Academic literature on the topic 'Interactive audio'

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Journal articles on the topic "Interactive audio"

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Waters, Richard C. "Audio interactive tutor." Journal of the Acoustical Society of America 101, no. 5 (1997): 2428. http://dx.doi.org/10.1121/1.419492.

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Raman, T. V., and David Gries. "Interactive Audio Documents." Journal of Visual Languages & Computing 7, no. 1 (1996): 97–108. http://dx.doi.org/10.1006/jvlc.1996.0006.

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Waters, Richard C. "THE AUDIO INTERACTIVE TUTOR." Computer Assisted Language Learning 8, no. 4 (1995): 325–54. http://dx.doi.org/10.1080/0958822950080403.

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Howlett, Grant S. "Interactive Audio/Video Hardware Configurations." CALICO Journal 4, no. 1 (2013): 39–50. http://dx.doi.org/10.1558/cj.v4i1.39-50.

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A complete Interactive Audio/Videodisc system includes several different pieces of equipment, each of which must be selected for compatibility with the complete configuration and with the courseware. Each of the several pieces and their functions is described, and some sample configurations are given to help developers, teachers, and administrators cope with the hardware selection problems.
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He, Jun. "Quartet: Designing for an Experimental Audio Game in Mixed Reality Environments." Lecture Notes in Education Psychology and Public Media 5, no. 1 (2023): 482–90. http://dx.doi.org/10.54254/2753-7048/5/20220673.

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Applying sonic interaction to game design has gained momentum in recent year. This paper proposes a novel approach to design an experimental audio game Quartet that is immersive and highly interactive in the mixed reality environment. The chief aims of designing this game are to explore the music improvisation techniques by using the software Touchdesigner and to create a new spectatorship of sonic interaction in immersive experiences. To achieve the goals, several methods were presented: interactive storytelling, audio visualization, ceding control, sonic interaction, etc. The research has al
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Liu, Fan, and Jiandong Fang. "Multi-Scale Audio Spectrogram Transformer for Classroom Teaching Interaction Recognition." Future Internet 15, no. 2 (2023): 65. http://dx.doi.org/10.3390/fi15020065.

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Classroom interactivity is one of the important metrics for assessing classrooms, and identifying classroom interactivity through classroom image data is limited by the interference of complex teaching scenarios. However, audio data within the classroom are characterized by significant student–teacher interaction. This study proposes a multi-scale audio spectrogram transformer (MAST) speech scene classification algorithm and constructs a classroom interactive audio dataset to achieve interactive teacher–student recognition in the classroom teaching process. First, the original speech signal is
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Jaspers, Fons, and Zhang Ji-Ping. "Interactive Audio for Computer Assisted Learning." Journal of Educational Technology Systems 19, no. 1 (1990): 59–74. http://dx.doi.org/10.2190/xjgl-xp52-3teg-yg2m.

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McPhee, Scot. "Audio-visual Poetics in Interactive Multimedia." Convergence: The International Journal of Research into New Media Technologies 3, no. 4 (1997): 72–91. http://dx.doi.org/10.1177/135485659700300407.

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CHURCH, D. M. "Interactive Audio for Foreign-Language Learning." Literary and Linguistic Computing 5, no. 2 (1990): 191–94. http://dx.doi.org/10.1093/llc/5.2.191.

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Kuntz, Matthieu, and Bernhard U. Seeber. "Spatial audio for interactive hearing research." INTER-NOISE and NOISE-CON Congress and Conference Proceedings 265, no. 2 (2023): 5120–27. http://dx.doi.org/10.3397/in_2022_0741.

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The use of sound field synthesis for hearing research has gained popularity due to the ability to auralize a wide range of sound scenes in a controlled and reproducible way. We are interested in reproducing acoustic environments for interactive hearing research, allowing participants to move freely over an extended area in the reproduced sound field. While the physically accurate sound field reproduction using sound field synthesis is limited to the sweet spot, it is unclear how different perceptual measures vary across the reproduction area and how suitable sound field synthesis is to evaluat
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Dissertations / Theses on the topic "Interactive audio"

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Smith, Adam Douglas 1975. "WAI-KNOT (Wireless Audio Interactive Knot)." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/62360.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.<br>Includes bibliographical references (leaves 44-45).<br>The Sound Transformer is a new type of musical instrument. It looks a little like a saxophone, but when you sing or "kazoo" into it, astonishing transforms and mutations come out. What actually happens is that the input sound is sent via 802.11 wireless link to a net server that transforms the sound and sends it back to the instrument's speaker. In other words, instead of a resonant acoustic body, or a loc
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Olaleye, Olufunke I. "Symbiotic Audio Communication on Interactive Transport." Kent State University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=kent1176438067.

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Tsingos, Nicolas. "MODELS AND ALGORITHMS FOR INTERACTIVE AUDIO RENDERING." Habilitation à diriger des recherches, Université de Nice Sophia-Antipolis, 2008. http://tel.archives-ouvertes.fr/tel-00629574.

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Les systèmes de réalité virtuelle interactifs combinent des représentations visuelle, sonore et haptique, afin de simuler de manière immersive l'exploration d'un monde tridimensionnel représenté depuis le point de vue d'un observateur contrôlé en temps réel par l'utilisateur. La plupart des travaux effectués dans ce domaine ont historiquement port'e sur les aspects visuels (par exemple des méthodes d'affichage interactif de modèles 3D complexes ou de simulation réaliste et efficace de l'éclairage) et relativement peu de travaux ont été consacrés 'a la simulation de sources sonores virtuelles '
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Brossier, Paul M. "Automatic annotation of musical audio for interactive applications." Thesis, Queen Mary, University of London, 2006. http://qmro.qmul.ac.uk/xmlui/handle/123456789/3809.

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As machines become more and more portable, and part of our everyday life, it becomes apparent that developing interactive and ubiquitous systems is an important aspect of new music applications created by the research community. We are interested in developing a robust layer for the automatic annotation of audio signals, to be used in various applications, from music search engines to interactive installations, and in various contexts, from embedded devices to audio content servers. We propose adaptations of existing signal processing techniques to a real time context. Amongst these annotation
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Bedoya, Ramos Daniel. "Capturing Musical Prosody Through Interactive Audio/Visual Annotations." Electronic Thesis or Diss., Sorbonne université, 2023. http://www.theses.fr/2023SORUS698.

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Des projets de science participative (SP) ont stimulé la recherche dans plusieurs disciplines au cours des dernières années. Des citoyens scientifiques contribuent à cette recherche en effectuant des tâches cognitives, favorisant l'apprentissage, l'innovation et l'inclusion. Bien que le crowdsourcing ait servi à recueillir des annotations structurelles en musique, la SP reste sous-utilisée pour étudier l'expressivité musicale. On introduit un nouveau protocole d'annotation pour capturer la prosodie musicale, associée aux variations acoustiques introduites par les interprètes pour rendre la mus
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Jordan, Eric Michael. "Programming models for the development of interactive audio applications." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/37764.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1995.<br>Includes bibliographical references (leaves 59-63).<br>by Eric Michael Jordan.<br>M.S.
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Malone, Caitlin A. "A Visit to the Priory: An Interactive Audio Tour." Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/389.

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The chapter house of the Benedictine priory of Saint John Le Bas-Nueil, currently located in the Worcester Art Museum, is an impressive piece of architecture. However, visitors are currently restricted to admiring the structure and its restoration only, as there is limited information presented in the museum about the room’s original use. The purpose of this project was to produce a low-impact, narrative-driven audio experience designed to increase visitor interest in the museum in general and Benedictine life during the twelfth century in particular. The prototype produced combines elements
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Sheets, Gregory S. "Audio coding and identification for an interactive television application." Thesis, This resource online, 1996. http://scholar.lib.vt.edu/theses/available/etd-02132009-172049/.

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Byers, Kenneth Charles. "Full-body interaction : perception and consciousness in interactive digital 3-dimension audio visual installations." Thesis, University of the West of Scotland, 2017. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.740180.

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Lucas, Stephen 1985. "Virtual Stage: Merging Virtual Reality Technologies and Interactive Audio/Video." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc984124/.

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Virtual Stage is a project to use Virtual Reality (VR) technology as an audiovisual performance interface. The depth of control, modularity of design, and user immersion aim to solve some of the representational problems in interactive audiovisual art and the control problems in digital musical instruments. Creating feedback between interaction and perception, the VR environment references the viewer's behavioral intuition developed in the real world, facilitating clarity in the understanding of artistic representation. The critical essay discusses of interactive behavior, game mechanics, inte
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Books on the topic "Interactive audio"

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Bhasha Research and Publication Centre. Gujaratanum adivasi sangita: An audio-visual interactive. Bhasha Research and Publication Centre, 2011.

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John, Matthews. Interactive whiteboards. Cherry Lake Pub., 2009.

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Behringer, Uli. Denoiser: The audio interactive noise reduction system, Model SNR 2000. 2nd ed. Behringer Spezielle Studiotechnik, 1995.

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Harrison, Mark. The use of interactive audio and speech recognition techniques in training. [s.n.], 1993.

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Robinson, Ambron Sueann, and Hooper Kristina, eds. Interactive multimedia: Visions of multimedia for developers, educators & information providers. Microsoft Press, 1988.

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1966-, Greenebaum Ken, and Barzel Ronen, eds. Audio anecdotes II: Tools, tips, and techniques for digital audio. A K Peters, 2004.

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1973-, Collins Karen, ed. From Pac-Man to pop music: Interactive audio in games and new media. Ashgate, 2008.

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Romiszowski, A. J. The selection and use of instructional media: For improved classroom teaching and for interactive, individualized instruction. 2nd ed. K. Page, 1988.

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Dave, Raybould, ed. The game audio tutorial: A practical guide to sound and music for interactive games. Boston, 2011.

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Minker, Wolfgang. Speech and human-machine dialog. Kluwer Academic Publishers, 2004.

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Book chapters on the topic "Interactive audio"

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Goodwin, Simon N. "Interactive Audio Codecs." In Beep to Boom. Routledge, 2019. http://dx.doi.org/10.4324/9781351005548-17.

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Coggan, Andrew. "Interactive music." In Unity Game Audio Implementation. Focal Press, 2021. http://dx.doi.org/10.4324/9781003055167-11.

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van den Boogaart, C. G., and R. Lienhart. "Visual Audio: An Interactive Tool for Analyzing and Editing of Audio in the Spectrogram." In Interactive Video. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/978-3-540-33215-2_6.

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Gampe, Johanna. "Interactive Narration within Audio Augmented Realities." In Interactive Storytelling. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-10643-9_34.

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Goodwin, Simon N. "Interactive Audio Development Roles." In Beep to Boom. Routledge, 2019. http://dx.doi.org/10.4324/9781351005548-4.

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Robinson, Ciarán. "Interactive Game Objects." In Game Audio with FMOD and Unity. Routledge, 2019. http://dx.doi.org/10.4324/9780429455971-11.

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Goodwin, Simon N. "The Essence of Interactive Audio." In Beep to Boom. Routledge, 2019. http://dx.doi.org/10.4324/9781351005548-1.

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Parry, Nye, Helen Bendon, Stephen Boyd Davis, and Magnus Moar. "Locating Drama: A Demonstration of Location-Aware Audio Drama." In Interactive Storytelling. Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-89454-4_6.

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Wu, Wenjie, and Stefan Rank. "Story Immersion in a Gesture-Based Audio-Only Game." In Interactive Storytelling. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-27036-4_21.

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Gonzalez, Ruben. "Better Than MFCC Audio Classification Features." In The Era of Interactive Media. Springer New York, 2012. http://dx.doi.org/10.1007/978-1-4614-3501-3_24.

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Conference papers on the topic "Interactive audio"

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Raman, T. V., and D. Gries. "Interactive audio documents." In the first annual ACM conference. ACM Press, 1994. http://dx.doi.org/10.1145/191028.191045.

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Turchet, Luca. "Interactive sonification and the IoT." In AM'19: Audio Mostly. ACM, 2019. http://dx.doi.org/10.1145/3356590.3356631.

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Wyse, Lonce. "Interactive Audio Web Development Workflow." In MM '14: 2014 ACM Multimedia Conference. ACM, 2014. http://dx.doi.org/10.1145/2647868.2655064.

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Rowland, Jess, and Adrian Freed. "Flexible surfaces for interactive audio." In the 2012 ACM international conference. ACM Press, 2012. http://dx.doi.org/10.1145/2396636.2396688.

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Hürst, Wolfgang. "Interactive audio-visual video browsing." In the 14th annual ACM international conference. ACM Press, 2006. http://dx.doi.org/10.1145/1180639.1180781.

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Rajan, Rahul, Cliff Chen, and Ted Selker. "Considerate Audio MEdiating Oracle (CAMEO)." In the Designing Interactive Systems Conference. ACM Press, 2012. http://dx.doi.org/10.1145/2317956.2317972.

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Masu, Raul, Nuno N. Correia, Stephan Jurgens, Jochen Feitsch, and Teresa Romão. "Designing interactive sonic artefacts for dance performance." In AM'20: Audio Mostly 2020. ACM, 2020. http://dx.doi.org/10.1145/3411109.3412297.

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Di Maggio, Francesco, Atau Tanaka, David Fierro, and Stephen Whitmarsh. "An Interactive Modular System for Electrophysiological DMIs." In AM '23: Audio Mostly 2023. ACM, 2023. http://dx.doi.org/10.1145/3616195.3616226.

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Hadjakos, Aristotelis, Heizo Schulze, André Düchting, et al. "Learning Visual Programming by Creating a Walkable Interactive Installation." In the Audio Mostly 2015. ACM Press, 2015. http://dx.doi.org/10.1145/2814895.2814914.

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Thompson, Andrew, and Gyorgy Fazekas. "A Model-View-Update Framework for Interactive Web Audio Applications." In AM'19: Audio Mostly. ACM, 2019. http://dx.doi.org/10.1145/3356590.3356623.

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Reports on the topic "Interactive audio"

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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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Kiianovska, N. M. The development of theory and methods of using cloud-based information and communication technologies in teaching mathematics of engineering students in the United States. Видавничий центр ДВНЗ «Криворізький національний університет», 2014. http://dx.doi.org/10.31812/0564/1094.

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The purpose of the study is the analysis of the development of the theory and methods of ICT usage while teaching higher mathematics engineering students in the United States. It was determined following tasks: to analyze the problem source, to identify the state of its elaboration, to identify key trends in the development of theory and methods of ICT usage while teaching higher mathematics engineering students in the United States, the object of study – the use of ICT in teaching engineering students, the research methods are: analysis of scientific, educational, technical, historical source
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Syvash, Kateryna. AUDIENCE FEEDBACK AS AN ELEMENT OF PARASOCIAL COMMUNICATION WITH SCREEN MEDIA-PERSONS. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.49.11062.

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Parasocial communication is defined as an illusory and one-sided interaction between the viewer and the media person, which is analogous to interpersonal communication. Among the classic media, television has the greatest potential for such interaction through a combination of audio and visual series and a wide range of television content – from newscasts to talent shows. Viewers’ reaction to this product can be seen as a defining element of parasociality and directly affect the popularity of a media person and the ratings of the TV channel. In this article we will consider feedback as part of
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Panchenko, Liubov F., Tetiana A. Vakaliuk, and Kateryna V. Vlasenko. Augmented reality books: concepts, typology, tools. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4414.

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The article discussed the usage of augmented reality books in educational process. The object of research is augmented reality books. The subject of the study is the concepts and classification of augmented reality books; digital story making tools that emphasize child-teacher co-operation; difficulties in augmented reality using. The methods of research are: the analysis of publications about the issue; the analysis of digital tools capabilities; systematization and generalization of research information. In the article the facet classification for augmented books is proposed; the main facets
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Symonenko, Svitlana V., Viacheslav V. Osadchyi, Svitlana O. Sysoieva, Kateryna P. Osadcha, and Albert A. Azaryan. Cloud technologies for enhancing communication of IT-professionals. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3861.

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The paper deals with the urgent problem of enabling better communication of IT-specialists in their business and interpersonal interaction using information and communication technologies, including cloud technologies. It is emphasized, that effective communication is an integral part of the successful professional work of IT-professionals, but in recent years it has undergone significant transformations, which have been expressed in new forms and means of communication, its content changes, its complications and volume increases, the need to improve its accuracy, and the level of understandin
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Barajas, Jesus, Lindsay Braun, Amanda Merck, Bob Dean, Paul Esling, and Heidy Persaud. The State of Practice in Community Impact Assessment. Illinois Center for Transportation, 2022. http://dx.doi.org/10.36501/0197-9191/22-011.

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The objective of this research was to provide recommendations to the Illinois Department of Transportation for updating and revising the “Community Impact Assessment Manual” in accordance with the latest research and practice. The guide incorporated findings from a literature review, a scan of state department of transportation (DOT) community impact assessment (CIA) guidance and manuals, a survey of practitioners from state DOTs involved in CIA, and a series of interviews with those same practitioners to recommend process updates. According to the Federal Highway Administration, community imp
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