Dissertations / Theses on the topic 'Virtual acoustics'
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Kuster, Martin. "Inverse methods in room acoustics with under-determined data and applications to virtual acoustics." Thesis, Queen's University Belfast, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.486233.
Full textCarwile, Zachary Thomas. "Validation of a 3-D Virtual Acoustic Prototyping Method For Use In Structural Design." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/30988.
Full textMaster of Science
Webb, Craig Jonathan. "Parallel computation techniques for virtual acoustics and physical modelling synthesis." Thesis, University of Edinburgh, 2014. http://hdl.handle.net/1842/15779.
Full textTakeuchi, Takashi. "Systems for virtual acoustic imaging using the binaural principle." Thesis, University of Southampton, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.249594.
Full textAmengual, Garí Sebastià Vicenç [Verfasser]. "Investigations on the Influence of Acoustics on Live Music Performance using Virtual Acoustic Methods / Sebastià Vicenç Amengual Garí." Detmold : Hochschule für Musik Detmold, Musikbibliothek, 2018. http://d-nb.info/1173637931/34.
Full textHill, Peter A. "Front back confusion in systems for the production of virtual acoustic images." Thesis, University of Southampton, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.245307.
Full textMcDermott, Scott. "An Analysis of Accurate, Real-Time Reproduction of 3D Acoustics in Virtual Environments." Thesis, University of Louisiana at Lafayette, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3687696.
Full textMany of the applications, virtual environments, and video games available to average computer users integrate stunning three-dimensional (3D) graphics and real-world visualizations. Developers spend an extraordinary amount of time and effort creating these immersive, realistic virtual environments, primarily focusing on the graphics components. Within these virtual realities, the user should easily perceive the locations of sound sources accurately, as well as the acoustic nature of the environment. However, for reasons of economy and simplicity, most developers apply readily available industry standards for generating pseudo-3D sounds in their applications. This research explores the shortcomings of these standards, proposes an effective alternative, and provides a detailed analysis of the various possible approaches.
This project includes a number of computationally efficient, physics-based 3D acoustics simulations, each of which will produce realistic aural reproductions. The primary goal is to evaluate and compare these algorithms against each other, non-3D sound reproduction, and the current industry standards (e.g. Microsoft's DirectX® pseudo-3D algorithm). We will test three hypotheses. First, users will find that physics-based 3D algorithms will render improved auralization reproductions compared against industry standards like DirectX® and/or OpenAL. Second, localization and spatialization will improve with user training when using these algorithms. Finally, we should discover an unambiguous ranking system for the quality of each tested algorithm.
Collins, Christopher Michael. "Development of a Virtual Acoustic Showroom for Simulating Listening Environments and Audio Speakers." Thesis, Virginia Tech, 2004. http://hdl.handle.net/10919/9965.
Full textMaster of Science
Kahana, Yuvi. "Numerical modelling of the head-related transfer function." Thesis, University of Southampton, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.326799.
Full textLalime, Aimee L. "Development of a Computationally Efficient Binaural Simulation for the Analysis of Structural Acoustic Data." Thesis, Virginia Tech, 2002. http://hdl.handle.net/10919/34524.
Full textMaster of Science
Borß, Christian [Verfasser]. "An Improved Parametric Model for the Design of Virtual Acoustics and its Applications / Christian Borß." München : Verlag Dr. Hut, 2011. http://d-nb.info/1018982388/34.
Full textVölk, Florian [Verfasser]. "Interrelations of Virtual Acoustics and Hearing Research by the Example of Binaural Synthesis / Florian Völk." München : Verlag Dr. Hut, 2013. http://d-nb.info/104230758X/34.
Full textZheng, Haosheng, and Kaichun Zhang. "Noise Analysis of Computer Chassis and Secondary Sound Source Noise Reduction." Thesis, Blekinge Tekniska Högskola, Institutionen för maskinteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18547.
Full textThery, David. "Architectural auralizations : towards the integration of virtual acoustic design in architecture." Thesis, université Paris-Saclay, 2020. http://www.theses.fr/2020UPASS016.
Full textThis thesis investigated the use of auralization in the design phase of architectural projects. While this technology, which consists of rendering audible numerical acoustical simulations, has been extensively used in research, from cognitive to human-computer interfaces to archeology to concert halls acoustics evaluation studies, only limited data existed on its use by acoustical consultants for acoustical design. The question was to evaluate if auralizations can improve the processes of acoustical design for the conception of architectural spaces. Based on the practical acceptability theory, the use of auralizations has been studied through questionnaire and interviews of acoustical consultants, as well as the observation of a practical case study project, conducted in collaboration with Theatre Projects Consultants. These enabled the identification of the main uses of auralizations, as well as the difficulties encountered that impede the adoption of the technology. One of the requirements for its adoption is the accuracy and reliability of both the results and the tools themselves. Therefore, the stability of auditory perception was assessed in perceptive studies along a set of subjective attributes, with auralizations rendered over different interfaces, including sound reproduction methods and VR visual interfaces. The two sound reproduction methods compared were head-tracked Binaural and Ambisonic while the VR visual devices compared were a HMD and a CAVE-light system. A relative stability of auditaptory perception was observed, while the perceived Envelopment and Apparent Source Width were slightly impacted by the rendering system in both cases. Efforts in the adaptability of auralization tools for use in architectural design and knowledge transfer from research to industry are still needed for a better integration of auralizations in architects and acousticians workflow
Faria, Regis Rossi Alves. "Auralização em ambientes audiovisuais imersivos." Universidade de São Paulo, 2005. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-29092013-105249/.
Full textRecent advances in multichannel audio and surround systems have contributed to an increasing interest for spatial sound field auralization, capable of delivering acoustic ambience with great realism, and surrounding listener completely. A study on technologies and solutions for spatial sound has shown that building auralizators involve four major functional blocks, but, although there are many techniques and tools available, there is not an integration architecture for spatial audio production which permits developers to select their favorite techniques, and build a solution with an arbitrary refinement level, as wished. It is presented a four level modular open architecture for spatial audio production in immersive audiovisual environments. As a case study, an Ambisonics auralizator is implemented for the CAVERNA Digital CAVE. It is verified that auralization can deliver the correct acoustical perspective for the virtual environment necessary for a more realistic perception of space, and that an open approach presents advantages in 2D/3D audio systems design. Implementation results are presented and discussed. As conclusions, challenges and future works are presented.
Demoucron, Matthias. "On the control of virtual violins - Physical modelling and control of bowed string instruments." Phd thesis, Université Pierre et Marie Curie - Paris VI, 2008. http://tel.archives-ouvertes.fr/tel-00349920.
Full textNaranjo, José Francisco Lúcio. "Aperfeiçoamentos no código computacional RAIOS incluindo aurilização." Universidade do Estado do Rio de Janeiro, 2010. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=1576.
Full textNeste trabalho se revisam os principais aperfeiçoamentos implementados no código computacional de simulação numérica de acústica de salas denominado RAIOS. Tais aperfeiçoamentos são divididos em quatro grupos: processo de importação de informação a partir de arquivos DXF; a implementação de novos parâmetros de qualidade acústica, assim como o cálculo do nível de pressão sonora; modificações para lidar com casos de acústica de exteriores (ruído urbano) e por último; inserção do módulo de realidade virtual acústica. Inicialmente, é apresentada uma breve revisão do estado anterior do código computacional RAIOS e, em seguida, os modelos que foram implementados no software. Os resultados obtidos foram precisos e os erros apresentados são justificados através da análise das características dos modelos e métodos adotados pelo simulador.
In this work, the most important improvements implemented in the computer code of numeric simulation of room acoustics, called RAIOS, are presented. These improvements are divided in four groups: Data importation process from DXF files; implementation of new acoustic quality parameters and steady state sound pressure level calculation; modifications in order to deal with cases of open field acoustics (urban noise); and implementation of the acoustic virtual reality module. Initially, a brief overview of the previous version of the computer code RAIOS is done. Then, the background theory of the procedures performed in the source code are presented. The results obtained were accurate and the encountered errors are justified through the characteristics analysis of the models and methods adopted by the simulator.
Viala, Romain. "Towards a model-based decision support tool for stringed musical instruments making." Thesis, Bourgogne Franche-Comté, 2018. http://www.theses.fr/2018UBFCD002.
Full textThis work proposes a methodology for the transfer of industrial and research domain methods toward arts and crafts domain. The virtual prototyping and mechanical characterization of materials are used for the stringed musical instruments making domain. The works is adressed to the guitar and violin making. This domain is historically driven by empricism and it is studied here using objective criteria. The main topic is the mechanical vibratory behaviour of musical instruments. Firstly, the mechanical behaviour of the material used (tonewood) is studied. A non-destructive methodology is proposed and applied on spruce and maple species. The reliability of the numerical models is studied by method usually used in industry and research, the verification and validation process. The models developed are used as a support for the study of complex phenomena in musical acoustics. Finally, the utilization of numerical method for a practical application in instrument making (decision support under uncertainties, geometric and material optimization) is proposed. The methodology for a transfer to art and crafts domain is discussed
Arroyo, Molina Javier. "Towards a virtual climate chamber – A physical experimental study." Thesis, KTH, Skolan för kemi, bioteknologi och hälsa (CBH), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-282848.
Full textDet här projektet fokuserar på att experimentellt karakterisera ett av verktygen som används i Ericsson AB för att testa produktprestanda - klimatkammaren. Genom att utföra experiment inuti klimatkammaren och efterbehandla de erhållna data, kan man få en förståelse för luftflödet inuti kammaren och jämföra resultat med experimentella data från utomhus. Ett av delmomenten i detta arbete bevisar hypotesen: 'Vindens energipotential är större än inomhus', vilket visar sig vara sant när man jämför värden för flödets integrala längdskalor, med samma medelvärde i vindhastighet. Den andra etappen av detta projekt är att erhålla en värdefull experimentell vägledning som kommer att tjäna till att konstruera en virtuell modell av klimatkammaren. Med slutsatserna från experimenten, som innefattar värmeöverföring, kan gränsvillkor för den numeriska modellen fastställas.
Dumortier, Alexis Jean Louis. "Detection, classification and localization of seabed objects with a virtual time reversal mirror." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/55316.
Full textIncludes bibliographical references (p. 88-91).
The work presented in this thesis addresses the problem of the detection, classification and localization of seabed objects in shallow water environments using a time reversal approach in a bistatic configuration. The waveguide is insonified at low frequency ('kHz) with an omnidirectional source and the resulting scattered field is sampled by a receiving array towed behind an Autonomous Underwater Vehicle (AUV). The recorded signals are then processed to simulate onboard the AUV, the time reversed transmissions which serve to localize the origin of the scattered field on the seabed and estimate the position of the targets present. The clutter rejection based upon the analysis of the singular values of the Time Reversal operator is investigated with simulated data and field measurements collected off the coast of Palmaria (Italy) in January 2008.
by Alexis J. Dumortier.
S.M.
Legros, Maxime. "Synthèse acoustique d'un module de ventilation automobile." Thesis, Compiègne, 2016. http://www.theses.fr/2016COMP2295/document.
Full textThe sound quality problem inside the car cabin is important in the automotive field, especially in the case of upmarket vehicles. The reductions of the noise produced by internal combustion engines and the emergence of hybrid and electric solutions have transformed the perception of sound by the user. The acoustic contribution of equipment such as the HVAC has become paramount and must be studied from the design stage. In order to treat acoustic problems and provide virtual prototyping tools, t his thesis was conducted within the framework of the Cevas project (Conception d'Equipement de Ventilation à Air Silencieux) to study and characterize the components of an automotive HVAC. An acoustic synthesis approach is used to identify the components responsible for the noise generated and transmitted. Their active and passive properties, translated by a source term and a transmission loss, have been studied and represented by thin strips spectra. This definition allows sound synthesis of the noise produced and the study of sound quality using acceptance laws. The source term of the fan is predicted by an original law, based on experimental data and inspired by ASHRAE law. The source term of the flap is characterized by using the Nelson and Morphey empirical method. The source term of the heat exchanger is determined from measurements. The transmission losses of the flap and the heat exchanger are obtained using the scattering matrix. The transposition of the source terms from a standardized test environment to an acoustic medium representative of the HVAC has been studied. The developed method is based on modeling t he source term by acoustic excitation whose amplitude and location are independent of the environment. The application of this method has required analytical and numerical models to characterize the acoustic excitation. In the case of the fan, its propagation in a simplified HVAC is studied. A virtual prototyping tool has been implemented in the case of the simplified HVAC. The noise prediction is confronted with sound power measurements. The use of the prototyping tool allows studying the contribution of each component considering various cases of ventilation
Forsman, Jimmy. "Game engine based auralization of airborne sound insulation." Thesis, Umeå universitet, Institutionen för fysik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-149498.
Full textBai, Hequn. "Modèles hybrides pour la réverbération sonore." Thesis, Paris, ENST, 2016. http://www.theses.fr/2016ENST0009/document.
Full textThere is an increasing interest in creating interactive virtual worlds due to the wide variety of potential applications in entertainment and education. The 3D acoustic scene can be synthesized from two perspectives : the physical approaches and the perceptual approaches. Acoustic radiance transfer method is an efficient ray-based method to model the diffuse reflections and the late reverberation. An extension of the Radiance Transfer Method (RTM) is proposed in this thesis, which allows modeling the early part of specular reflections while keeping the advantage of the original model for the late reverberation simulation. Feedback delay networks are widely used structures to generate the late reverberation. A new method is presented in this thesis, which inherits the efficiency of the Feedback Delay Network (FDN) structure, but aims at linking the parameters of the FDN directly to the geometries of the modeled environment. The relation is achieved by assigning a physical meaning to each delay line and studying the sound energy exchange between them. Then the physical approachand the perceptual approach are combined. The simplified acoustic Radiance Transfer Method, with extension for both specular and diffuse reflections, is incorporated with the Feedback Delay Networks. The new reverberator, despite of modeling the diffuse and late reverberation, is also capable of simulating the early and specular reflections with accuracy
Soria, Sergio Gilberto Rodriguez. "Estudos sobre personalização da função de transferência relativa à cabeça em sistemas biaurais de reprodução acústica virtual." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-21032006-144134/.
Full textThis work presents several proposals associated with the optimal use of head-related transfer functions (HRTF) in virtual auditory spaces presented via headphones. These proposals lead to personalization of the HRTF to particular individuals, using a combination of the structural and morphological modeling techniques. In the context of structural modeling, this work focuses on modeling the contribution of the pinna to the HRTF. The pinna is the anatomical structure responsible for vertical sound localization. Thus, the first step was to extract a set of pinna-related transfer functions (PRTFs) from HRTFs published in a database. This was accomplished using several techniques like linear prediction analysis for tracking the resonances, windowing for eliminating the torso influence, autocorrelation and group delay functions for emphasizing the notches and other algorithms for combining resonances and notches in only one magnitude response. Using this novel database of PRTFs and a set of proposed anthropometric parameters plus some others registered in the database, a vector space corresponding to pinna anthropometry is linearly mapped into a vector space corresponding to spectral features of the PRTF, being calculated, in this way, several linear transformations for estimation of new PRTFs, outside the database. The estimation attains 66% of reconstruction in the training group. The work focuses on the exploration of spectral characteristics important for elevation perception, therefore, it is limited to the median plane where there are no meaningful interaural differences nor head diffraction effects. Finally, a system for sound localization tests is proposed in order to validate the model.
Quintana, James R. A. "Frequency Responsive Beam Tracing." Oberlin College Honors Theses / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=oberlin1462957979.
Full textHill, Adam J. "Analysis, modeling and wide-area spatiotemporal control of low-frequency sound reproduction." Thesis, University of Essex, 2012. http://hdl.handle.net/10545/230034.
Full textBarba, Sevillano Arturo. "La acústica virtual como herramienta arqueológica. Historia y sonido en el Teatro Principal de Valencia." Doctoral thesis, Universitat Politècnica de València, 2016. http://hdl.handle.net/10251/62687.
Full text[ES] Este trabajo toma el Teatro Principal de Valencia como materia de estudio y plantea profundizar en el conocimiento de su historia, arquitectura y acústica. Nuestro objetivo final ha sido analizar y reconstruir las condiciones acústicas del teatro en diversos momentos históricos, aportando con ello una novedosa forma de acercamiento al patrimonio arquitectónico valenciano. Pretendemos, además, mostrar la potencialidad de las actuales herramientas de simulación acústica y auralización para el estudio de la tipología arquitectónica teatral más extendida en Europa desde el siglo XVII: el teatro barroco a la italiana. El Teatro Principal de Valencia es un ejemplo paradigmático de teatro a la italiana al reunir todas y cada una de las características formales que definen esta tipología edilicia. Inaugurado en el año 1832, es el decano de los teatros valencianos y uno de los recintos a la italiana en activo más antiguos de España, anterior incluso a los proyectos pioneros del Teatro Real de Madrid (1850) y del Gran Teatre del Liceu de Barcelona (1847). Hemos llevado a cabo trabajos de búsqueda en archivo, vaciados de prensa, investigación bibliográfica, así como consulta y recopilación de documentos, planimetría e imágenes (inéditas muchas de ellas) que han hecho posible la recuperación de la historia del recinto teatral valenciano, desdibujada en gran medida por el paso del tiempo. Todo ello ha constituido en sí mismo un objetivo de esta tesis, y como tal se presenta en el apartado de resultados. Este estudio histórico pormenorizado del teatro nos ha permitido seleccionar cinco momentos en los que sus diferencias morfológicas podrían poner de manifiesto cambios en su acústica: 1832, 1859, 1928, 1968 y 2015. Se han realizado medidas acústicas normalizadas en el teatro y hemos desarrollado modelos informáticos tridimensionales de las cinco morfologías seleccionadas. El modelo acústico actual ha sido ajustado con las medidas in situ. A partir de dicho modelo, se han introducido modificaciones volumétricas, geométricas y de coeficientes de absorción y/o difusión con objeto de revertir virtualmente cada una de las intervenciones arquitectónicas que ha experimentado la sala teatral, siempre basándonos en criterios históricos documentados. Todo ello nos ha permitido reconstruir la historia sonora del Teatro Principal de Valencia, pudiendo comparar los cambios que sus parámetros acústicos han experimentado en sus más de 180 años de vida. Como colofón a la tesis, se ha profundizado en el realismo gráfico del modelo geométrico del Teatro Principal actual mediante el empleo de técnicas de texturización y realidad virtual fotorrealística, habiendo conseguido un modelo que permite experimentar auralizaciones del Teatro Principal en un impactante entorno gráfico inmersivo (CAVE, ProwerWall, etc.) que abre la puerta a nuevas líneas de investigación.
[CAT] Aquest treball pren el Teatre Principal de València com a matèria d'estudi i planteja aprofundir en el coneixement de la seua història, arquitectura i acústica. El nostre objectiu final ha estat analitzar i reconstruir les condicions acústiques del teatre en diversos moments històrics, aportant amb això una nova forma d' apropar-nos al patrimoni arquitectònic valencià. Pretenem, a més, mostrar la potencialitat de les actuals eines de simulació acústica i auralització per a l' estudi de la tipologia arquitectònica teatral més estesa a Europa des del segle XVII: el teatre barroc a la italiana. El Teatre Principal de València és un exemple paradigmàtic de teatre a la italiana ja que reuneix totes i cadascuna de les característiques formals que defineixen aquesta tipologia edilícia. Inaugurat l 'any 1832, es tracta del degà dels teatres valencians i un dels més antics d'Espanya, anterior fins i tot als projectes pioners del Teatro Real de Madrid (1850) i del Gran Teatre del Liceu de Barcelona (1847). Hem dut a terme treballs de recerca en arxiu, buidats de premsa, recerca bibliogràfica, així com consulta i recopilació de documents, planimetria i imatges (moltes inèdites) que han fet possible la recuperació de la història del recinte teatral valencià, desdibuixada en gran mesura pel pas del temps. Tot això ha constituït en si mateix un objectiu d' aquesta tesi, i com a tal l' hem presentat en l' apartat de resultats. Aquest estudi històric del teatre ens ha permès seleccionar cinc moments en què les seues diferències morfològiques podrien posar de manifest canvis en la seua acústica: 1832, 1859, 1928, 1968 i 2015. S'han realitzat mesures acústiques normalitzades al teatre i hem desenvolupat models informàtics tridimensionals de les cinc morfologies seleccionades. El model acústic actual ha estat ajustat amb les mesures in situ. A partir d'aquest model, s'han introduït modificacions volumètriques, geomètriques i de coeficients d'absorció i / o difusió a fi de revertir virtualment cadascuna de les intervencions arquitectòniques que ha experimentat la sala teatral, sempre basant-nos en criteris històrics documentats. Així hem pogut reconstruir la història sonora del Teatre Principal de València i comparar els canvis que els seus paràmetres acústics han experimentat al llarg de la seua vida. Com a colofó de la tesi, hem aprofundit en el realisme gràfic del model geomètric del Teatre Principal actual mitjançant l' ús de tècniques de texturització i realitat virtual fotorealística, havent desenvolupat un model que permet experimentar auralitzacions del Teatre Principal en un impactant entorn gràfic immersiu (CAVE, ProwerWall, etc.) que ens obri la porta a noves línies d' investigació.
Barba Sevillano, A. (2016). La acústica virtual como herramienta arqueológica. Historia y sonido en el Teatro Principal de Valencia [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/62687
TESIS
Gardner, William G. "The virtual acoustic room." Thesis, Massachusetts Institute of Technology, 1992. http://hdl.handle.net/1721.1/66351.
Full textCarmo, Rodrigo Salvadori Baptista do. "Ambiente virtual de aprendizagem em ondas e acústica para auxiliar o processo ensino e aprendizagem da física no ensino médio." Universidade Federal de São Carlos, 2013. https://repositorio.ufscar.br/handle/ufscar/4439.
Full textThis work describes the development of a VLE Virtual Learning Environment, where music is the basis for studying sound waves. New educational tools such as videos, animations, simulations, as well as the Moodle platform, were used to create a virtual environment, where students can learn about sound waves in an autonomous and interactive way, motivating them to use computers and internet as facilitators of the teaching/learning process, making it more effective and interesting. This material was applied to High School students - which translates to Ensino Médio and/or Pré-Vestibular in Brazil s schooling system - in the following schools: Carlos Drummond de Andrade and Nomelini Cirandinha, both in Barretos, Escola Espaço Livre, in Bebedouro and Coc Cardiofísico, in Jaboticabal. Both the teaching experience related to the VLE construction and its learning results are also described in this work.
O presente trabalho descreve o desenvolvimento de um AVA Ambiente Virtual de Aprendizagem, onde utilizamos a música como fio condutor para o estudo das ondas sonoras. Fazendo uso das novas ferramentas educacionais como vídeos, animações, simulações bem como a plataforma Moodle, produzimos um ambiente virtual onde os alunos podem estudar as ondas sonoras de uma forma interativa e autônoma, incentivando-os a utilizar o computador e a internet como facilitadores do processo de ensino/aprendizagem, tornando este processo mais efetivo e interessante. Esse material foi aplicado a turmas de alunos do Ensino Médio e Pré-Vestibular das escolas Carlos Drummond de Andrade e Nomelini Cirandinha, ambas de Barretos, Escola Espaço Livre, de Bebedouro e escola COC Cardiofísico, de Jaboticabal. Tanto a experiência didática quanto a construção do AVA e seus resultados de aprendizagem são também descritos neste trabalho.
Gardner, Michael D. "Scan-Based Near-Field Acoustical Holography on Partially Correlated Sources." Diss., CLICK HERE for online access, 2009. http://contentdm.lib.byu.edu/ETD/image/etd3167.pdf.
Full textRose, John Frederick William. "Visually adaptive virtual acoustic imaging." Thesis, University of Southampton, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.399992.
Full textOxnard, Stephen. "Efficient hybrid virtual room acoustic modelling." Thesis, University of York, 2016. http://etheses.whiterose.ac.uk/17459/.
Full textPostma, Barteld. "Serious auralizations." Thesis, Université Paris-Saclay (ComUE), 2017. http://www.theses.fr/2017SACLS091/document.
Full textOver recent decades, auralizations have become more prevalent in architectural acoustics and virtual reality. Auralizations have numerous use-cases such as multi-modal virtual reality explorations, studies of the acoustical influence of renovations, and historic research. Despite their numerous use-cases, they rarely have been part of scientific studies. Therefore, the goal of this thesis was to examine the use of room acoustical auralizations based on geometrical acoustics (GA) as a scientific tool and aimed to aid in the creation of more ecologically valid historically accurate auralizations. Already in the 1930s first attempts were undertaken to render audible (imaginary) sound fields. Developments over the last 80 years have led to significant improvements of auralizations. Today, if one wishes to create auralizations, generally anechoic recording need to be convolved with either a measured or simulated room impulse response (RIR). GA software are often employed to numerically compute the RIR of complicated geometries. Wave-based methods are computationally intensive, requiring complex geometrical models and complex input data. This thesis aims to enhance the quality of fully computed auralizations. For this purpose the calibration of room acoustical models and the inclusion of dynamic voice directivity were studied. Room acoustical measurements were carried out in four rooms and geometrical acoustics models were created of the same spaces. A methodical calibration procedure was proposed, carried out in the four rooms, and first validated by means of parameter estimation comparison. Subjective listening tests which compared measured and simulated auralizations for three spaces found that the auralizations were equally perceived for 8 tested acoustical attributes. Subsequently, a framework was presented which enabled the inclusion of dynamic voice directivity. The results of listening tests indicated that perceptual differences between dynamic voice directivity and regular static source ordinations in plausibility and envelopment of the auralization as well as perceived width of the source. With the improved ecological validity of the auralizations it was possible to study the influence of visualizations on the acoustical experience, with a reasonable degree of confidence that perceived effects are also applicable in real-life situations. For this purpose, a framework was established which enabled multi-model assessments of theater plays and concerts. Results of a visual-aural coherent multi-modal listening test confirmed the perceptual differences between dynamic and static voice directivity auralizations. A second listening test employing this framework which compared incoherent to coherent aural-visual cues indicated that with increased visual source-receiver distance auralizations are perceived acoustically more distant and louder
Papadopoulos, Timoleon. "Inverse filtering for virtual acoustic imaging systems." Thesis, University of Southampton, 2006. https://eprints.soton.ac.uk/157421/.
Full textHoag, Kenneth J. "Facilitating rich acoustical environments in virtual worlds." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1998. http://handle.dtic.mil/100.2/ADA354946.
Full textThesis advisor(s):, Rudolph P. Darken. "September 1998." Includes bibliographical references (p. 77-79). Also available online.
MAFFRA, SERGIO ALVARES RODRIGUES DE SOUZA. "PROPAGATION OF SOUND IN TWO-DIMENSIONAL VIRTUAL ACOUSTIC ENVIRONMENTS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2003. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=3723@1.
Full textDurante muito tempo, a simulação computacional de fenômenos acústicos tem sido utilizada principalmente no projeto e estudo da acústica de ambientes. Recentemente, no entanto, podemos ver um maior interesse na utilização dessas simulações como forma de aumentar a sensação de imersão em ambientes virtuais. De forma geral, podemos dizer que um ambiente acústico virtual deve ser capaz de realizar duas tarefas: simular a propagação do som em um ambiente e ser capaz de reproduzi-lo com seu conteúdo espacial, isto é, reproduzi-lo de forma a permitir o reconhecimento da direção de propagação do som. Esta dissertação trata desses dois assuntos. São revistos os algoritmos mais comuns para o cálculo da propagação do som e, brevemente, as formas utilizadas para reproduzir áudio com conteúdo espacial. Também é apresentada a implementação de um ambiente acústico virtual, baseado nos algoritmos de beam tracing, que simula a propagação do som em ambientes bidimensionais. Como grande parte do cálculo de propagação é realizada em uma etapa de pré-processamento, o ambiente acústico virtual implementado trata apenas de fontes fixas no espaço. Os caminhos de propagação calculados são compostos de reflexões especulares e difrações do som.
For a long time, computational simulation of acoustic phenomena has been used mainly in the design and study of the acoustic properties of concert and lecture halls. Recently, however, there is a growing interest in the use of such simulations in virtual environments in order to enhance users` immersion experience. Generally, we can say that a virtual acoustic environment must be able to accomplish two tasks: simulating the propagation of sound in an environment and reproducing audio with spatial content, that is, in a way that it allows the recognition of the direction of sound propagation. These tasks are the topic of the present dissertation. We begin with a revision of the most common algorithms for the simulation of sound propagation and, briefly, of the reproduction of audio with spatial content. We then present the implementation of a virtual acoustic environment, based on beam tracing algorithms, which simulates the propagation of sound waves in two-dimensional environments. As most of the computation is made in a pre-processing stage, the virtual acoustic environment implemented is appropriate only for spatially fixed sound sources. The propagation paths computed are made of specular reflections and of diffractions.
Foteinou, Aglaia. "Perception of objective parameter variations in virtual acoustic spaces." Thesis, University of York, 2013. http://etheses.whiterose.ac.uk/5628/.
Full textPope, Jackson. "Multi-sensory rendering for the exploration of virtual environments." Thesis, University of Bristol, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.326690.
Full textChun, Ingyu. "A numerical study of multichannel systems for the presentation of virtual acoustic environments." Thesis, University of Southampton, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.402400.
Full textKawano, Rafael Rogora. "Prototipagem virtual sonora aplicada a ruido de martelamento de pneumaticos automotivos." [s.n.], 2009. http://repositorio.unicamp.br/jspui/handle/REPOSIP/263368.
Full textDissertação ( mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Mecanica
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Resumo: Neste trabalho foi explorado o mecanismo de geração de ruído de pneumáticos automotivos conhecido como ruído de martelamento, segundo a abordagem da Prototipagem Virtual Sonora. Foi implementado um modelo teórico disponível na literatura que considera apenas a pluralidade de passos de blocos na banda de rodagem. A partir dele, dois outros modelos foram desenvolvidos e implementados considerando, além da pluralidade de passos de blocos, os efeitos do contato pneu/pavimento (distribuição da pressão de contato), da multiplicidade de carreiras de blocos, da defasagem helicoidal entre as carreiras e da deflexão sob carga e a definição de um perfil do sinal de excitação dos blocos. A sensibilidade da resposta temporal e espectral aos parâmetros dos modelos foi avaliada. Modelos de caminhos estruturais foram implementados e se basearam em dados experimentais. Por fim, o programa desenvolvido sintetiza o ruído virtual gerado pelo contato pneu/pavimento para diferentes configurações do pneu previstas pela modelagem, podendo ser ouvido através de fones de ouvido e permitindo a realização de uma análise subjetiva.
Abstract: This study explored the automotive tire noise generation mechanism known as hammer noise, according to the Virtual Acoustic Prototyping approach. A theoretical model available in the literature that considers only the plurality of block pitches in the tread band was implemented. Based on this model, two improved models were developed and implemented considering, besides the plurality of block pitches, the effects of the tire / pavement contact (contact pressure distribution), the number of block ribs, the helical gap of the careers, the deflection of the tire under load and the definition of a profile of the resulting excitation signal. The sensitivity of the response in the time and frequency domains to the tire parameters was evaluated. Models of structural borne paths based on experimental data were implemented. Finally, the program developed synthesizes the virtual noise generated by the tire / pavement contact for different configurations of the tire, which can be listened in headphones, thus enabling a subjective analysis of hammer noise.
Mestrado
Mecanica dos Solidos
Mestre em Engenharia Mecânica
Reed, Darrin Kiyoshi. "Virtual audio localization with simulated early-reflections and generalized head-related transfer functions." Thesis, Montana State University, 2009. http://etd.lib.montana.edu/etd/2009/reed/ReedD1209.pdf.
Full textGalgenmüller, Sabrina [Verfasser]. "Acoustic Radiation Force Imaging der Leber - Generierung von Normwerten und Vergleich der Virtual Touch Tissue Quantification und Virtual Touch Imaging Quantification / Sabrina Galgenmüller." Ulm : Universität Ulm. Medizinische Fakultät, 2016. http://d-nb.info/1091060924/34.
Full textNicol, Rozenn. "Représentation et perception des espaces auditifs virtuels." Habilitation à diriger des recherches, Université du Maine, 2010. http://tel.archives-ouvertes.fr/tel-01066312.
Full textWhiting, Jennifer Kay. "Development of a Real-Time Auralization System for Assessment of Vocal Effort in Virtual-Acoustic Environments." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/7056.
Full textForget, Sandra. "Reconstruction des champs acoustiques sur structure à géométrie complexe en environnement non contrôlé, hiérarchisation de sources et corrélation éléments finis : Application sur un Groupe Moto Propulseur d’automobile." Thesis, Lyon, 2016. http://www.theses.fr/2016LYSEI122.
Full textTo limit the sound pollution and to meet customer requirements, the automotive sector is constrained for the next decade to drastically reduce the noise emissions of its vehicles. The powertrain is one of the main sources of noise and expensive workaround will not be sufficient in the future to meet acoustic standards. The optimization of the vibro-acoustic behavior of such structures by a detailed design work remains the best way. In this context, engineers are looking for an efficient and relevant experimental noise source identification and characterization method. In this sense, the main expectation is the precise reconstruction of all the acoustic source fields on geometrically complex structures and in the presence of a restrictive and uncontrolled industrial environment. In the continuity of the u-iPTF method (inverse Patch Transfer Functions) previously developed, the first part of this PhD work was to standardize the principle of the virtual acoustic volume on which it relies and to propose the development of an alternative method, called m-iPTF, whose theoretical principle allows reaching all the specifications of the industrial partner. Indeed, contrary to the u-IPTF method, the m-iPTF method overcomes the measurement of air particles velocity, expensive and not yet robust, and uses acoustic pressure only. A first numerical study framed the scope of validity and application of the method. It was followed by three experimental campaigns of increasing complexity with a final application in industrial standard conditions, i.e. a powertrain running on a test bench. All these studies have demonstrated the suitability of the method in an industrial environment and illustrated the potential of the 3D reconstruction of parietal fields for the optimization of complex structures (discrimination and ranking of noise sources, correlation and coupling with numerical simulations...)
Neuwirt, Christine [Verfasser]. "Acoustic Radiation Force Imaging der Schilddrüse: Generierung von Normwerten mittels Virtual TouchTM Imaging and Quantification / Christine Neuwirt." Ulm : Universität Ulm, 2017. http://d-nb.info/1129258483/34.
Full textLawson, Mark Alan. "The acoustic aspects of visually impaired peoples' space : the lateralization of 3D sound in reverberant virtual environments." Thesis, University of Reading, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.486324.
Full textAmbróz, Richard. "Analysis of Powertrain Acoustic Properties." Doctoral thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2012. http://www.nusl.cz/ntk/nusl-234137.
Full textKestell, Colin D. "Active control of sound in a small single engine aircraft cabin with virtual error sensors." Title page, abstract and contents only, 2000. http://web4.library.adelaide.edu.au/theses/09PH/09phk423.pdf.
Full textLow, Hwee Min Charles. "Computation of acoustic scattering from elastic conical shells with endcaps using the hybrid finite element/ virtual source approach." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/33421.
Full textIncludes bibliographical references (p. 101-102).
Studying and understanding acoustic scattering pattern from underwater targets has been of interest to various communities such as the archeologists and the navy for several reasons and applications. The present state-of-the-art technique in this area involves such methods as analytical approach and FEM/BEM numerical technique. This thesis aims to study and demonstrate the power of using the hybrid virtual source/FE approach where the physical presence of a target is replaced by virtual sources placed in the vicinity of the target and in a manner where the pressure/displacement relationship on the target surface is satisfied by the virtual sources when the target is being insonified. Accurate results for the far-field radiation of the target can be obtained by superposition of the point source Green's function of each virtual source. The hybrid virtual source/FE approach shows potential to be a computationally efficient method for computing acoustic scattering. The derivation of the dynamic flexibility matrix for an elastic conical shell with endcaps will be illustrated in this thesis. It will be shown that the dynamic flexibility matrix corresponds to the acoustic admittance matrix in the virtual source approach where the scattering functions are computed in the MIT's program OASES/SCATT.
(cont.) Moreover, the benchmarking and validation of the approach will be conducted with the hybrid analytical/ virtual source approach. Firstly, the approach predicts natural frequencies close to the theoretical analysis for higher order modes with more than 2 circumferential transverse vibration lobes. Secondly, it produces displacement profile that conforms to analytical results. The scattering functions are also in agreement those computed by the hybrid analytical/ virtual source approach, with discrepancies observed at lower frequencies. In exact terms, discrepancies start to appear for frequency in the range of 1000 to 2000 Hz for a 0.01m thick, 2 m long, 0.3m radius steel cylinder without endcaps. The scattering functions will be compared with the SCATT/OASES virtual source approach for pressure release and rigid cylinders and cones. For the hybrid FE/virtual source approach, the structural sound speed and density approach zero and infinity for pressure-release and rigid target respectively. On the other hand, in the SCATT/OASES virtual source approach, the pressure and displacement are required to vanish on the target surface respectively. It will be shown that the two approaches agree with each other.
(cont.) Moreover, scattering functions over steel cones and cylinders for various frequencies have also been derived in this research. The results will be interpreted physically and theoretically in this thesis. The importance of including structural damping in the finite element formulation of the target so as to reflect the effect of resonance on scattering will be illustrated. Other issues, such as effect of target orientations on scattering, will also be investigated in this thesis. The code has shown good potential for adaptation to compute scattering over other axisymmteric shapes using conical shells and circular plates as building blocks and the hybrid FE/ virtual source approach.
by Hwee Min Charles Low.
S.M.