Dissertationen zum Thema „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.
Der volle Inhalt der QuelleIncludes bibliographical references (leaves 44-45).
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 local computer synthesizer, this architecture allows sound to be sourced or transformed by an infinite array of online services, and channeled through a gesturally expressive handheld. Emerging infrastructures (802.11, Bluetooth, 3G and 4G, etc) seem to aim at this new class of instrument. But can such an architecture really work? In particular, given the delays incurred by decoupling the sound transformation from the instrument over a wireless network, are interactive music applications feasible? My thesis is that they are. To prove this, I built a platform called WAI-KNOT (for Wireless Audio Interactive Knot) in order to examine the latency issues as well as other design elements, and test their viability and impact on real music making. The Sound Transformer is a WAI-KNOT application.
Adam Douglas Smith.
S.M.
Olaleye, Olufunke I. „Symbiotic Audio Communication on Interactive Transport“. Kent State University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=kent1176438067.
Der volle Inhalt der QuelleTsingos, 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.
Der volle Inhalt der QuelleBrossier, 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.
Der volle Inhalt der QuelleSheets, 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/.
Der volle Inhalt der QuelleJordan, Eric Michael. „Programming models for the development of interactive audio applications“. Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/37764.
Der volle Inhalt der QuelleIncludes bibliographical references (leaves 59-63).
by Eric Michael Jordan.
M.S.
Malone, Caitlin A. „A Visit to the Priory: An Interactive Audio Tour“. Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/389.
Der volle Inhalt der QuelleByers, 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.
Der volle Inhalt der QuelleLucas, 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/.
Der volle Inhalt der QuelleRoy, Deb Kumar 1969. „NewsComm--a hand-held device for interactive access to structured audio“. Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/60444.
Der volle Inhalt der QuelleChristensen, Tania. „The Sound of Suspense : Designing an audio-physical, interactive storytelling system“. Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280701.
Der volle Inhalt der QuelleI den här rapporten beskrivs designprocessen och utvärderingen av ett interaktivt audio-fysiskt system som använder motion capture-teknik för at leverera et narrativ. Genom användning av Research through design-metodologi var målet med studien at fastställa vilka faktorer som bör tas hänsyn till vid design av audio-fysiska system för historieberätande. För at undersöka hur visuella och auditiva element samarbetade utfördes två olika experiment. Sex personer filmades när de interagerade med systemet samtidigt som de använde Sensual Evaluation Instrument (SEI). Eferåt följde en intervju med fokus på upplevelsen av narrativet och en analys av interaktionen med SEI. Resultaten visade att de auditiva elementen strukturerar den dramaturgiska upplevelsen medan de visuella elementen ger narrativet ett sammanhang och uppmuntrar till nyfkenhet.
Donat-Bouillud, Pierre. „Models, Analysis and Execution of Audio Graphs in Interactive Multimedia Systems“. Electronic Thesis or Diss., Sorbonne université, 2019. http://www.theses.fr/2019SORUS604.
Der volle Inhalt der QuelleInteractive Multimedia Systems (IMSs) are used in concert for interactive performances, which combine in real time acoustic instruments, electronic instruments, data from various sensors (gestures, midi interface, etc.) and the control of different media (video, light, etc.). This thesis presents a formal model of audio graphs, via a type system and a denotational semantics, with multirate timestamped bufferized data streams that make it possible to represent with more or less precision the interleaving of the control (for example a low frequency oscillator, velocities from an accelerometer) and audio processing in an MIS. An audio extension of Antescofo, an IMS that acts as a score follower and includes a dedicated synchronous timed language, has motivated the development of this model. This extension makes it possible to connect Faust effects and native effects on the fly safely. The approach has been validated on a mixed music piece and an example of audio and video interactions. At last, this thesis proposes offline optimizations based on the automatic resampling of parts of an audio graph to be executed. A quality and execution time model in the graph has been defined. Its experimental study was carried out using a prototype IMS based on the automatic generation of audio graphs, which has also made it possible to characterize resampling strategies proposed for the online case in real time
Schiessl, Simon Karl Josef 1972. „Acoustic chase : designing an interactive audio environment to stimulate human body movement“. Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/26919.
Der volle Inhalt der QuelleIncludes bibliographical references (p. 58-60).
An immersive audio environment was created that explores how humans react to commands imposed by a machine generating its acoustic stimuli on the basis of tracked body movement. In this environment, different states of human and machine action are understood as a balance of power that moves back and forth between the apparatus and the human being. This system is based on spatial sounds that are designed to stimulate body movements. The physical set-up consists of headphones with attached sensors to pick up the movements of the head. Mathematic models calculate the behavior of the sound, its virtual motion path relative to the person, and how it changes over time.
by Simon Karl Josef Schiessl.
S.M.
Tilki, John F. „Encoding a Hidden Digital Signature Using Psychoacoustic Masking“. Thesis, Virginia Tech, 1998. http://hdl.handle.net/10919/36785.
Der volle Inhalt der QuelleMaster of Science
West, Charles J. Rhodes Dent. „An interactive system for developing multimediated hospital-based patient instruction“. Normal, Ill. Illinois State University, 2001. http://wwwlib.umi.com/cr/ilstu/fullcit?p3064488.
Der volle Inhalt der QuelleTitle from title page screen, viewed March 30, 2006. Dissertation Committee: Dent Rhodes (chair), Norman Bettis, Kenneth Jerich, Joaquin Vila. Includes bibliographical references (leaves 110-118) and abstract. Also available in print.
Patel, Dipankumar Dalubhai. „Subjective effects of cell loss and bit error on compressed audio-visual applications over ATM“. Thesis, Imperial College London, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.314077.
Der volle Inhalt der QuelleBlue, Kevin J. „In/retrospection : an interactive audiovisual composition for ten-piece orchestra, electronically manipulated audio, and video“. Virtual Press, 2007. http://liblink.bsu.edu/uhtbin/catkey/1365789.
Der volle Inhalt der QuelleSchool of Music
Wozniewski, Michael. „A framework for interactive three-dimensional sound and spatial audio processing in a virtual environment“. Thesis, McGill University, 2007. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=18430.
Der volle Inhalt der QuelleLes environnements virtuels immersifs peuvent procurer une interaction naturelle au sein d'un monde virtuel qui soit familière aux usagers car ils sont basés sur des actions de tous les jours. L'utilisation de tels environnements pour la représentation et le contrôle de sons 3-D reste largement inexplorée. On propose un nouveau paradigme pour l'interaction avec le son et l'utilisation d'un espace virtuel comme instrument pour le traitement spatial du son. Une architecture logicielle procurant des fonctionnalité qui ne sont pas disponibles dans d'autres systèmes pour sons 3-D a été développée, offrant un contrôle puissant sur la direction du son et la capacité de déformer les règles de la physique dans des buts musicaux. Ces fonctionnalités procurent les outils nécessaires pour créer des scènes virtuelles pour l'ingénierie du son, la création, l'écoute et l'interprétation musicale. L'utilisation de technologies de suivis de mouvements permet l'utilisation de techniques naturelles basées sur les gestes pour le contrôle de l'environnement, ce qui ouvre la voie à plusieurs nouvelles applications.
Blake, Todd Arthur. „Micro Coin (TM) Computer Interactive Educational System“. Virtual Press, 1985. http://liblink.bsu.edu/uhtbin/catkey/491464.
Der volle Inhalt der QuelleLeaman, Oliver. „CuDAS : an interactive curriculum combining pedagogic composition with interactive software for the teaching of music technology“. Thesis, Brunel University, 2010. http://bura.brunel.ac.uk/handle/2438/6071.
Der volle Inhalt der QuelleDenois, Véronique. „La télévision démocratique : recherche sur l'hypothèse d'un téléspectateur sujet dans l'espace audio-visuel“. Paris 5, 1996. http://www.theses.fr/1996PA05H090.
Der volle Inhalt der QuelleBolte, Jason L. „Forgotten dreams : an electro-acoustic composition for double bass, eight-channel digital audio, and interactive electronics“. Virtual Press, 2003. http://liblink.bsu.edu/uhtbin/catkey/1265460.
Der volle Inhalt der QuelleSchool of Music
Ong, Felicia Li Chin. „Transforming the Learner's Environment: Blending Interactive and Multimedia [Poster presentation]“. School of Engineering, Design and Technology. University of Bradford, 2010. http://hdl.handle.net/10454/4445.
Der volle Inhalt der QuelleChiu, Chi-Hsun. „Multimedia technology enhances library services : creating an interactive DVD for Muncie Public Library“. Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1345334.
Der volle Inhalt der QuelleDepartment of Telecommunications
Christel, Michael George. „A comparative study of digital video interactive interfaces in the delivery of a code inspection course“. Diss., Georgia Institute of Technology, 1991. http://hdl.handle.net/1853/8151.
Der volle Inhalt der QuelleBeane, Allison Brooke. „Generating audio-responsive video images in real-time for a live symphony performance“. Texas A&M University, 2003. http://hdl.handle.net/1969.1/5927.
Der volle Inhalt der QuellePridemore, David H. „Interactive CD-ROM computer tour of the Ball State University Department of Art“. Virtual Press, 1995. http://liblink.bsu.edu/uhtbin/catkey/961564.
Der volle Inhalt der QuelleDepartment of Art
Ahmad, Ali. „DESIGN FOR AUDITORY DISPLAYS: IDENTIFYING TEMPORAL AND SPATIAL INFORMATION CONVEYANCE PRINCIPLES“. Doctoral diss., University of Central Florida, 2007. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2835.
Der volle Inhalt der QuellePh.D.
Department of Industrial Engineering and Management Systems
Engineering and Computer Science
Industrial Engineering PhD
Libler, Rebecca W. „A study of the effectiveness of interactive television as the primary mode of instruction in selected high school physics classes“. Virtual Press, 1991. http://liblink.bsu.edu/uhtbin/catkey/776632.
Der volle Inhalt der QuelleDepartment of Educational Leadership
Maake, Matsobane Joshua. „Using interactive television in the in-service education and training of guidance teachers“. Thesis, University of Pretoria, 2000. http://hdl.handle.net/2263/26234.
Der volle Inhalt der QuelleThesis (PhD (Educational Guidance and Counselling))--University of Pretoria, 2007.
Educational Psychology
unrestricted
Strandberg, Carl. „Mediating Interactions in Games Using Procedurally Implemented Modal Synthesis : Do players prefer and choose objects with interactive synthetic sounds over objects with traditional sample based sounds?“ Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-68015.
Der volle Inhalt der QuelleMiranda, David J. „Music Blocks: Design and Preliminary Evaluation of Interactive Tangible Block Games with Audio and Visual Feedback for Cognitive Assessment and Training“. Case Western Reserve University School of Graduate Studies / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=case1516970991068766.
Der volle Inhalt der QuellePecino, Rodriguez Jose Ignacio. „Portfolio of original compositions : dynamic audio composition via space and motion in virtual and augmented environments“. Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/portfolio-of-original-compositions-dynamic-audio-composition-via-space-and-motion-in-virtual-and-augmented-environments(637e9f5b-7d42-4214-92c4-70bac912cec2).html.
Der volle Inhalt der QuelleWilliams, Vanyelle Coughran. „Development of a Physical Science Curriculum for Interactive Videodisc Delivery: A Case Study“. Thesis, North Texas State University, 1986. https://digital.library.unt.edu/ark:/67531/metadc332133/.
Der volle Inhalt der QuelleDorina, Dibra. „Real-time interactive visualization aiding pronunciation of English as a second language“. Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-40264.
Der volle Inhalt der QuelleAndersson, Olliver. „Exploring new interaction possibilities for video game music scores using sample-based granular synthesis“. Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79572.
Der volle Inhalt der QuelleFor contact with the author or request of videoclips, audio or other resources
Mail: olliver.andersson@gmail.com
Johansson, David, und Nils Rydh. „Interaktivitet inom ambisonics : Samband mellan rörelser och interaktivt ljud“. Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21750.
Der volle Inhalt der QuelleMusic and motion have shared an intimate connection through dance since ages past, however this bond has for the most part been one dimensional in the sense that people are the ones reacting to music. This connection is something we have found intriguing to explore through the aspects of interactivity, spaciousness and sensory experience. Using ambisonics, a technology used to recreate three dimensional sound fields and a Kinect camera, we have sought out to investigate what happens if you reverse this connection and let audio react to a person's movement instead. There is however more to this than just the bond between dance and music. One of the more interesting aspects has been how an audio installation can be developed to play back audio that corresponds to the movements that generate them. We have through the usage of sensory ethnography as our exploratory perspective enacted a number of workshops where we, together with people with a background in dance and performance, investigated the role that kinaesthesia and a person's sense of agency has in this interconnection of motion and sound. What we have found is how agency, precognition and precision plays a vital role in how well the sense of control is experienced in an installation such as ours; but also how a more spacious and playful exploration can emerge when the above mentioned criterias are absent.
Sommer, Nathan. „A Machine Learning Approach to Controlling Musical Synthesizer Parameters in Real-Time Live Performance“. University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1592168963826025.
Der volle Inhalt der QuelleLi, Zheng, und Hua Wang. „A Mobile Game for Encouraging Active Listening among Deaf and Hard of Hearing People : Comparing the usage between mobile and desktop game“. Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10500.
Der volle Inhalt der QuelleWatkins, Mark N. „Technology and the history-social science framework“. CSUSB ScholarWorks, 1992. https://scholarworks.lib.csusb.edu/etd-project/1055.
Der volle Inhalt der QuelleYoung, David M. „Adaptive Game Music: The Evolution and Future of Dynamic Music Systems in Video Games“. Ohio University Honors Tutorial College / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1340112710.
Der volle Inhalt der QuelleGoller, Whitney. „DollHouse“. Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etd/3065.
Der volle Inhalt der QuelleWooller, René William. „Techniques for automated and interactive note sequence morphing of mainstream electronic music“. Queensland University of Technology, 2007. http://eprints.qut.edu.au/20232/.
Der volle Inhalt der QuelleGertonsson, Simon, und Anton Hansson. „Det spatiala ljudets vikt“. Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16987.
Der volle Inhalt der QuelleThis bachelor thesis is about the importance of spatial sounds in a digital world where the visual most often comes to the forefront. To do this, this text goes on what a sound narrative is, the human listening and interactive sound narrative. Understanding of alternative concepts like sounds in different contexts, such as soundscapes and sound mapping, is presented withstudies by R. Murray. Schafer (1994), Mark Nazemi and Diane Gromala (2012). Along with new and old technology, this study will try to explain the human natural response to sound without visual reference points. This is investigated using spatial sound, new localization technology; also known as Pozyx, integrated with a virtual environment created in the Unity’s game engine, where the use of the audio engine delivers spatial sound in real time. As a result, the participants in this survey created their own personal narrative, where we as designers created the conditions for this, through interactive technology and selective listening.
Rao, Ram Raghavendra. „Audio-visual interaction in multimedia“. Diss., Georgia Institute of Technology, 1998. http://hdl.handle.net/1853/13349.
Der volle Inhalt der QuelleKorn, Dennis Raymond. „The development of a student-initiated, teacher-guided hypermedia program for automotive computer control systems“. CSUSB ScholarWorks, 1997. https://scholarworks.lib.csusb.edu/etd-project/1469.
Der volle Inhalt der QuelleRadeau, Monique. „Interaction audio-visuelle et modularité = Auditory-visual interaction and modularity“. Doctoral thesis, Universite Libre de Bruxelles, 1991. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/212982.
Der volle Inhalt der QuelleWindle, Amanda. „Territorial violence and design, 1950-2010 : a human-computer study of personal space and chatbot interaction“. Thesis, University of the Arts London, 2011. http://ualresearchonline.arts.ac.uk/2785/.
Der volle Inhalt der QuelleStensgaard, Pontus, Anders Alléus und Jesper Palm. „Adaptive Mood Audio : Rethinking Audio for Games“. Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2869.
Der volle Inhalt der QuelleEtt arbete som tar upp hur man kan få immersionen i digitala spel att förbättras med användning av adaptivt ljud och musik för att spegla narrativet.
Pontus Stensgaard: 0769123182 pontus.stensgaard@gmail.com
Hoggan, Eve Elizabeth. „Crossmodal audio and tactile interaction with mobile touchscreens“. Thesis, University of Glasgow, 2010. http://theses.gla.ac.uk/1863/.
Der volle Inhalt der Quelle