modal synthesis, over objects with traditionally implemented sample based sound. An in-game environment listening test was c
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Camerani, Roberto. "The role of users and suppliers in the adoption and diffusion of consumer electronics : the case of portable digital audio players." Thesis, University of Sussex, 2012. http://sro.sussex.ac.uk/id/eprint/40051/.

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The diffusion of innovations is a fundamental aspect of the innovative process, to which the literature on innovation dedicated a lot of attention. This voluminous literature covers a variety of themes, such as different kinds of innovations, potential adopters, and mechanisms by which the innovation spreads among its potential users. However, some aspects of this vast literature still deserve some further investigation. The objective of the thesis is to study the adoption and diffusion of a consumer technology, the portable digital audio player (DAP) market in Europe and Japan. The methodolog
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Hulthe, Christoffer. "Self-produced sound and kinesonic feedback in FPS games : do players have a preference between binaural and monophonic Foley?" Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-68993.

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Based on prior research on concepts such as kinesonic feedback, and the here presented concept of kinesonic perspective, this study investigates whether or not players prefer binaurally recorded Foley over monophonically recorded Foley in a first-person video game environment, and whether or not binaural Foley has an impact on their relationship to, or perception of, the avatar. A game environment was created, in which players could switch at will between two audio modes; one containing binaurally recorded Foley, and the other containing monophonically recorded Foley. In the study, subjects we
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18

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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19

Dosedělová, Iva. "Controllingový systém podniku." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2007. http://www.nusl.cz/ntk/nusl-221411.

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The thesis analyses problems of controlling system in a company dealing with cargo services and trade. It contains suggested solutions which shell result in increased quality and efficiency of operational and financial controlling in the comapny.
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20

Tsai, Ping-Hsiang, and 蔡秉翔. "A digital electronic stethoscope based on an audio player." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/83548226770381579999.

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碩士<br>國立中央大學<br>電機工程研究所<br>95<br>There are many organs inside a human body. They operate together to keep a person alive. The lung is an important organ to transport oxygen into the body and export carbon dioxide outside of the body. As air hits the walls of these airways, turbulence is created and produces sound, that is what we called lung sound. But if you have some diseases in your respiratory system, lung sounds may change. Asthma is a kind of bronchitis, this will produce a particular sound called wheeze. Besides that, the influence on frequency analysis on lung sound caused by asthma is
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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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Kumar, Vimal. "Design of Audio Player and Recorder on STM 32F4 Discovery Board." Thesis, 2015. http://ethesis.nitrkl.ac.in/7689/1/2015_Design_Kumar_(4).pdf.

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With the advancement in semiconductor technology, scope for development of embedded systems has increased manifolds. New processors with improved computing capabilities and low power consumption have further accelerated the developments in embedded domain. Consumers are looking for affordable multimedia devices with high performance and durability making embedded developers to think creatively and use all resources at hand to meet the desired user specifications. This is one such attempt by designing an Audio Player and Recorder to play the wave audio files from a USB flash drive and recording
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Hsiao, Hsiang-Chieh, and 蕭杏杰. "Design and Implementation of Audio Variable Speed/Tone Player for Embedded System." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/79769554046713276001.

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碩士<br>南台科技大學<br>電機工程系<br>94<br>Tone and speed adjustment of playback audio signal is a kind of special audio signal processing, which can be applied for hidden speaker's identity, voice change on telephone, special sound effect, speech synthesis, foreign language learning, signal compressing and for film personages. Most realization of the algorithms will be processed by software; in this thesis the pitch and speed of sound adjustment will be carried out by an embedded processor in FPGA with auxiliary hardware circuits. This system was realized in way of software and hardware co-design method
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Lin, Te-jun, and 林德潤. "Low Power Design and Realization of Audio Decoders for Portable Multimedia Player Applications." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/32859308043763259230.

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碩士<br>國立中正大學<br>資訊工程所<br>94<br>This thesis presents an low power design and realization of audio decoders for portable multimedia player applications. We take advantage of the software optimization to reduce CPU’s clock rate and consequently reach the low power design. In this thesis, we carry out our design on UniRISC and ARM7TDMI these two platforms. We also take a profile on the reference software to extract the distribution of computation complexity and then utilize software optimization to improve its efficiency to the part of the large proportion. We propose several kinds of methods that
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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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Yap, Kuan-Hoong, and 葉寬雄. "What are the impacts of iPod on portable digital audio player industry? - From customer perspective." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/74246499953374481534.

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碩士<br>元智大學<br>企業管理學系<br>98<br>This study tends to take both technological evolution theory and socio-cognitive theory to describe the emergence and the development of dominant design, using iPod as a case study based on the empirical data derive from customer reviews. In the early stage of emerging market, it is full of uncertainties in both technology and market. In technological evolution theory, the emergence of dominant design reduces uncertainties and provides a signpost for future development. However, dominant design diminishes the variation of product innovation. From socio-cognitive
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"Development of Hardware and Software for a Game-like Wireless Spatial Sound Distribution System." Master's thesis, 2016. http://hdl.handle.net/2286/R.I.38783.

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abstract: Several music players have evolved in multi-dimensional and surround sound systems. The audio players are implemented as software applications for different audio hardware systems. Digital formats and wireless networks allow for audio content to be readily accessible on smart networked devices. Therefore, different audio output platforms ranging from multispeaker high-end surround systems to single unit Bluetooth speakers have been developed. A large body of research has been carried out in audio processing, beamforming, sound fields etc. and new formats are developed to create reali
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Manco, Afonso Filipe Basílio. "Geek music party." Master's thesis, 2015. http://hdl.handle.net/10451/22428.

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Trabalho de projecto de mestrado, Engengaria Informática (Engenharia de Software), Universidade de Lisboa, Faculdade de Ciências, 2015<br>Torna-se cada vez mais importante inovar no que diz respeito a plataformas de entretenimento multimédia. Hoje em dia são inúmeras as formas que estão disponíveis para tornar estas plataformas mais dinâmicas tornando assim possível uma maior interação com o utilizador. A título de exemplo, refiro-me ao uso de webcams, smartphones, QR Codes, voz, entre outros. É comum haver mais plataformas estáticas do que interativas porque tendem a ser de cariz mais simples
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Wu, Liang-Che, and 吳良哲. "DSP-Based Real-Time Audio Processing for CD Players." Thesis, 1999. http://ndltd.ncl.edu.tw/handle/77272829055097239849.

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碩士<br>國立成功大學<br>電機工程學系<br>87<br>The thesis applies digital signal processing techniques to produce real-time audio effects in CD players. Several audio processing algorithms including pitch shifting, tempo stretching, level meter, beats-per-minute computation, and special effects have been developed and implemented. In addition, functions such as instant loop-back, cue-point management, soft muting and emphasis control are realized. The algorithms are developed using a computer-aided signal processing package. Tradeoffs are then studied to achieve a balance design in terms of the effectiveness
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Maguire, Brian. "Automated alignment of song lyrics for portable audio device display." 2008. http://hdl.rutgers.edu/1782.2/rucore10001600001.ETD.17522.

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Chen, Bo-Yan, and 陳柏延. "Design of DSP-Based Servo Control and Audio Processing for DJ Players." Thesis, 2001. http://ndltd.ncl.edu.tw/handle/26190457888212501331.

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碩士<br>國立成功大學<br>電機工程學系<br>89<br>Digital Signal Processor is designed to meet a high-speed of mathematical operations, wide space memory to store data and flexible program instructions, and communication of the interface. The thesis applies DSP to produce servo motor speed control and to estimate music BPM in DJ player. Receive encoder quadrature signal and music signal from DJ player in the measure time. On DSP real time mode, recommend motor low speed control theory and music spectrum analysis processing. To achieve servo motor low speed control and detect the music BPM. Built the DSP system
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Huang, Yu-Shiang, and 黃昱翔. "To Apply UPnP Technology in Synchronization between Separated Video and Audio Players." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/07402067233613157033.

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碩士<br>中華大學<br>資訊工程學系(所)<br>98<br>On Multimedia Digital Home Networks, an audio player may be separated from the video player. Due to forward or rewind a video, it makes the video player and the audio player asynchronous. Based on the original UPnP AV architecture, a synchronous mechanism is proposed in this paper. With exchanging both status of the video player and the audio player in UPnP messages, the synchronization is accomplished.
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CHIU, SHIH-MOU, and 邱仕謀. "The study of Enhanced Fire Management for Audio-Visual Places." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/56236770046690381215.

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碩士<br>中華科技大學<br>土木防災工程研究所在職專班<br>101<br>This study is focus on a small audiovisual places singing karaoke OK, Is the investigation of complex public places requirements on fire management really implemented? In a real situation among small karaoke OK, how to improve the industry's own fire awareness, spontaneous basis of fire management; interface between primary duties of firefighters and perform fire management. It can strengthen fire management of small karaoke OK. The study is based on Allah nightclub fires and other related audiovisual Singing fire cases as an example. Investigate its con
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Yang, Wei-chi, and 楊偉奇. "A Study on Copyright Disputes of the Public Broadcast through the Audio-Visual Equipment -- Broadcast in Public Places." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/84366499948108206950.

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碩士<br>東吳大學<br>法律學系<br>99<br>Since the structure of Copyright Acts become more complete and the Copyright awareness continues to rise, the Public Broadcast legal issues related to people’s regular life like hotels, schools, hospitals, supermarkets, hopping malls, and others in public places continue to increase. To rebroadcast the original broadcast content in public happens frequently and is not a new Copyright Act issue. Among all the issues, the most common two issues are (1) simply broadcasting the content of the program by turning on the radio/television in public , or (2) via a different
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