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Journal articles on the topic 'Audiovisual Interaction'

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1

Kitagawa, Norimichi. "Audiovisual interaction." Japanese journal of ergonomics 35 (1999): 136–37. http://dx.doi.org/10.5100/jje.35.2supplement_136.

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2

Chen, Kuan-Ming, and Su-Ling Yeh. "Audiovisual Interaction in Time Perception." i-Perception 2, no. 8 (October 2011): 833. http://dx.doi.org/10.1068/ic833.

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3

Yi, Long, and Robert Sekuler. "Audiovisual interaction with rate-varying signals." i-Perception 13, no. 6 (November 2022): 204166952211166. http://dx.doi.org/10.1177/20416695221116653.

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A task-irrelevant, amplitude-modulating sound influences perception of a size-modulating visual stimulus. To probe the limits of this audiovisual interaction we vary the second temporal derivative of object size and of sound amplitude. In the study’s first phase subjects see a visual stimulus size-modulating with [Formula: see text]0, 0, or <0, and judge each one’s rate as increasing, constant, or decreasing. Visual stimuli are accompanied by a steady, non-modulated auditory stimulus. The novel combination of multiple stimuli and multi-alternative responses allows subjects’ similarity space to be estimated from the stimulus-response confusion matrix. In the study’s second phase, rate-varying visual stimuli are presented in concert with auditory stimuli whose second derivative also varied. Subjects identified each visual stimuli as one of the three types, while trying to ignore the accompanying sound. Unlike some previous results with [Formula: see text] fixed at 0, performance benefits relatively little when visual and auditory stimuli share the same directional change in modulation. However, performance does drop when visual and auditory stimului differ in their directions of rate change. Our task’s computational demands may make it particularly vulnerable to the effects of a dynamic task-irrelevant stimulus.
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4

Yepes, Alfonso López. "Audiovisual en línea en la universidad española: bibliotecas y servicios especializados (una panorámica)." Revista ICONO14 Revista científica de Comunicación y Tecnologías emergentes 12, no. 2 (July 1, 2014): 338–61. http://dx.doi.org/10.7195/ri14.v12i2.689.

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Situación que presenta la información audiovisual en línea en el ámbito de las bibliotecas y servicios audiovisuales universitarios españoles, con ejemplos de aplicaciones y desarrollos concretos. Se destaca la presencia del audiovisual fundamentalmente en blogs, canales IPTV, portales bibliotecarios propios y en actuaciones concretas como “La Universidad Responde”, a cargo de los servicios audiovisuales de las universidades españolas, que supone sin duda un marco de referencia y de difusión informativa muy destacado también para el ámbito bibliotecario; así como en redes sociales, mencionándose una propuesta de modelo de red social de biblioteca universitaria. Se remite a la participación de bibliotecas y servicios en proyectos colaborativos de investigación y desarrollo social, presencia ya efectiva en el marco del proyecto “Red iberoamericana de patrimonio sonoro y audiovisual”, que apuesta por la construcción social del conocimiento audiovisual basado en la interacción entre distintos grupos multidisciplinarios de profesionales con diferentes comunidades de usuarios e instituciones.A situation presenting audiovisual information online in the field of libraries and audiovisual university spanish services, with examples of applications and specific developments. The presence of the audiovisual in blogs and IPTV channels librarians and specific actions as The University Respond, in charge of the audiovisual services of the spanish universities, a very important reference and information dissemination for the field librarian and in social networks, mentioning a model of social network of University Library. Participation of libraries and services in collaborative research and social development projects in the Ibero-American network of sound and audiovisual heritage project, for the social construction of the audiovisual knowledge based on the interaction between various multidisciplinary groups of professionals with different communities of users and institutions.
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5

Bezruchko, Oleksandr, and Olha Anikina. "Modern Audiovisual Art within the Space of Internet Network: New Aspects of Interaction." Bulletin of Kyiv National University of Culture and Arts. Series in Audiovisual Art and Production 4, no. 1 (June 30, 2021): 43–51. http://dx.doi.org/10.31866/2617-2674.4.1.2021.235076.

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The purpose of the research is to review all types of modern audiovisual art, understand its components and novelty, which it offers. The article also analyzes the interactions of an audiovisual artist with the audience together with the new aspects of the interaction of the consumer with the artistic content. Moreover, it is important to understand the influence of this type of art on human consciousness as well as the changes it brings with it into long known forms such as films and video games. The methodology of the research consists in using the following methods: theoretical (regarding the scientific articles, which conduct the discussion concerning audiovisual art within theoretical plain) and empirical (consideration and analysis of various media materials to receive information on the latest audiovisual art products). Scientific novelty. Considering that audiovisual art appeared fairly recently, there is not a big quantity of researches, which would analyze the components of audiovisual art in-depth as well as the elements of novelty, which the said type of art offers. It has to be noted that the scientific novelty abroad is present to a lesser extent, however, within the space of Ukrainian scientific thought, this type of art is still not being researched thoroughly. Conclusions. Throughout the research, we have established the primary traits of audiovisual art, regarded in detail the relationships and interactions of the audiovisual artist with his audience and the degree of control available to the consumer over the artistic idea. The article also established the possibility of using audiovisual art as a therapeutic method for healing mental traumas.
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6

Zheliezniak, Serafym. "Interaction of sound and image in modern audiovisual culture." Culturology Ideas, no. 20 (2'2021) (2021): 171–78. http://dx.doi.org/10.37627/2311-9489-20-2021-2.171-178.

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The article analyzes the possible types of combination of sound track components with the visual track, namely diegetic and non-diegetic sound, actual, commentative sound, etc., reveals the main positions and opinions of foreign and Ukrainian authors studying the problem, types of sound in screen projects, and their significance and features in the context of audiovisual culture are indicated. Examples of creative application of audio track in modern Ukrainian and foreign audiovisual culture are considered. The following methods were used during the study: analysis was used for consideration of the components of the sound track and certain types of interaction of sound and image, comparative method was used to study different concepts of scientists to more fully present the issue, systematic approach was used to study a set of types of the combination of sound and image in audiovisual projects. The scientific novelty of the article is to highlight the current state of theoretical approaches to the interaction of sound and image in audiovisual culture. The results of the study are of practical importance to scholars studying film, audiovisual culture, as well as to sound engineers and other creative professionals working on screen projects, in order to be able to master possible techniques to combine sound with the visual component of the project.
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7

Vroomen, Jean, and Jeroen J. Stekelenburg. "Visual Anticipatory Information Modulates Multisensory Interactions of Artificial Audiovisual Stimuli." Journal of Cognitive Neuroscience 22, no. 7 (July 2010): 1583–96. http://dx.doi.org/10.1162/jocn.2009.21308.

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The neural activity of speech sound processing (the N1 component of the auditory ERP) can be suppressed if a speech sound is accompanied by concordant lip movements. Here we demonstrate that this audiovisual interaction is neither speech specific nor linked to humanlike actions but can be observed with artificial stimuli if their timing is made predictable. In Experiment 1, a pure tone synchronized with a deformation of a rectangle induced a smaller auditory N1 than auditory-only presentations if the temporal occurrence of this audiovisual event was made predictable by two moving disks that touched the rectangle. Local autoregressive average source estimation indicated that this audiovisual interaction may be related to integrative processing in auditory areas. When the moving disks did not precede the audiovisual stimulus—making the onset unpredictable—there was no N1 reduction. In Experiment 2, the predictability of the leading visual signal was manipulated by introducing a temporal asynchrony between the audiovisual event and the collision of moving disks. Audiovisual events occurred either at the moment, before (too “early”), or after (too “late”) the disks collided on the rectangle. When asynchronies varied from trial to trial—rendering the moving disks unreliable temporal predictors of the audiovisual event—the N1 reduction was abolished. These results demonstrate that the N1 suppression is induced by visual information that both precedes and reliably predicts audiovisual onset, without a necessary link to human action-related neural mechanisms.
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8

Carvalho, Rodrigo. "The magical features of immersive audiovisual environments." Interactions 20, no. 5 (September 2013): 32–37. http://dx.doi.org/10.1145/2500096.

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9

Stekelenburg, Jeroen J., and Jean Vroomen. "Neural Correlates of Multisensory Integration of Ecologically Valid Audiovisual Events." Journal of Cognitive Neuroscience 19, no. 12 (December 2007): 1964–73. http://dx.doi.org/10.1162/jocn.2007.19.12.1964.

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A question that has emerged over recent years is whether audiovisual (AV) speech perception is a special case of multi-sensory perception. Electrophysiological (ERP) studies have found that auditory neural activity (N1 component of the ERP) induced by speech is suppressed and speeded up when a speech sound is accompanied by concordant lip movements. In Experiment 1, we show that this AV interaction is not speech-specific. Ecologically valid nonspeech AV events (actions performed by an actor such as handclapping) were associated with a similar speeding-up and suppression of auditory N1 amplitude as AV speech (syllables). Experiment 2 demonstrated that these AV interactions were not influenced by whether A and V were congruent or incongruent. In Experiment 3 we show that the AV interaction on N1 was absent when there was no anticipatory visual motion, indicating that the AV interaction only occurred when visual anticipatory motion preceded the sound. These results demonstrate that the visually induced speeding-up and suppression of auditory N1 amplitude reflect multisensory integrative mechanisms of AV events that crucially depend on whether vision predicts when the sound occurs.
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10

Psarras, Vasillis, Andreas Floros, Konstantinos Drosos, and Marianne Strapatsakis. "Emotional control and visual representation using advanced audiovisual interaction." International Journal of Arts and Technology 4, no. 4 (2011): 480. http://dx.doi.org/10.1504/ijart.2011.043446.

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11

Yamasaki, Daiki, Kiyofumi Miyoshi, Christian F. Altmann, and Hiroshi Ashida. "Front-Presented Looming Sound Selectively Alters the Perceived Size of a Visual Looming Object." Perception 47, no. 7 (May 21, 2018): 751–71. http://dx.doi.org/10.1177/0301006618777708.

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In spite of accumulating evidence for the spatial rule governing cross-modal interaction according to the spatial consistency of stimuli, it is still unclear whether 3D spatial consistency (i.e., front/rear of the body) of stimuli also regulates audiovisual interaction. We investigated how sounds with increasing/decreasing intensity (looming/receding sound) presented from the front and rear space of the body impact the size perception of a dynamic visual object. Participants performed a size-matching task (Experiments 1 and 2) and a size adjustment task (Experiment 3) of visual stimuli with increasing/decreasing diameter, while being exposed to a front- or rear-presented sound with increasing/decreasing intensity. Throughout these experiments, we demonstrated that only the front-presented looming sound caused overestimation of the spatially consistent looming visual stimulus in size, but not of the spatially inconsistent and the receding visual stimulus. The receding sound had no significant effect on vision. Our results revealed that looming sound alters dynamic visual size perception depending on the consistency in the approaching quality and the front–rear spatial location of audiovisual stimuli, suggesting that the human brain differently processes audiovisual inputs based on their 3D spatial consistency. This selective interaction between looming signals should contribute to faster detection of approaching threats. Our findings extend the spatial rule governing audiovisual interaction into 3D space.
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12

Chaume, Frederic. "An overview of audiovisual translation: Four methodological turns in a mature discipline." Journal of Audiovisual Translation 1, no. 1 (November 14, 2018): 40–63. http://dx.doi.org/10.47476/jat.v1i1.43.

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Digital technology has played a crucial role not only in the process of production and distribution of audiovisual content, but also in the process of localization and consumption of audiovisual products. This has had an obvious impact on audiovisual translation as a field, both in professional circles as well as in scholarly research. To date, this field of research has grown exponentially, parallel to the production, consumption, interaction with and general interest in audiovisual products. At the same time, translation studies have been growing as a discipline and, consequently, has been influencing audiovisual translation (AVT) research. This article presents a due brief overview of the four turns audiovisual translation has taken to date (the descriptive, the cultural, the sociological and the cognitive turns), and identifies some of the major steps already undertaken, as well as possible research avenues that such turns are currently opening.
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13

Jaekl, Philip, and Duje Tadin. "Audiovisual reaction time enhancement is achieved through auditory-magnocellular interaction." Journal of Vision 15, no. 12 (September 1, 2015): 129. http://dx.doi.org/10.1167/15.12.129.

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14

Tavares, Rafael, Hugo Mesquita, Rui Penha, Paulo Abreu, and Maria Teresa Restivo. "An Instrumented Glove for Control Audiovisual Elements in Performing Arts." International Journal of Online Engineering (iJOE) 14, no. 02 (February 28, 2018): 173. http://dx.doi.org/10.3991/ijoe.v14i02.8247.

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The use of cutting-edge technologies such as wearable devices to control reactive audiovisual systems are rarely applied in more conventional stage performances, such as opera performances. This work reports a cross-disciplinary approach for the research and development of the WMTSensorGlove, a data-glove used in an opera performance to control audiovisual elements on stage through gestural movements. A system architecture of the interaction between the wireless wearable device and the different audiovisual systems is presented, taking advantage of the Open Sound Control (OSC) protocol. The developed wearable system was used as audiovisual controller in “As sete mulheres de Jeremias Epicentro”, a portuguese opera by Quarteto Contratempus, which was premiered in September 2017.
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15

Palazuelos Rojo, Isaac de Jesús. "Redes sociodigitales como espacios subalternos de enunciación política." Clivajes. Revista de Ciencias Sociales, no. 13 (September 21, 2020): 80. http://dx.doi.org/10.25009/clivajes-rcs.v0i13.2652.

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En este artículo abordamos la apropiación política de redes sociodigitales en los procesos electorales del 2012 y 2018 en México, con el objetivo de reflexionar en torno a los actuales procesos de participación política que se distinguen por nuevas formas de interacción digital. Partimos de la idea de que a través del uso de redes, las y los individuos que tradicionalmente permanecían ajenos a la producción y difusión de contenidos audiovisuales, disponen de espacios subalternos de enunciación política, desde los cuales visibilizan sus experiencias, al tiempo que son capaces de contribuir en la construcción social de la realidad política, auspiciada por un papel cada vez más preponderante de las narrativas mediáticas.Palabras clave: Redes sociodigitales, Subalternidad, Contenidos audiovisuales Sociodigital Networks as Subaltern Spaces of Political StatementAbstractIn this article the political appropriation of sociodigital networks in the 2012 and 2018 electoral processes in Mexico is addressed, with the aim of reflecting on the current processes of political participation that are distinguished by new forms of digital interaction. It starts from the idea that through the use of networks, individuals who traditionally remained oblivious to the production and dissemination of audiovisual contents, have subaltern spaces of political enunciation, from which they make their experiences visible, while contributing to the social construction of political reality, sponsored by the increasingly predominant role of media narratives.Keywords: Socio-digital networks, Subalternity, Audiovisual contents Réseaux socio-numériques comme espaces subalternes d’énonciation politiqueRésuméDans cet article nous abordons l’appropriation politique des réseaux socio-numériques dans les processus électoraux du 2012 et 2018 au Mexique, avec l’objectif de réfléchir autour des actuels processus de participation politique qui se distinguent par des nouvelles formes d’interaction numérique. Nous partons de l’idée qu’à travers l’utilisation des réseaux, les individus qui traditionnellement demeuraient étrangers à la production et diffusion de contenus audiovisuels, disposent des espaces subalternes d’énonciation politique, à partir desquels ils rendent visibles leurs expériences, alors qu’ils sont capables de contribuer à la construction sociale de la réalité politique, parrainé par un rôle à chaque fois plus prépondérant des narratives médiatiques.Mots clé : Réseaux socio-numériques, Subalternité, Contenus audiovisuels
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Ibrahem, Usama M., Saleh A. Alkhabra, and Bader A. ALharbi. "The Effectiveness of the Interaction of Interactive Book Cues and Levels of Information Processing on Learning Retention and External Cognitive Load." International Journal of Education and Information Technologies 15 (April 7, 2021): 58–70. http://dx.doi.org/10.46300/9109.2021.15.7.

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This study explores interactive e-book cues and Information Processing Levels (IPL)’s effectiveness on Learning Retention (LR) and External Cognitive Load (ECL). 117 middle school pupils (MSP) were divided into six experimental groups based on their IPL and cues during the second term of the academic year 2019–2020. Visual Cues (VC)/Audiovisual Cues (VAC) and Auditory Cues (AC)/Audiovisual Cues (VAC) statistically varied in the Ie-book in LR test and ECL scale, same for the average scores when testing the LR in Science for MSP due to the difference between IPL for the DL. There is a statistically significant effect of cue types' interaction in Ie-book with IPL in ECL scale for MSP, at its highest peak in the case of the AVC with DL, followed by the interaction resulting from the VC with DL then AC with SL. Also, cues interaction in Ie-book with IPL immensely affect the LR test for MEP, which is at its highest peak in the case of the AVC with DL. The interactions between (DL–SL) and (AC–VC) seem to equally influence the ELC
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Bilek, Edda, Matthias Ruf, Axel Schäfer, Ceren Akdeniz, Vince D. Calhoun, Christian Schmahl, Charmaine Demanuele, Heike Tost, Peter Kirsch, and Andreas Meyer-Lindenberg. "Information flow between interacting human brains: Identification, validation, and relationship to social expertise." Proceedings of the National Academy of Sciences 112, no. 16 (April 6, 2015): 5207–12. http://dx.doi.org/10.1073/pnas.1421831112.

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Social interactions are fundamental for human behavior, but the quantification of their neural underpinnings remains challenging. Here, we used hyperscanning functional MRI (fMRI) to study information flow between brains of human dyads during real-time social interaction in a joint attention paradigm. In a hardware setup enabling immersive audiovisual interaction of subjects in linked fMRI scanners, we characterize cross-brain connectivity components that are unique to interacting individuals, identifying information flow between the sender’s and receiver’s temporoparietal junction. We replicate these findings in an independent sample and validate our methods by demonstrating that cross-brain connectivity relates to a key real-world measure of social behavior. Together, our findings support a central role of human-specific cortical areas in the brain dynamics of dyadic interactions and provide an approach for the noninvasive examination of the neural basis of healthy and disturbed human social behavior with minimal a priori assumptions.
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Mariooryad, S., and C. Busso. "Exploring Cross-Modality Affective Reactions for Audiovisual Emotion Recognition." IEEE Transactions on Affective Computing 4, no. 2 (April 2013): 183–96. http://dx.doi.org/10.1109/t-affc.2013.11.

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Lestari, Regi Indah. "Perbedaan pengaruh model pembelajaran kontekstual dan media audiovisual dengan motivasi belajar terhadap hasil belajar senam lantai." Jurnal Pendidikan Jasmani Indonesia 14, no. 1 (September 25, 2018): 32–37. http://dx.doi.org/10.21831/jpji.v14i1.21343.

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Tujuan dari penelitian ini adalah untuk mengetahui perbedaan pengaruh model pembelajaran kontekstual dan media audiovisual dengan motivasi belajar siswa terhadap hasil belajar senam lantai. Penelitian ini dilakukan pada siswa kelas VIII SMP Negeri 2 Ciawi. Penelitian ini menggunakan treatment by level 2 x 2. Populasi dalam penelitian ini terdiri dari 164 dan menggunakan sampel 32 siswa. Teknik analisa data adalah analisis varians dua jalur (ANAVA) dan dilanjutkan dengan uji Turkey pada tingkat signifikan α = 0,05. Hasil penelitian ini menunjukkan bahwa (1) nilai hasil belajar guling lenting pada perlakukan model pembelajaran kontekstual (A1) lebih rendah dari nilai yang menggunakan media audiovisuall (A2) di SMP Negeri 2 Ciawi (2). Terdapat interaksi antara model pembelajaran kontekstual dan media audiovisuall (A) dengan motivasi belajar (B) terhadap hasil belajar guling lenting di SMP Negeri 2 Ciawi (3). Nilai hasil belajar pada perlakuan model pembelajaran kontekstual dengan motivasi tinggi (A1B1) lebih rendah dari nilai menggunakan media audiovisuall dengan motivasi tinggi (A2B1) di SMP Negeri 2 Ciawi. Nilai hasil belajar guling lenting pada perlakukan model pembelajaran kontekstual dengan motivasi rendah (A1B2) lebih rendah dari penggunaan media audiovisuall dengan motivasi rendah (A2B2) di SMP Negeri 2 Ciawi.AbstractThe purpose of this research is to know the effect of contextual learning model and audiovisual media with students' learning motivation on the learning result of gymnastics floor. This research was conducted on the students of class VIII SMP Negeri 2 Ciawi. This study used treatment by level 2 x 2. The population in this study consisted of 164 and used 32 samples of students. The data analysis technique is a two-lane variance analysis (ANAVA) and followed by Turkey test at a significant level α = 0.05. The results of this study indicate that (1) the value of learning achievement of bolster lenting on the treatment of contextual teaching and learning model (A1) is lower than value using audiovisuall media (A2) in SMP Negeri 2 Ciawi (2). There is an interaction between contextual learning model and audiovisual media (A) with learning motivation (B) to the learning result of lump in the SMP Negeri 2 Ciawi (3). The value of learning outcomes in the treatment of contextual learning models with high motivation (A1B1) is lower than the value of using audiovisuall media with high motivation (A2B1) in SMP Negeri 2 Ciawi. The value of learning achievement of bolster lenting on the treatment of contextual learning model with low motivation (A1B2) is lower than the use of audiovisuall media with low motivation (A2B2) in SMP Negeri 2 Ciawi.
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Park, Zion, and Chai-Youn Kim. "Eye responses reflect spatial congruency and perceptual bias in audiovisual interaction." Journal of Vision 22, no. 14 (December 5, 2022): 3453. http://dx.doi.org/10.1167/jov.22.14.3453.

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Lønstrup, Ansa. "Facing sound – voicing art." SoundEffects - An Interdisciplinary Journal of Sound and Sound Experience 3, no. 1-2 (December 1, 2013): 153–71. http://dx.doi.org/10.7146/se.v3i1-2.15646.

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This article is based on examples of contemporary audiovisual art with a primary focus on the Tony Oursler solo exhibition Face to Face in Aarhus Art Museum ARoS, 2012. My investigation involves a combination of qualitative interviews with visitors, observations of the audience’s interactions with the exhibition and the artwork in the museum space, and short analyses of individual works of art based on reception aesthetics, phenomenology, and newer writings on sound, voice and listening. The focus of the investigation is the quality and possible perspectives of the interaction with audiovisual works of art, articulating and sounding out their own ‘voices’. This methodological combination has been chosen to transgress the dichotomy between the aesthetic or hermeneutic artwork ‘text’ analysis and cultural theory, which focuses on the context understood as the framing, the cultural acts and agendas around the aesthetic ‘text’. The article will include experiences with another exhibition, David Lynch: The Air is on Fire (Fondation Cartier pour l’art contemporain, Paris, 2007 and Kunstforeningen Gl. Strand, Copenhagen, 2010- 2011). The two exhibitions are fundamentally different in their integration of sound. My field of interest concerns the exploration of sound as artistic material in audiovisual combinations and those audiovisual works of art that might cause a change in the participatory strategy of the art museum towards the audience.
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Raffa, Giovanni. "Broadcast Stand-up Comedy and Its Translation." Między Oryginałem a Przekładem 28, no. 1 (55) (March 30, 2022): 143–57. http://dx.doi.org/10.12797/moap.28.2022.55.07.

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With the rise of new platforms of media consumptions, aided by new digital technologies, wider audiences and a growing demand for translated materials, new audiovisual transfer modes have surfaced and with them the field of AVT “has grown exponentially, parallel to the production, consumption, interaction with and general interest in audiovisual products” [Chaume 2018: 41]. Stand-up comedy usually thrives as a live form of art. However, digital consumption has allowed comedians to reach a global audience via recording and broadcasting of their performances, and by doing so, it warranted the translation of the genre. In this study, after investigating how the audiovisual format affects comedians’ performances and their subtitling into Italian, I propose new, potentially useful concepts for a translational analysis of broadcast stand-up. Included is a discussion of the presence of audiovisual elements in the streamed specials and an inquiry of the fictionality of the scripted dialogue.
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Shochi, Takaaki, Marine Guerry, Hanako Suzuki, Mami Kanzaki, Jean-Luc Rouas, Toyoaki Nishida, and Yoshimasa Ohmoto. "Vocal aspect of social laughter during virtual interaction." Working Papers em Linguística 19, no. 2 (March 27, 2019): 54–77. http://dx.doi.org/10.5007/1984-8420.2018v19n2p54.

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O presente artigo enfoca os diversos tipos de riso registrados durante interações sociais reais realizadas em um ambiente de imersão virtual. Neste experimento, investigamos se os seres humanos são capazes de discriminar risos sociais de risos espontâneos e gargalhadas audiovisuais, sem terem acesso a nenhum contexto de produção do riso. Para tal, realizamos dois experimentos perceptuais considerando apenas o estímulo auditivo, por um lado, e o estímulo audiovisual, por outro. Os sujeitos dos testes de percepção são falantes nativos franceses e japoneses. Cada sujeito ouviu e ouviu e viu 162 risadas e escolheu uma resposta entre três possibilidades: social, espontânea ou irreconhecível. Os resultados de ambos os experimentos mostram que todos os participantes são capazes de discriminar esses dois tipos de riso com um grau de confiança bastante elevado, mesmo sem as informações contextuais: a taxa de identificação correta para o riso espontâneo é de cerca de 70%, com uma quantidade semelhante de riso social considerando tanto os estímulos visuais quanto os audiovisuais. A seguir, foram extraídas medidas acústicas para cada risada, a fim de investigar possíveis diferenças entre os dois tipos de riso. A análise multifatorial demonstra que os comportamentos perceptuais e algumas características acústicas (F0 e duração) estão correlacionados. Observarmos, particularmente, uma diferença significativa entre o riso social e o riso espontâneo através dos traços da duração total e da duração do vozeamento. Por último, realizamos mais um experimento perceptual sobre a subcategorização dos risos sociais com base em três fatores sociais: estado físico do falante, envolvimento do falante e distância psicológica. Os resultados mostram que o riso social é evocado de forma semelhante no que diz respeito ao estado físico do falante e envolvimento do falante. Entretanto, no que diz respeito à distância social, há divergência de percepção entre franceses e japoneses sendo que nestes últimos predomina a percepção da distância psicológica.
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Ramenahalli, Sudarshan. "A Biologically Motivated, Proto-Object-Based Audiovisual Saliency Model." AI 1, no. 4 (November 3, 2020): 487–509. http://dx.doi.org/10.3390/ai1040030.

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The natural environment and our interaction with it are essentially multisensory, where we may deploy visual, tactile and/or auditory senses to perceive, learn and interact with our environment. Our objective in this study is to develop a scene analysis algorithm using multisensory information, specifically vision and audio. We develop a proto-object-based audiovisual saliency map (AVSM) for the analysis of dynamic natural scenes. A specialized audiovisual camera with 360∘ field of view, capable of locating sound direction, is used to collect spatiotemporally aligned audiovisual data. We demonstrate that the performance of a proto-object-based audiovisual saliency map in detecting and localizing salient objects/events is in agreement with human judgment. In addition, the proto-object-based AVSM that we compute as a linear combination of visual and auditory feature conspicuity maps captures a higher number of valid salient events compared to unisensory saliency maps. Such an algorithm can be useful in surveillance, robotic navigation, video compression and related applications.
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Ginting, Siti Aisah, and Nora Ronita Dewi. "Interactional Patterns in ESP Online Teaching Mode at the Fifth Semester of English Education Study Program of Universitas Negeri Medan." Asian Social Science and Humanities Research Journal (ASHREJ) 4, no. 2 (January 31, 2023): 49–55. http://dx.doi.org/10.37698/ashrej.v4i2.174.

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This research aims to identify interactional patterns in the ESP online teaching mode of the fifth semester of the English Department at Universitas Negeri Medan. This research applies descriptive quantitative methodology and focuses on class A of the English Department's fifth semester, which consisted of 36 students and one lecturer who taught online utilizing Google Meet as the platform. This study's data consisted of three audiovisual recordings made by the lecturer. The data were recognized using the IRF pattern of interaction identification table and analyzed using the IRF model. The first discovery revealed that the most frequently used pattern by the lecturer is IRF as a full pattern, followed by IR as a semi-complete pattern and IF as an incomplete pattern. The second finding revealed that elicitation occurs more frequently in classroom interactions. It is possible to infer that this classroom had a high level of interaction since the lecturer provided equal opportunities for students to begin the conversation, resulting in active student participation.
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Chavant, Martin, and Zoï Kapoula. "Eye-Movement Deficits in Seniors with Hearing Aids: Cognitive and Multisensory Implications." Brain Sciences 12, no. 11 (October 24, 2022): 1425. http://dx.doi.org/10.3390/brainsci12111425.

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In recent years, there has been a growing body of literature highlighting the relationship between presbycusis and consequences in areas other than hearing. In particular, presbycusis is linked to depression, dementia, and cognitive decline. Among this literature, the effect of hearing aids, currently the most common method of treating presbycusis, is also a growing research topic. This pilot study aims to explore the effects of hearing aids on the cognitive and multisensory consequences of presbycusis. To that purpose, saccades and vergences eye movements were studied, towards visual and audiovisual targets, of a presbycusis population wearing hearing aids for an average of two years. These measurements were done whether or not participants were wearing their hearing aids. Eye-movement characteristics, particularly latencies (the reaction time taken to initiate an eye movement), allows one to measure attentional and multisensory characteristics. Previous studies showed that presbycusis was linked with an increase of saccade latencies and an improvement in audiovisual interaction capacities, i.e., latencies for audiovisual targets are shorter than those for visual targets. Eye movements are measured and analyzed with REMOBI and AIDEAL technologies. Results show a shortening, with hearing aids, of right saccade latencies to visual targets, suggesting an increase in attention and/or engagement. Yet, saccade latencies are not shorter for audiovisual vs. visual targets alone, neither when wearing hearing aids, nor without. Moreover, convergence latencies are particularly slow for any type of target and with or without hearing aids. The results suggest deficits for audiovisual interactions and the initiation of convergences in that population. These deficits could be part of the factors triggering the need to wear hearing aids. These results therefore show interesting relationships between hearing-aid wearing in a presbycusis population and oculomotricity and invite further research in this area.
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Magosso, Elisa, Caterina Bertini, Cristiano Cuppini, and Mauro Ursino. "Audiovisual integration in hemianopia: A neurocomputational account based on cortico-collicular interaction." Neuropsychologia 91 (October 2016): 120–40. http://dx.doi.org/10.1016/j.neuropsychologia.2016.07.015.

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Bolognini, Nadia, Francesca Frassinetti, Andrea Serino, and Elisabetta L�davas. "?Acoustical vision? of below threshold stimuli: interaction among spatially converging audiovisual inputs." Experimental Brain Research 160, no. 3 (November 13, 2004): 273–82. http://dx.doi.org/10.1007/s00221-004-2005-z.

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López-Nores, Martín, Marta Rey-López, José J. Pazos-Arias, Jorge García-Duque, Yolanda Blanco-Fernández, Alberto Gil-Solla, Rebeca P. Díaz-Redondo, Ana Fernández-Vilas, and Manuel Ramos-Cabrer. "Spontaneous interaction with audiovisual contents for personalized e-commerce over Digital TV." Expert Systems with Applications 36, no. 3 (April 2009): 4192–97. http://dx.doi.org/10.1016/j.eswa.2008.04.007.

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Xu, Zhihan, Weiping Yang, Zhenhua Zhou, and Yanna Ren. "Cue–target onset asynchrony modulates interaction between exogenous attention and audiovisual integration." Cognitive Processing 21, no. 2 (January 17, 2020): 261–70. http://dx.doi.org/10.1007/s10339-020-00950-2.

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Doel, Kees van den, Dave Knott, and Dinesh K. Pai. "Interactive Simulation of Complex Audiovisual Scenes." Presence: Teleoperators and Virtual Environments 13, no. 1 (February 2004): 99–111. http://dx.doi.org/10.1162/105474604774048252.

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We demonstrate a method for efficiently rendering the audio generated by graphical scenes with a large number of sounding objects. This is achieved by using modal synthesis for rigid bodies and rendering only those modes that we judge to be audible to a user observing the scene. We show how excitations of modes can be estimated and inaudible modes eliminated based on the masking characteristics of the human ear. We describe a novel technique for generating contact events by performing closed-form particle simulation and collision detection with the aid of programmable graphics hardware. The effectiveness of our system is shown in the context of suitably complex simulations.
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Wapnick, Joel, Jolan Kovacs Mazza, and Alice-Ann Darrow. "Effects of Performer Attractiveness, Stage Behavior, and Dress on Violin Performance Evaluation." Journal of Research in Music Education 46, no. 4 (December 1998): 510–21. http://dx.doi.org/10.2307/3345347.

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The purpose of this study was to determine whether certain nonmusical attributes of violinists would affect judges' ratings of their performances. Twelve violinists (6 females and 6 males) were videotaped. They and their performances were rated by 72 graduate students and university music faculty members. Members of the visual group rated violinists by viewing a videotape with the sound turned off They rated them on appropriateness of dress, stage behavior, and physical attractiveness. Members of the audiovisual and audio groups rated musical performance on six test items and did not rate nonmusical attributes. Results from the audiovisual and audio groups revealed significant interactions on half the test items for treatment by dress and treatment by stage behavior: violinists who were high on stage behavior and on dress benefitted significantly from videotape evaluation, but violinists who were low on these attributes were not evaluated differently on audiotape versus videotape. For attractiveness, however, there was no significant interaction: more attractive violinists received higher musical performance ratings than less attractive violinists did under both the audiovisual and audio conditions. In light of earlier research, this suggests that more-attractive performers may progress to a higher level in their acquisition of performance skills than less-attractive performers.
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Padovani, José. "Pandemics, Delays, and Pure Data: on ‘afterlives’ (2020), for Flute and Live Electronics and Visuals." Revista Vórtex 9, no. 2 (December 10, 2021): 1–14. http://dx.doi.org/10.33871/23179937.2021.9.2.17.

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The essay addresses creative and technical aspects of the piece ‘afterlives’ (2020), for flute and live electronics and visuals. Composed and premiered in the context of the COVID-19 pandemic, the composition employs audiovisual processes based on different audiovisual techniques: phase-vocoders, buffer-based granulations, Ambisonics spatialization, and variable delay of video streams. The resulting sounds and images allude to typical situations of social interaction via video conferencing applications. ‘Afterlives’ relies on an interplay between current, almost-current, and past moments of the audiovisual streams, which dephase the performer’s images and sounds. I have avoided, in text, delving deeper into the Pure Data abstractions and or into the musical analysis of my composition. The main purpose of the text is rather to present compositional/technical elements of ‘afterlives’ and discuss how they enable new experiences of time.
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Arias, Pablo, Catherine Soladie, Oussema Bouafif, Axel Roebel, Renaud Seguier, and Jean-Julien Aucouturier. "Realistic Transformation of Facial and Vocal Smiles in Real-Time Audiovisual Streams." IEEE Transactions on Affective Computing 11, no. 3 (July 1, 2020): 507–18. http://dx.doi.org/10.1109/taffc.2018.2811465.

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Gall, Dominik, and Marc Erich Latoschik. "Visual angle modulates affective responses to audiovisual stimuli." Computers in Human Behavior 109 (August 2020): 106346. http://dx.doi.org/10.1016/j.chb.2020.106346.

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Oberdörfer, Sebastian, and Marc Erich Latoschik. "Knowledge Encoding in Game Mechanics: Transfer-Oriented Knowledge Learning in Desktop-3D and VR." International Journal of Computer Games Technology 2019 (April 1, 2019): 1–17. http://dx.doi.org/10.1155/2019/7626349.

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Affine Transformations (ATs) are a complex and abstract learning content. Encoding the AT knowledge in Game Mechanics (GMs) achieves a repetitive knowledge application and audiovisual demonstration. Playing a serious game providing these GMs leads to motivating and effective knowledge learning. Using immersive Virtual Reality (VR) has the potential to even further increase the serious game’s learning outcome and learning quality. This paper compares the effectiveness and efficiency of desktop-3D and VR in respect to the achieved learning outcome. Also, the present study analyzes the effectiveness of an enhanced audiovisual knowledge encoding and the provision of a debriefing system. The results validate the effectiveness of the knowledge encoding in GMs to achieve knowledge learning. The study also indicates that VR is beneficial for the overall learning quality and that an enhanced audiovisual encoding has only a limited effect on the learning outcome.
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Danieau, Fabien, Anatole Lecuyer, Philippe Guillotel, Julien Fleureau, Nicolas Mollet, and Marc Christie. "Enhancing Audiovisual Experience with Haptic Feedback: A Survey on HAV." IEEE Transactions on Haptics 6, no. 2 (April 2013): 193–205. http://dx.doi.org/10.1109/toh.2012.70.

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Bai, Quan. "Research on the Design of Interactive Children’s Vocal Enlightenment Toys Based on Audiovisual Association Experience." Occupational Therapy International 2022 (April 11, 2022): 1–12. http://dx.doi.org/10.1155/2022/7686818.

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This paper examines the characteristics and current situation of children’s vocal enlightenment toy design, studies how to design children’s verbal enlightenment toys based on audiovisual associative experience, and develops appropriate optimization strategies and approaches. This paper analyzes the theoretical basis involved in design practice, summarizes the generation and concept of audiovisual association and the significance of associative experience for children’s vocal enlightenment, explores the application and characteristics of interaction design in children’s toys, and summarizes the creation of interactive toys. The triggered form of associative experience is determined according to the physical and mental development characteristics, interaction behavior, and experimental research of children at this stage. By summarizing the typical design elements of existing children’s interactive toys with good sales and reputation and designing a questionnaire, the Kano model was used to obtain the design element priorities to guide design practice. We used audiovisual association as an entry point to writing a sound and picture interactive program through processing and the Arduino platform to develop the interactive toys. “Sound fun” is an interactive toy that extracts the characteristics of children’s voices to correspond to the changes of picture elements and can provide real-time feedback of dynamic pictures through the user’s voice to achieve the purpose of triggering a synesthetic experience. Interaction design applied to toy design is a new direction in terms of traditional toy design, which enhances the interactivity of toys and enhances the user’s sense of experience and participation in the use of toys; it can improve the affinity and fun of toys.
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Werkhoven, Peter, Jan B. F. van Erp, and Tom G. Philippi. "Navigating virtual mazes: The benefits of audiovisual landmarks." Displays 35, no. 3 (July 2014): 110–17. http://dx.doi.org/10.1016/j.displa.2014.04.001.

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Li, Qi, Jinglong Wu, and Tetsuo Touge. "Audiovisual interaction enhances auditory detection in late stage: an event-related potential study." NeuroReport 21, no. 3 (February 2010): 173–78. http://dx.doi.org/10.1097/wnr.0b013e3283345f08.

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Iverson, Paul, Lynne E. Bernstein, and Edward T. Auer Jr. "Modeling the interaction of phonemic intelligibility and lexical structure in audiovisual word recognition." Speech Communication 26, no. 1-2 (October 1998): 45–63. http://dx.doi.org/10.1016/s0167-6393(98)00049-1.

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Goldberg, Hannah, Yile Sun, Timothy J. Hickey, Barbara Shinn-Cunningham, and Robert Sekuler. "Policing Fish at Boston's Museum of Science: Studying Audiovisual Interaction in the Wild." i-Perception 6, no. 4 (August 21, 2015): 204166951559933. http://dx.doi.org/10.1177/2041669515599332.

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Nuramalia, Nuramalia, Ida Leida Maria, Nurhaedar Jafar, and Aminuddin Syam. "Effectiveness of Audiovisual Media Intervention Aku Bangga Aku Tahu on Knowledge in Practices in Prevention of Human Immunodeficiency Virus and Acquired Immune Deficiency Syndrome Transmission in Adolescents." Open Access Macedonian Journal of Medical Sciences 8, T2 (July 23, 2020): 51–54. http://dx.doi.org/10.3889/oamjms.2020.5183.

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BACKGROUND: Educational media is a very important component as a means of interaction, one of which is audiovisual media. Health education through audiovisual media, I am proud I know (ABAT) is expected to be able to increase knowledge comprehensively about human immunodeficiency virus (HIV) and acquired immune deficiency syndrome (AIDS). AIM: This study aimed to determine the effect of ABAT audiovisual media on HIV and AIDS knowledge of school adolescents in Makassar City. METOHDS: The research design uses quasi experimental approach with the design of the nonequivalent control group design. Sampling using a random sampling technique, as many as 96 adolescents. RESULTS: The results showed that the majority of respondents were in the age group of 17 years (49%), female sex (52%), and grade 12 level (51%). Based on the results of the Mann–Whitney U Test, there were differences in knowledge before and after the intervention of ABAT audiovisual media playback with a frequency of playback three times and once in the intervention group and the control group (p = 0.001). CONCLUSION: There are significant differences in adolescent knowledge about HIV and AIDS before and after the intervention. ABAT audiovisual media with playback frequency 3 times are more effective than once. Some comparison of counseling media is needed in order to better know the effectiveness of a media. Based on the research that has been done, it can be concluded that the effectiveness of ABAT audiovisual media on the knowledge of school adolescents can significantly improve HIV and AIDS before and after the intervention is given three times and one in Makassar City.
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Pearson, Adam R., Tessa V. West, John F. Dovidio, Stacie Renfro Powers, Ross Buck, and Robert Henning. "The Fragility of Intergroup Relations." Psychological Science 19, no. 12 (December 2008): 1272–79. http://dx.doi.org/10.1111/j.1467-9280.2008.02236.x.

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Intergroup interactions between racial or ethnic majority and minority groups are often stressful for members of both groups; however, the dynamic processes that promote or alleviate tension in intergroup interaction remain poorly understood. Here we identify a behavioral mechanism—response delay—that can uniquely contribute to anxiety and promote disengagement from intergroup contact. Minimally acquainted White, Black, and Latino participants engaged in intergroup or intragroup dyadic conversation either in real time or with a subtle temporal disruption (1-s delay) in audiovisual feedback. Whereas intergroup dyads reported greater anxiety and less interest in contact after engaging in delayed conversation than after engaging in real-time conversation, intragroup dyads reported less anxiety in the delay condition than they did after interacting in real time. These findings have theoretical and practical implications for understanding intergroup communication and social dynamics and for promoting positive intergroup contact.
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Daniels, Nicola, Patricia Gillen, Karen Casson, and Iseult Wilson. "STEER: Factors to Consider When Designing Online Focus Groups Using Audiovisual Technology in Health Research." International Journal of Qualitative Methods 18 (January 1, 2019): 160940691988578. http://dx.doi.org/10.1177/1609406919885786.

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Technological advancements and ease of Internet accessibility have made using Internet-based audiovisual software a viable option for researchers conducting focus groups. Online platforms overcome any geographical limitations placed on sampling by the location of potential participants and so enhance opportunities for real-time discussions and data collection in groups that otherwise might not be feasible. Although researchers have been adopting Internet-based options for some time, empirical evaluations and published examples of focus groups conducted using audiovisual technology are sparse. It therefore cannot yet be established whether conducting focus groups in this way can truly mirror face-to-face discussions in achieving the authentic interaction to generate data. We use our experiences to add to the developing body of literature by analyzing our critical reflections on how procedural aspects had the potential to influence the data we collected using audiovisual technology to conduct synchronous focus groups. As part of a mixed methods study, we chose to conduct focus groups in this way to access geographically dispersed populations and to enhance sample variation. We conducted eight online focus groups using audiovisual technology with both academic researchers and health-care practitioners across the four regions of the United Kingdom. A reflexive journal was completed throughout the planning, conduct and analysis of the focus groups. Content analysis of journal entries was carried out to identify procedural factors that had the potential to affect the data collected during this study. Five themes were identified ( Stability of group numbers, Technology, Environment, Evaluation, and Recruitment), incorporating several categories of issues for consideration. Combined with the reflections of the researcher and published experiences of others, suggested actions to minimize any potential impacts of issues which could affect interactions are presented to assist others who are contemplating this method of data collection.
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Bekmuratov, Aibek, Mukhan Issakhan, Sakhipzhamal Uzakpayeva, Saule Zholdasbekova, and Zhanna Ospanova. "Innovations in audiovisual translation – thematic analysis of national art texts." XLinguae 15, no. 2 (April 2022): 156–63. http://dx.doi.org/10.18355/xl.2022.15.02.12.

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The article discussed innovations in audiovisual translation: from reproduction to perception of music or film texts. Cinematography is an integral part of world art, representing a universal way of interaction between different cultures. Audiovisual translation is currently a popular type of translation activity since foreign films form the basis of film distribution in the country. Today, over 50% of the cross-cultural exchange of information is carried out through films, television programs, shows, and video games. Audiovisual translation requires special skills and abilities from translators since the actions they perform are radically different from their usual experience of working only with a verbal (text/speech) series. Recipients of an audio-visual work process message are received simultaneously through several information channels. This imposes a special responsibility on audio-visual translation. The work aims to identify the main features of audiovisual translation as a particular type of translation activity. The object of the research is the process of audiovisual translation as a special type of translation activity. The subject of the study is the features of subtitling as a type of audiovisual translation. The research is based on the method of linguistic translation analysis, which includes such components as observation, description, generalization, comparison, and systematization. In addition, the methods of contextual and interpretative analysis, discourse analysis, and comparative analysis of film discourses were used. The practical results of the research are the systematization, generalization, and application of existing methodological recommendations for working on an audiovisual translation (in particular, over-subtitling), the linguistic translation analysis of the film "Searching for Sugar Man,” as well as the creation of the text of the translation of this film into Russian using subtitling. The choice of the material is due to its novelty and the diversity of social, historical, and cultural realities and the song component, which are of interest from the point of view of linguistic translation analysis.
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Eitan, Zohar, and Lawrence E. Marks. "Garner’s paradigm and audiovisual correspondence in dynamic stimuli: Pitch and vertical direction." Seeing and Perceiving 25 (2012): 70. http://dx.doi.org/10.1163/187847612x646910.

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Garner’s speeded discrimination paradigm is a central tool in studying crossmodal interaction, revealing automatic perceptual correspondences between dimensions in different modalities. To date, however, the paradigm has been used solely with static, unchanging stimuli, limiting its ecological validity. Here, we use Garner’s paradigm to examine interactions between dynamic (time-varying) audiovisual dimensions — pitch direction and vertical visual motion. In Experiment 1, 32 participants rapidly discriminated ascending vs. descending pitch glides, ignoring concurrent visual motion (auditory task), and ascending vs. descending visual motion, ignoring pitch change (visual task). Results in both tasks revealed strong congruence effects, but no Garner interference, an unusual pattern inconsistent with some interpretations of Garner interference. To examine whether this pattern of results is specific to dynamic stimuli, Experiment 2 (testing another 64 participants) used a modified Garner design with two baseline conditions: The irrelevant stimuli were dynamic in one baseline and static in the other, the test stimuli always being dynamic. The results showed significant Garner interference relative to the static baseline (for both the auditory and visual tasks), but not relative to the dynamic baseline. Congruence effects were evident throughout. We suggest that dynamic stimuli reduce attention to and memory of between-trial variation, thereby reducing Garner interference. Because congruence effects depend primarily on within-trial relations, however, congruence effects are unaffected. Results indicate how a classic tool such as Garner’s paradigm, used productively to examine dimensional interactions between static stimuli, may be readily adapted to probe the radically different behavior of dynamic, time-varying multisensory stimuli.
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Miner, Nadine, and Thomas Caudell. "Computational Requirements and Synchronization Issues for Virtual Acoustic Displays." Presence: Teleoperators and Virtual Environments 7, no. 4 (August 1998): 396–409. http://dx.doi.org/10.1162/105474698565802.

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This paper addresses two main issues concerning virtual acoustic displays. First, we discuss the computational requirements including sound generation (or synthesis), environmental effects modeling, and three-dimensional (3-D) sound localization. The computational analysis reveals that acoustic processing delays of at least 66 ms are expected with today's technology. This analysis motivates the second issue: how much computational time is available for executing the acoustic process, assuming the requirement for perceptually perfect audiovisual synchronization? A psychoacoustic experiment designed to quantify the tolerable audiovisual delay indicates that an acoustic impact event must occur within an average of 175 ms of the visual event in order for the events to be perceived as synchronous. The most highly trained observers detect desynchrony with an audiovisual delay as low as 100 ms. The results of the computational requirement analysis and the psychoacoustic synchronization experiment provide important information for designers and researchers of virtual acoustic displays.
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Martin Neira, Juan Ignacio, Magdalena Trillo-Domínguez, and María-Dolores Olvera-Lobo. "From TV to TikTok: New audiovisual formats to communicate about science." Comunicación y Sociedad 2023 (February 3, 2023): 1–27. http://dx.doi.org/10.32870/cys.v2023.8441.

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This paper shows how ten television news programs use TikTok to disseminate science news, analyzing how the platform's own language is applied. Through the application of an evaluation checklist, the adaptation of television content is analyzed and the audiovisual opportunities offered by this social network are assessed. The results show that short videos produce greater interaction with users and that news channel profiles are not sufficiently taking advantage of the particular language that this social network allows.
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Zvozdetska, Oksana. "Controling and governance of audiovisual media services in Poland." Історико-політичні проблеми сучасного світу, no. 33-34 (August 25, 2017): 213–21. http://dx.doi.org/10.31861/mhpi2016.33-34.213-221.

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The paper attempts to outline the Polish National Broadcasting Council’s establishing and evaluating its activities. The author observes that after 1989, one of the most essential achievements of the Polish media market was the creation of the National Broadcasting Council (Krajowa Rada Radiofonii i Telewizji KRRiT), that laid the foundations for a new media landscape in Poland. In a broader perspective, despite being criticized, the National Broadcasting Council is to meet high expectations for the electronic media regulation, its impact on state policy in implementing cultural and educational tasks by the Polish community broadcasters. Concurrently, making mistakes and handling criticism was partly caused by the Council politicization bias, a large executive subordination that doesn’t comply both with the Law “On Television and Radio Broadcasting” and European practice. Notable, the success of community broadcasters, who value interaction with viewers and listeners, should be a model for audiovisual sector to emulate. Keywords: Mass Media, the National Broadcasting Council, Advisory Council, audiovisual sector
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