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Book Sound Synthesis  Propagation  and Rendering

Download or read book Sound Synthesis Propagation and Rendering written by Liu Shiguang and published by Springer Nature. This book was released on 2022-05-31 with total page 96 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book gives a broad overview of research on sound simulation driven by a variety of applications. Vibrating objects produce sound, which then propagates through a medium such as air or water before finally being heard by a listener. As a crucial sensory channel, sound plays a vital role in many applications. There is a well-established research community in acoustics that has studied the problems related to sound simulation for six decades. Some of the earliest work was motivated by the design of concert halls, theaters, or lecture rooms with good acoustic characteristics. These problems also have been investigated in other applications, including noise control and sound design for urban planning, building construction, and automotive applications. Moreover, plausible or realistic sound effects can improve the sense of presence in a virtual environment or a game. In these applications, sound can provide important clues such as source directionality and spatial size. The book first surveys various sound synthesis methods, including harmonic synthesis, texture synthesis, spectral analysis, and physics-based synthesis. Next, it provides an overview of sound propagation techniques, including wave-based methods, geometric-based methods, and hybrid methods. The book also summarizes various techniques for sound rendering. Finally, it surveys some recent trends, including the use of machine learning methods to accelerate sound simulation and the use of sound simulation techniques for other applications such as speech recognition, source localization, and computer-aided design.

Book Sound Synthesis  Propagation  and Rendering

Download or read book Sound Synthesis Propagation and Rendering written by Shiguang Liu and published by Morgan & Claypool Publishers. This book was released on 2022-03-24 with total page 110 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book gives a broad overview of research on sound simulation driven by a variety of applications. Vibrating objects produce sound, which then propagates through a medium such as air or water before finally being heard by a listener. As a crucial sensory channel, sound plays a vital role in many applications. There is a well-established research community in acoustics that has studied the problems related to sound simulation for six decades. Some of the earliest work was motivated by the design of concert halls, theaters, or lecture rooms with good acoustic characteristics. These problems also have been investigated in other applications, including noise control and sound design for urban planning, building construction, and automotive applications. Moreover, plausible or realistic sound effects can improve the sense of presence in a virtual environment or a game. In these applications, sound can provide important clues such as source directionality and spatial size. The book first surveys various sound synthesis methods, including harmonic synthesis, texture synthesis, spectral analysis, and physics-based synthesis. Next, it provides an overview of sound propagation techniques, including wave-based methods, geometric-based methods, and hybrid methods. The book also summarizes various techniques for sound rendering. Finally, it surveys some recent trends, including the use of machine learning methods to accelerate sound simulation and the use of sound simulation techniques for other applications such as speech recognition, source localization, and computer-aided design.

Book Sonic Interactions in Virtual Environments

Download or read book Sonic Interactions in Virtual Environments written by Michele Geronazzo and published by Springer Nature. This book was released on 2022-10-13 with total page 437 pages. Available in PDF, EPUB and Kindle. Book excerpt: This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments.

Book Computing for Data Analysis  Theory and Practices

Download or read book Computing for Data Analysis Theory and Practices written by Sanjay Chakraborty and published by Springer Nature. This book was released on 2023-02-04 with total page 230 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers various cutting-edge computing technologies and their applications over data. It discusses in-depth knowledge on big data and cloud computing, quantum computing, cognitive computing, and computational biology with respect to different kinds of data analysis and applications. In this book, authors describe some interesting models in the cloud, quantum, cognitive, and computational biology domains that provide some useful impact on intelligent data (emotional, image, etc.) analysis. They also explain how these computing technologies based data analysis approaches used for various real-life applications. The book will be beneficial for readers working in this area.

Book Presence and Beyond  Evaluating User Experience in AR MR VR

Download or read book Presence and Beyond Evaluating User Experience in AR MR VR written by Richard Skarbez and published by Frontiers Media SA. This book was released on 2022-10-03 with total page 221 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Principles of 3D Image Analysis and Synthesis

Download or read book Principles of 3D Image Analysis and Synthesis written by Bernd Girod and published by Springer Science & Business Media. This book was released on 2013-03-09 with total page 475 pages. Available in PDF, EPUB and Kindle. Book excerpt: Traditionally, say 15 years ago, three-dimensional image analysis (aka computer vi sion) and three-dimensional image synthesis (aka computer graphics) were separate fields. Rarely were expert

Book Designing Sound

    Book Details:
  • Author : Andy Farnell
  • Publisher : MIT Press
  • Release : 2010-08-20
  • ISBN : 0262014416
  • Pages : 689 pages

Download or read book Designing Sound written by Andy Farnell and published by MIT Press. This book was released on 2010-08-20 with total page 689 pages. Available in PDF, EPUB and Kindle. Book excerpt: A practitioner's guide to the basic principles of creating sound effects using easily accessed free software. Designing Sound teaches students and professional sound designers to understand and create sound effects starting from nothing. Its thesis is that any sound can be generated from first principles, guided by analysis and synthesis. The text takes a practitioner's perspective, exploring the basic principles of making ordinary, everyday sounds using an easily accessed free software. Readers use the Pure Data (Pd) language to construct sound objects, which are more flexible and useful than recordings. Sound is considered as a process, rather than as data—an approach sometimes known as “procedural audio.” Procedural sound is a living sound effect that can run as computer code and be changed in real time according to unpredictable events. Applications include video games, film, animation, and media in which sound is part of an interactive process. The book takes a practical, systematic approach to the subject, teaching by example and providing background information that offers a firm theoretical context for its pragmatic stance. [Many of the examples follow a pattern, beginning with a discussion of the nature and physics of a sound, proceeding through the development of models and the implementation of examples, to the final step of producing a Pure Data program for the desired sound. Different synthesis methods are discussed, analyzed, and refined throughout.] After mastering the techniques presented in Designing Sound, students will be able to build their own sound objects for use in interactive applications and other projects

Book Encyclopedia of Computer Graphics and Games

Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

Book Understanding Virtual Reality

Download or read book Understanding Virtual Reality written by William R. Sherman and published by Morgan Kaufmann. This book was released on 2018-11-08 with total page 938 pages. Available in PDF, EPUB and Kindle. Book excerpt: Understanding Virtual Reality: Interface, Application, and Design, Second Edition, arrives at a time when the technologies behind virtual reality have advanced dramatically in their development and deployment, providing meaningful and productive virtual reality applications. The aim of this book is to help users take advantage of ways they can identify and prepare for the applications of VR in their field, whatever it may be. The included information counters both exaggerated claims for VR, citing dozens of real-world examples. By approaching VR as a communications medium, the authors have created a resource that will remain relevant even as the underlying technologies evolve. You get a history of VR, along with a good look at systems currently in use. However, the focus remains squarely on the application of VR and the many issues that arise in application design and implementation, including hardware requirements, system integration, interaction techniques and usability. Features substantive, illuminating coverage designed for technical or business readers and the classroom Examines VR's constituent technologies, drawn from visualization, representation, graphics, human-computer interaction and other fields Provides (via a companion website) additional case studies, tutorials, instructional materials and a link to an open-source VR programming system Includes updated perception material and new sections on game engines, optical tracking, VR visual interface software and a new glossary with pictures

Book Advances in Visual Computing

Download or read book Advances in Visual Computing written by George Bebis and published by Springer Science & Business Media. This book was released on 2011-09-13 with total page 776 pages. Available in PDF, EPUB and Kindle. Book excerpt: The two volume set LNCS 6938 and LNCS 6939 constitutes the refereed proceedings of the 7th International Symposium on Visual Computing, ISVC 2011, held in Las Vegas, NV, USA, in September 2011. The 68 revised full papers and 46 poster papers presented together with 30 papers in the special tracks were carefully reviewed and selected from more than 240 submissions. The papers of part I (LNCS 6938) are organized in computational bioimaging, computer graphics, motion and tracking, segmentation, visualization; mapping modeling and surface reconstruction, biomedical imaging, computer graphics, interactive visualization in novel and heterogeneous display environments, object detection and recognition. Part II (LNCS 6939) comprises topics such as immersive visualization, applications, object detection and recognition, virtual reality, and best practices in teaching visual computing.

Book Sound Synthesis and Sampling

Download or read book Sound Synthesis and Sampling written by Martin Russ and published by . This book was released on 2006 with total page 473 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Spatial Audio Reproduction with Primary Ambient Extraction

Download or read book Spatial Audio Reproduction with Primary Ambient Extraction written by JianJun He and published by Springer. This book was released on 2016-07-25 with total page 132 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book first introduces the background of spatial audio reproduction, with different types of audio content and for different types of playback systems. A literature study on the classical and emerging Primary Ambient Extraction (PAE) techniques is presented. The emerging techniques aim to improve the extraction performance and also enhance the robustness of PAE approaches in dealing with more complex signals encountered in practice. The in-depth theoretical study helps readers to understand the rationales behind these approaches. Extensive objective and subjective experiments validate the feasibility of applying PAE in spatial audio reproduction systems. These experimental results, together with some representative audio examples and MATLAB codes of the key algorithms, illustrate clearly the differences among various approaches and also help readers gain insights on selecting different approaches for different applications.

Book Virtual Sound

    Book Details:
  • Author : Riccardo Bianchini
  • Publisher : ConTempoNet
  • Release : 2000
  • ISBN :
  • Pages : 534 pages

Download or read book Virtual Sound written by Riccardo Bianchini and published by ConTempoNet. This book was released on 2000 with total page 534 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Sound Synthesis and Sampling

Download or read book Sound Synthesis and Sampling written by Martin Russ and published by Taylor & Francis. This book was released on 2012-08-21 with total page 936 pages. Available in PDF, EPUB and Kindle. Book excerpt: Sound Synthesis and Sampling' provides a comprehensive introduction to the underlying principles and practical techniques applied to both commercial and research sound synthesizers. This new edition has been updated throughout to reflect current needs and practices- revised and placed in a modern context, providing a guide to the theory of sound and sampling in the context of software and hardware that enables sound making. For the revised edition emphasis is on expanding explanations of software and computers, new sections include techniques for making sound physically, sections within analog and digital electronics. Martin Russ is well known and the book praised for its highly readable and non-mathematical approach making the subject accessible to readers starting out on computer music courses or those working in a studio.

Book Computer Sound Design

Download or read book Computer Sound Design written by Eduardo Miranda and published by Taylor & Francis. This book was released on 2012-10-12 with total page 283 pages. Available in PDF, EPUB and Kindle. Book excerpt: This comprehensive introduction to software synthesis techniques and programming is intended for students, researchers, musicians, sound artists and enthusiasts in the field of music technology. The art of sound synthesis is as important for the electronic musician as the art of orchestration is important for symphonic music composers. Those who wish to create their own virtual orchestra of electronic instruments and produce original sounds will find this book invaluable. It examines a variety of synthesis techniques and illustrates how to turn a personal computer into a powerful and flexible sound synthesiser. The book also discusses a number of ongoing developments that may play an important role in the future of electronic music making. Previously published as Computer Sound Synthesis for the Electronic Musician, this second edition features a foreword by Jean-Claude Risset and provides new information on: · the latest directions in digital sound representation · advances in physical modelling techniques · granular and pulsar synthesis · PSOLA technique · humanoid voice synthesis · artificial intelligence · evolutionary computing The accompanying CD-ROM contains examples, complementary tutorials and a number of synthesis systems for PC and Macintosh platforms, ranging from low level synthesis programming languages to graphic front-ends for instrument and sound design. These include fully working packages, demonstration versions of commercial software and experimental programs from top research centres in Europe, North and South America.

Book Propagation of Sound in Porous Media

Download or read book Propagation of Sound in Porous Media written by Jean Allard and published by John Wiley & Sons. This book was released on 2009-10-27 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: "The first edition of this book is considered the bible of this topic... Suffice it to say that there is no other published treatise that approaches the depth of treatment offered by this book. The coverage is the state of the published art, while the added contents cover the new known developments in the field." Haisam Osman; Technology Development Manager, United Launch Alliance This long-awaited second edition of a respected text from world leaders in the field of acoustic materials covers the state of the art with a depth of treatment unrivalled elsewhere. Allard and Atalla employ a logical and progressive approach that leads to a thorough understanding of porous material modelling. The first edition of Propagation of Sound in Porous Media introduced the basic theory of acoustics and the related techniques. Research and development in sound absorption has however progressed significantly since the first edition, and the models and methods described, at the time highly technical and specialized, have since become main stream. In this second edition, several original topics have been revisited and practical prediction methods and industrial applications have been added that increase the breadth of its appeal to both academics and practising engineers. New chapters have also been added on numerical modeling in both low (finite element) and high frequency (Transfer Matrix Method). Collating ‘must-have’ information for engineers working in sound and vibration, Propagation of Sound in Porous Media, 2nd edition offers an indisputable reference to a diverse audience; including graduate students and academics in mechanical & civil engineering, acoustics and noise control, as well as practising mechanical, chemical and materials engineers in the automotive, rail, aerospace, building and civil industries.