Academic literature on the topic 'Headphone ANC'

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Dissertations / Theses on the topic "Headphone ANC"

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Tokatli, Ahmet. "Design And Implementation Of A Dsp Based Active Noise Controler For Headsets." Master's thesis, METU, 2004. http://etd.lib.metu.edu.tr/upload/12605429/index.pdf.

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The design of a battery-powered, portable headphone active noise control system with TI TMS320C5416 DSP is described. The preliminary implementation of the system on a C5416 DSK is also explained. The problems of fixed-point implementation are described and solutions are proposed. Sign-sign Fx-LMS algorithm with a dead-zone is introduced and used as the adaptation algorithm. Effective use of dynamic range to improve the accuracy in filtering operations is discussed. Details of the designed battery-powered DSP board are given and board software development process is explained. The DSK system and designed portable system is compared against two commercially available analog systems under three different types of noises<br>composition of tones, drill noise and propeller plane cabin noise. The results reveal that adaptive system has better overall performance.
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Chen, Jianing. "Smart Headphone Design and Development." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Produktutveckling, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-34091.

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3

Laszewski, Gayle Ann. "The effect of headphone music on exercise compliance." Scholarly Commons, 1988. https://scholarlycommons.pacific.edu/uop_etds/2148.

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A study was designed to assess the effect of headphone music on running performance and enjoyment with its implications for increasing exercise compliance. A counterbalanced split-plot design was used with 18 University of the Pacific undergraduates receiving both treatment conditions: running with music and running without music. Measures included: (a) perceived enjoyment questionnaire scores; (b) running time; and (c) heart rate. It was expected that music would increase participants' rated running enjoyment, amount of time spent running, and also running intensity or heart rate, in comparison to running without music. Music significantly increased participants' rated enjoyment scores but not running time or heart rate. A tendency for participants to run longer when they rated the run as more enjoyable was also observed although the obtained Pearson r was not significant at the p = .05 level.
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NORDENSTRÖM, JUNG MARIKA, and HANNA WALLNER. "Exploring social interactions of headphone users : Behaviour studies and concept design." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-276442.

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The development of wireless headphones has put us in a new situation, both considering the product itself and how it is used. Headphones are today used everywhere, by everyone and are more and more ‘always on’.  Studies have looked at how we as humans get affected by music and how it affects both our personal space and focus on our surroundings. However, little has been studied on how the design of the headphone influences behaviours of the user and how the people interacting with the user is affected. The goal of this project is to strengthen the existing studies with research with a stronger focus on the social interactions between people while wearing headphones, and how design can influence these behaviours. A human-centred approach was used, implementing qualitative and quantitative analyses together with trigger materials that explores design alternatives.  The research findings showed that true wireless headphones have changed users’ behaviour both in usage and when encountering social interactions. It is a common understanding that it is rude to keep the headphones on while interacting with someone but the way the headphones are designed today there is not enough incentive for everyone to take them off. The major problem for the secondary user is the uncertainty if the counterpart hears them properly or not.  Two final products were created as two separate examples of how the findings can be implemented. To prevent antisocial behaviour, one of the products is designed to be left in the ear, but that communicates with the surrounding that the user is open for conversation using a light source. The other product facilitates the act of removing the headphones temporarily, by providing simple and accessible storage of the headphones that can be placed on the user’s garments.<br>I takt med att utvecklingen av trådlösa hörlurar har eskalerat har även vår relation till hörlurar förändrats, både vad det gäller produkten i sig, men också hur produkten används. Idag används hörlurar i stort sett överallt i vår omgivning. Det blir mer och mer en produkt som användaren konstant aktivt bär på sig, så kallat “always on”.  Studier har gjorts om hur människan påverkas av musik och hörlursanvändning, men få studier har gjorts där man undersöker hur dess design påverkar användarens beteende och personer i användarens omgivning.  Målet med detta projekt är att styrka befintliga studier med undersökningar som har större fokus på beteenden kring sociala interaktioner människor emellan, och hur design kan användas som en parameter för att påverka och förändra dessa beteenden. Projektet har utgått från ett användarcentrerat perspektiv där kvalitativa och kvantitativa analyser implementerats och kompletterats med triggermaterial vars syfte har varit att utforska alternativ design och undersöka användarnas reaktioner på dessa.  Studien visade att trådlösa hörlurar har förändrat användares beteende, både vad gäller användande av produkten, men också gällande sociala interaktioner. Det finns en allmän uppfattning om att det anses otrevligt att inte ta av sig sina hörlurar vid sociala interaktioner men som dagens trådlösa hörlurar är designade är det inte ett tillräckligt stort incitament för alla att faktiskt ska ta av sig dem. Det här skapar problem hos personerna i användarens omgivning, då det är svårt att avgöra om användaren lyssnar aktivt på dem eller inte. Två slutgilitga produkter togs fram som två separata exempel på hur insikterna från studien kan användas och implementeras. För att undvika asociala beteenden är en av produkterna designad för att kunna lämnas kvar i örat, men kommunicera tillgänglighet till omgivningen genom en ljuskombination på hörluren. Den andra produkten förenklar förvaringen av hörlurar genom att fodralet till hörlurarna kan fästas på användarens kläder, och på så sätt göra det lättare att ta ut hörlurarna ur öronen under sociala interaktioner.
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Hanagami, Nathan Fox. "Adding DSP enhancement to the Bose® Noise Cancelling Headphones." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/33284.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2005.<br>Includes bibliographical references (p. 97).<br>A Discrete Time Signal Processor for use on the audio path in the Bose QuietComfort® Acoustic Noise Cancelling® [5] Headphones was designed and implemented. The purpose was to demonstrate that digital processing was feasible for this type of portable consumer product, and to design and add new equalization and adaptive abilities not currently available in the all analog circuitry. The algorithm was first prototyped in Simulink® and Real-Time Workshop®¹; it was then adapted to embedded code for an ADI Blackfin® ADSP-BF533 DSP.<br>by Nathan Fox Hanagami.<br>M.Eng.
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Erkan, Fatih. "Design And Implementation Of A Fixed Point Digital Active Noise Controller Headphone." Master's thesis, METU, 2009. http://etd.lib.metu.edu.tr/upload/12610758/index.pdf.

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In this thesis, the design and implementation of a Portable Feedback Active Noise Controller Headphone System, which is based on Texas Instruments TMS320VC5416PGE120 Fixed Point DSP, is described. Problems resulted from fixed-point implementation of LMS algorithm and delays existing in digital ANC implementation are determined. Effective solutions to overcome the aforementioned problems are proposed based on the literature survey. Design of the DSP based control card is explained and crucial points about analog-digital-mixed board design for noise sensitive applications are explained. Filtered input LMS algorithm, filtered input normalized LMS algorithm and filtered input sign-sign LMS algorithm are implemented as adaptation algorithms. The advantages and disadvantages of using modified LMS algorithms are indicated. The selection of the parameters of these algorithms is based on theoretical results and experiments. The real time performances of different adaptation algorithms are compared with each other as well as with a commercial analog ANC headphone under different types of artificial and natural noise signals. Moreover, practical conditions such as put on - put off case and dynamic range overflow case are handled with additional software implementations. It is shown that adaptive ANC systems improve the noise reduction significantly when the noise is within a narrow frequency range and this reduction can be applied to a wider frequency range. It is also shown that the problems of digitally implemented adaptive filters which are based on tracking capability, stability, dynamic range and portability can be fixed to challenge with the analog commercial ANC systems.
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ROGEFELT, JOAKIM, and ADAM LUNDSTRÖM. "Mobile Gaming Earbud. : Design and functionality investigation of mobile gaming headphones." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-263155.

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Today there are a vast amount of headphones models, brands and types – each trying their bestto differentiate themselves from the rest. In collaboration with Defunc the thesis project soughtto investigate how one can develop a pair of mobile gaming headphones that meet the needsand wants of mobile gamers. The project was divided into three stages - Exploration,Validation, and Implementation – with focus on human centred design, ergonomics, branding,and most importantly headphone technology. User studies and market analysis revealed that there was a market gap for mobile gaming, andthat gaming needs were dependant on four main categories of personal value creation ingaming. Fishbone diagrams and QFD analysis were used to identify prioritized productproperties for customer values. Competitive gamers were chosen as the intended user group,as they had the most to gain from gaming headphones, and set the standard for the gamingcommunity as a whole. Modules were created and used as a tool for generating concepts. These were then testedthrough rapid prototyping and trigger interviews, with respect to usability and ergonomics. Theinsights from these together with price points from the manufacturers guided the conceptselection process. An initial design proposal was created and verified through a collaborationwith manufacturers at site in China. The result was a portable mobile gaming earbud (MGE) which featured hybrid drivers,adjustable MEMS microphone, 15 h battery time, BT 5.0 with aptX ll and ACC support, 3Dsurroundsound simulation, compressor functionality, mic mute, memory foam tips, andmagnetic backplates featuring on/off functionality. All features comply with identified wantsand needs of the user studies – including a design that suits on-the-go use of mobile gamingwhile differentiating itself from market competition.<br>På dagens marknad finns det en otrolig mängd hörlurstyper, modeller och varumärken – däralla gör sitt bästa för att differentiera sig från de andra. I samarbete med Defunc ämnade dettaexamensarbete att undersöka hur ett par hörlurar för mobil gaming kan utvecklas somtillmötesgår behov och önskemål hos dess användare. Projektet var indelat i tre faser –Utforskning, Validering och Implementering – med fokusområdena användarcentrerad design,ergonomi, varumärkesstrategi, och framförallt hörlursteknologi. Användarstudier och marknadsanalyser visade att det fanns ett potentiellt utrymme för mobilgaming, och att spelbehov främst berodde av fyra kategorier av personligt värdeskapande undersjälva spelandet. Fiskbensdiagram och en QFD analys användes för att identifiera och prioriteraproduktegenskaper gentemot användarvärden. Tävlingsinriktade spelare valdes som denslutgiltiga användargruppen då dessa hade mest att gynna av ett par gaming-hörlurar, men ävendå de sätter standarden för den övriga gaming-världen. Moduler skapades och användes som verktyg i konceptgenereringsprocessen. De genereradekoncepten testades därefter med hjälp av rapid prototyping och triggerintervjuer med avseendepå användarvänlighet och ergonomi. Samlade insikter vägledde tillsammans medprisuppskattningar från tillverkare konceptvalet. En första design skapades och verifieradessedan i samarbete med tillverkare på plats i Kina. Projektet resulterade i en portabel mobil gaming-hörlur (MGE) med hybrida drivare, justerbarMEMS-mick, 15 timmars batteritid, BT 5.0 med stöd för aptX ll och ACC, 3D-simulerat ljud,kompressor, mickavstängning, memory foam-proppar, och magnetiska hörlursryggar medinbyggd av/på-funktionalitet. Alla dessa egenskaper följer de behov och önskemål somidentifierats i användarstudierna – inkluderat en design som passar spelande utanför hemmetoch som differentierar sig från konkurrenterna
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Persson, Johan. "International entrepreneurship orientation within Swedish born global companies in the ear- and headphone industry." Thesis, Södertörns högskola, Företagsekonomi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-42056.

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We have all read about the rapid development of today’s business landscape as well as the increase in globalization. Companies are forced to operate in new ways in order to stay competitive. At the same time, globalization has opened up new business opportunities for companies. This has lead to the emergence of born global companies, which carry out rapid internationalization processes from an early stage, and challenge traditional internationalization models such as the Uppsala model. According to existing literature, there are several challenges with adopting a born global strategy, and international entrepreneurship orientation becomes an important aspect in order to succeed. Finding a balance between innovativeness, risk-taking, and proactiveness is the key in order for born global companies to succeed in their internationalization process. This study investigates how international entrepreneurship orientation affects the internationalization process of born global companies in Sweden. I have, with the help of a qualitative study, looked into how Swedish SME born global companies in the ear-and headphone industry have managed to take on several international markets in their internationalization process and in what way international entrepreneurship orientation in combination with other factors have played a crucial role.<br>Vi har alla läst om den snabba utvecklingen av dagens affärslandskap samt den ökade globaliseringen. Företag tvingas idag att hitta nya sätt att arbeta på för att förbli konkurrenskraftiga. Globalisering har i sin tur skapat nya möjligheter för företag, vilket har lett till uppkomsten av born global-företag. Dessa företag karaktäriseras av att genomföra snabba internationaliseringsprocesser från ett tidigt skede och utmanar på så sätt mer traditionella modeller så som Uppsalamodellen. Enligt existerande litteratur finns det ett flertal utmaningar när det kommer till att ta sig an en born global-strategi och internationell entreprenörskapsorientering blir därmed en viktig aspekt för att lyckas. Att hitta en balans mellan innovativitet, proaktivitet och risktagande är nyckeln för att ett born globalföretag ska lyckas i sin internationaliseringsprocess. Den här studien undersöker hur internationell entreprenörskapsorientering påverkar internationaliseringsprocessen hos born global-företag i Sverige. Jag har med hjälp av en kvalitativ studie undersökt hur svenska SME born global-företag inom hörlursbranschen har lyckats ta sig an flera internationella marknader i deras internationaliseringsprocess och på vilket sätt internationell entreprenörskapsorientering i kombination med andra faktorer har haft en kritisk roll i processen.
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Gower, Daniel W. "Speech intelligibility in tracked vehicle and pink noise under active noise reduction and passive attenuation communications headsets /." This resource online, 1992. http://scholar.lib.vt.edu/theses/available/etd-06062008-170444/.

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10

Perala, Chuck H. "Active noise reduction headphone measurement: Comparison of physical and psychophysical protocols and effects of microphone placement." Diss., Virginia Tech, 2006. http://hdl.handle.net/10919/27053.

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Currently in the United States, Active Noise Reduction (ANR) headphones cannot be tested and labeled as hearing protection devices (HPDs) due to inherent limitations with the existing psychophysical headphone testing standard, real-ear attenuation at threshold (REAT). This research focused on the use of a standard, for physical, microphone-in-real-ear testing, (MIRE, ANSI S12.42-1995), to determine if MIRE may be appropriately used to measure the total attenuation (i.e., passive + active) of ANR headphones. The REAT â Method B, Subject-Fit protocol,â ANSI S12.6-1997(R2002), was also used to assess passive attenuation (and used for comparison with the MIRE data), as this is the current standard for passive Headphone attenuation testing. The MIRE protocol currently does not specify a standardized location for measurement microphone placement. Prior research is mixed as to the potential benefits and shortcomings of placing the measurement microphone outside versus inside the ear canal. This study captured and compared acoustic spectral data at three different microphone locations: in concha, in ear canal-shallow depth, and in ear canal-deep depth (with a probe tube microphone positioned near the tympanic membrane), using human test participants and five ANR headphones of differing design. Results indicate that the MIRE protocol may be used to supplant the REAT protocol for the measurement of passive attenuation, although differences were observed at the lowest-tested frequency of 125 Hz. Microphone placement analysis revealed no significant difference among the three locations specified, with a noted caveat for the probe tube microphone location at the highest tested frequency of 8000 Hz. Overall findings may be useful to standards-making committees for evaluating a viable solution and standardized method for testing and labeling ANR headphones for use as hearing protection devices. Microphone placement results may assist the practitioner in determining where to place measurement microphones to best suit their particular needs when using MIRE. Discussion includes an in-depth interpretation of the data, comparisons within and between each protocol, and recommendations for further avenues to explore based on the data presented.<br>Ph. D.
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