Download or read book An Introduction to Virtual Sound Barriers written by Xiaojun Qiu and published by CRC Press. This book was released on 2019-07-09 with total page 155 pages. Available in PDF, EPUB and Kindle. Book excerpt: A virtual sound barrier is an active noise control system that uses arrays of loudspeakers and microphones to create a useful size of quiet zone and can be used to reduce sound propagation, radiation, or transmission from noise sources or to reduce noise level around people in a noisy environment. This book introduces the history, principle, and design methods of virtual sound barriers first, and then describes recent progress in research on the systems. Two virtual sound barrier systems, i.e., planar virtual sound barrier system and three-dimensional virtual sound barrier system, are discussed including applications, limitations and future direction discussions.
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:
Download or read book 3 D Sound for Virtual Reality and Multimedia written by Durand R. Begault and published by . This book was released on 2000 with total page 248 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Virtual Music written by William Duckworth and published by Routledge. This book was released on 2013-01-11 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: Virtual Music: How the Web Got Wired for Sound is a personal story of how one composer has created new music on the web, a history of interactive music, and a guide for aspiring musicians who want to harness the new creative opportunities offered by web composing. Also includes a 4-page color insert.
Download or read book Music Sound and Multimedia written by Jamie Sexton and published by Edinburgh University Press. This book was released on 2007-11-14 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: This new series aims to explore the area of "e;screen music"e;. Volume topics will include multimedia music, music and television, Hollywood film music, and the music of Bollywood cinema.Music and other sound effects have been central to a whole host of media forms throughout the twentieth century, either as background, accompaniment, or main driving force. Such interactions will continue to mutate in new directions, with the widespread growth of digital technologies. Despite the expansion of research into the use of music and sound in film, the investigation of sonic interactions with other media forms has been a largely under-researched area. Music, Sound and Multimedia provides a unique study of how music and other sounds play a central part in our understandings and uses of a variety of communications media. It focuses on four areas of sound and music within broader multimedia forms - music videos, video game music, performance and presentation, and production and consumption - and addresses the centrality of such aural concerns within our everyday experiences. Charting historical developments, mapping contemporary patterns, and speculating on future possibilities, this book is essential for courses on sound and media within media and communications studies, cultural studies and popular music studies.Key features* Charts a number of key developments in music and multimedia interactions* Provides both historical overviews and theoretical analyses* Features a number of in-depth case studies of important issues.
Download or read book Virtual Reality Technology written by Grigore C. Burdea and published by John Wiley & Sons. This book was released on 2024-08-21 with total page 741 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D. The Third Edition of the first comprehensive technical book on the subject of virtual reality, Virtual Reality Technology, provides updated and expanded coverage of VR technology, including where it originated, how it has evolved, and where it is going. Its primary objective is to be a complete, up-to-date textbook, as well as a source of information on a rapidly developing field of science and technology with broad societal impact. The two highly qualified authors cover all of the latest innovations and applications that are making virtual reality more important than ever before. Unlike other books on the subject, the book also includes a chapter on Human Factors, which are very important in designing technology around the human user. Virtual Reality Technology provides Instructors with a website-accessible Laboratory Manual using the Unity 3D game engine and programming language. Unity 3D is the preferred VR language these days and will prepare the student for the VR gaming and mobile applications industry. For universities Unity 3D is cost-effective as its student license is freely available. With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as: Input and output interfaces, including holographic displays, foveated head-mounted displays, neural interfaces, haptic and olfactory feedback Computing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge rendering Object modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniques Programming toolkits for virtual reality and the game production pipeline Human factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VR Application examples in medical education, virtual rehabilitation, virtual heritage, gaming, and military use of virtual reality. Virtual Reality Technology provides thorough and complete coverage of an in-demand sector of technology, making it a highly valuable resource for undergraduate and graduate students in computer science, engineering, and science, along with a variety of professionals across many different industries, including but not limited to engineering, gaming, healthcare, and defense.
Download or read book Virtual Auditory Space Generation and Applications written by Simon Carlile and published by Springer Science & Business Media. This book was released on 2013-11-11 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: An illusion of auditory space can be generated by the appropriate filtering of sounds presented over headphones: the so-called virtual auditory space (VAS). This book provides a bridge between many of the different disciplines that are involved in developing and exploiting this technology. The first part is fairly introductory in nature, while the second examines a number of issues relating to the generation of high fidelity virtual auditory space. The last two chapters review current research applications of VAS.
Download or read book Quality of Experience written by Sebastian Möller and published by Springer. This book was released on 2014-07-08 with total page 431 pages. Available in PDF, EPUB and Kindle. Book excerpt: This pioneering book develops definitions and concepts related to Quality of Experience in the context of multimedia- and telecommunications-related applications, systems and services and applies these to various fields of communication and media technologies. The editors bring together numerous key-protagonists of the new discipline “Quality of Experience” and combine the state-of-the-art knowledge in one single volume.
Download or read book Echoes of Other Worlds Sound in Virtual Reality written by Tom A. Garner and published by Springer. This book was released on 2017-09-01 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the nature and importance of sound in virtual reality (VR). Approaching the subject from a holistic perspective, the book delivers an emergent framework of VR sound. This framework brings together numerous elements that collectively determine the nature of sound in VR; from various aspects of VR technology, to the physiological and psychological complexities of the user, to the wider technological, historical and sociocultural issues. Garner asks, amongst other things: what is the meaning of sound? How have fictional visions of VR shaped our expectations for present technology? How can VR sound hope to evoke the desired responses for such an infinitely heterogeneous user base? This book if for those with an interest in sound and VR, who wish to learn more about the great complexities of the subject and discover the contemporary issues from which future VR will surely advance.
Download or read book A Professional Guide to Audio Plug ins and Virtual Instruments written by Mike Collins and published by Taylor & Francis. This book was released on 2012-08-21 with total page 654 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you are an audio professional needing a complete reference to the complex world of plug-ins and virtual instruments, look no further. Mike Collins, author of Pro Tools for Music Production, has meticulously surveyed the scene, showing what's available and how they integrate into the various host platforms. The book explains the differences between TDM, RTS, MAS and VST plug-ins, how they can be used with different MIDI + Audio programs and shows the range of options available. It also explains virtual instruments and how these can be used as either plug-ins or stand alone products. A must for every recording studio. The book combines explanations, overviews and key concepts with practical considerations and hands-on examples. The reader will gain a broad understanding of the options available, how they work and the possibilities for integration with systems as well as the end result. The book also includes a section on how to write your own plug-ins and a suggested standard plug-ins portfolio for those wanting to get started quickly.
Download or read book Blackwell Handbook of Sensation and Perception written by E. Bruce Goldstein and published by John Wiley & Sons. This book was released on 2008-04-15 with total page 800 pages. Available in PDF, EPUB and Kindle. Book excerpt: This state-of-the-art handbook provides an authoritative overview of the field of perception, with special emphasis on new developments and trends. Surveys the entire field of perception, including vision, hearing, taste, olfaction, and cutaneous sensibility. Ideal for researchers and teachers looking for succinct, state-of-the-art overviews of areas outside their speciality, and for anyone wanting to know about current research and future trends. Uses a tutorial approach that results in a balanced description of topics. A 'Selected Readings' section points to general references that provide more detailed treatments of each topic; 'Additional Topics' provide references to important topics. Written by noted authorities in the field. Now available in full text online via xreferplus, the award-winning reference library on the web from xrefer. For more information, visit www.xreferplus.com
Download or read book Medicine Meets Virtual Reality 15 written by James D. Westwood and published by IOS Press. This book was released on 2007 with total page 552 pages. Available in PDF, EPUB and Kindle. Book excerpt: MMVR is the premier conference on emerging data-centered technologies for medical care and education. MMVR is a multidisciplinary forum for computer scientists and engineers, physicians and surgeons, medical educators and students, military medicine specialists, and biomedical futurists. At MMVR, developers and end-users collaborate and innovate. MMVR encourages a critical examination of current progress: from initial vision and prototypes, through assessment and validation, to clinical and academic utilization and commercialization. MMVR supports improved precision, efficiency, and outcomes i.
Download or read book Official Gazette of the United States Patent and Trademark Office written by United States. Patent and Trademark Office and published by . This book was released on 2002 with total page 1332 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Head Related Transfer Function and Virtual Auditory Display written by Bosun Xie and published by J. Ross Publishing. This book was released on 2013-07-23 with total page 505 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book systematically details the basic principles and applications of head-related transfer function (HRTF) and virtual auditory display (VAD), and reviews the latest developments in the field, especially those from the author’s own state-of-the-art research group. Head-Related Transfer Function and Virtual Auditory Display covers binaural hearing and the basic principles, experimental measurements, computation, physical characteristics analyses, filter design, and customization of HRTFs. It also details the principles and applications of VADs, including headphone and loudspeaker-based binaural reproduction, virtual reproduction of stereophonic and multi-channel surround sound, binaural room simulation, rendering systems for dynamic and real-time virtual auditory environments, psychoacoustic evaluation and validation of VADs, and a variety of applications of VADs. This guide provides all the necessary knowledge and latest results for researchers, graduate students, and engineers who work in the field of HRTF and VAD.
Download or read book Multimedia and Virtual Reality Engineering written by Richard Brice and published by Butterworth-Heinemann. This book was released on 1997-10-17 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is the complete practical introduction to virtual reality and multimedia for those wishing to build systems. It covers the foundations and engineering needed to design and construct projects incorporating video, audio and textural elements and including the use of the latest hardware, to create an artificial world for education, information or entertainment. Production and authoring platforms are described, computer animation and hypertext are covered, but those looking for pages of software listings and computerspeak will be disappointed. This book is about the nuts and bolts: sound and video cards, head mounted displays, CrystalEyes glasses, other 3D glasses for entertainment, audio and video production, and realistic auditory and visual stimulation including stereoscopy. The creation of Cyberspace, and strategies to achieve a complete Cyberatmosphere are presented. Three-dimensional sound generation and video techniques that have never previously been published are revealed. This is the handbook for anyone working in the industry, or hoping to enter it. It also provides a guide for those hoping to 'cross-fertilise' the industry, coming from audio, video, computing or engineering backgrounds. A complete technical guide to MM and VR Includes a Hypertext edition of the book with added audio and graphics on CD Hardware, software, video and never before published 3D audio techniques covered
Download or read book Communication in the Age of Virtual Reality written by Frank Biocca and published by Taylor & Francis. This book was released on 2013-02-01 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium. The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists discuss how knowledge of communication can be used to build more effective and exciting communication applications of virtual reality. Looking ahead, the authors explore pioneering approaches to VR narratives, interpersonal communication, the use of 3D sound, and the building of VR entertainment complexes. In the final section, the authors zoom out to view the big picture -- the psychological, social, and cultural implications of virtual reality. Thought-provoking discussions consider important communication issues such as: * How will virtual reality influence perception of reality? * What are the legal issues defining communication in virtual reality? * What kind of cultural trends will this technology encourage?
Download or read book How and Why Does Spatial Hearing Ability Differ among Listeners What Is the Role of Learning and Multisensory Interactions written by Guillaume Andéol and published by Frontiers Media SA. This book was released on 2016-08-29 with total page 255 pages. Available in PDF, EPUB and Kindle. Book excerpt: Spatial-hearing ability has been found to vary widely across listeners. A survey of the existing auditory-space perception literature suggests that three main types of factors may account for this variability: - physical factors, e.g., acoustical characteristics related to sound-localization cues, - perceptual factors, e.g., sensory/cognitive processing, perceptual learning, multisensory interactions, - and methodological factors, e.g., differences in stimulus presentation methods across studies. However, the extent to which these–and perhaps other, still unidentified—factors actually contribute to the observed variability in spatial hearing across individuals with normal hearing or within special populations (e.g., hearing-impaired listeners) remains largely unknown. Likewise, the role of perceptual learning and multisensory interactions in the emergence of a multimodal but unified representation of “auditory space,” is still an active topic of research. A better characterization and understanding of the determinants of inter-individual variability in spatial hearing, and of its relationship with perceptual learning and multisensory interactions, would have numerous benefits. In particular, it would enhance the design of rehabilitative devices and of human-machine interfaces involving auditory, or multimodal space perception, such as virtual auditory/multimodal displays in aeronautics, or navigational aids for the visually impaired. For this Research Topic, we have considered manuscripts that: - present new methods, or review existing methods, for the study of inter-individual differences; - present new data (or review existing) data, concerning acoustical features relevant for explaining inter-individual differences in sound-localization performance; - present new (or review existing) psychophysical or neurophysiological findings concerning spatial hearing and/or auditory perceptual learning, and/or multisensory interactions in humans (normal or impaired, young or older listeners) or other species; - discuss the influence of inter-individual differences on the design and use of assistive listening devices (rehabilitation) or human-machine interfaces involving spatial hearing or multimodal perception of space (ergonomy).