Dissertations / Theses on the topic 'Sound design'
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Zetterblom, Margareta. "Textile Sound Design." Doctoral thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-3588.
Full textThesis to be defended in public at 24 May 2011 at 13.00, at the Gallary floor 2, The Swedish School of Textiles, Bryggaregatan 17, Borås, for the degree of Philosophy.
Zetterblom, Margareta. "Textile sound design." Licentiate thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-3486.
Full textWennebjörk, Turdell Johan. "Sound Fence." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-92054.
Full textStevenson, Ian Robert. "The sound effect: a study in radical sound design." Thesis, The University of Sydney, 2014. http://hdl.handle.net/2123/13368.
Full textKlimas, Matthew L. "Argent Sound Recordings: Multimodal Storytelling." VCU Scholars Compass, 2008. http://scholarscompass.vcu.edu/etd/795.
Full textNykänen, Arne. "Methods for product sound design." Doctoral thesis, Luleå tekniska universitet, Drift, underhåll och akustik, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-26577.
Full textGodkänd; 2008; 20080925 (ysko)
Novais, Ana Maria Teixeira Duarte de Sousa. "Play sound system." Master's thesis, Universidade de Lisboa. Faculdade de Arquitetura, 2015. http://hdl.handle.net/10400.5/12449.
Full textA consciência da importância de espaços públicos dedicados a crianças no seu desenvolvimento integral, tem vindo a crescer desde os finais do século XIX. Esta importância aumenta quando nos deparamos com algumas transformações na nossa sociedade como a redução do tamanho das famílias e a diminuição dos espaços domésticos para brincar, entre outras. Paralelamente, há um crescimento do mercado de brinquedos e equipamentos lúdico-pedagógicos de teor científico. Assim, na presente dissertação, pretende-se projectar um sistema de equipamentos urbanos lúdicos para o público infantil que englobe música e os benefícios desta, com o objectivo de associar o conhecimento a uma actividade lúdica, facilitar a aprendizagem e, ao mesmo tempo, promover o exercício físico e o desenvolvimento social. Sendo uma dissertação de teor prático, recorrer-se-á a uma metodologia mista. Primeiramente não intervencionista de observação directa, recolha e organização da literatura e numa segunda fase, intervencionista, a investigação activa, que consiste no projecto do sistema que será confrontada com diversos especialistas. Teve-se como objectivo projectar um sistema que leve à interacção com a música contribuindo para uma melhor relação entre as crianças e o conhecimento facilitando-lhes a aprendizagem. Assim esperamos contribuir para um maior conhecimento nas áreas do design de equipamentos infantis e criar um sistema passível de ser divulgado e comercializado mais tarde.
ABSTRACT: The awareness of the importance of public spaces dedicated to children in their full development has been growing since the late nineteenth century. This importance increases when we face with some changes in our society such as the reducing size of families and domestic space to play, among other. In parallel, there is also a growth of recreational and educational toys and equipment for scientific content market. Thus, in the present work, we intend to design an urban recreational equipment system for children that embraces music and its benefits in order to link knowledge to a recreational activity, facilitate learning and, at the same time, promoting exercise and social development. Being a practical dissertation, it will be applied a mixed methodology. First non-interventional of direct observation, gathering and organizing literature. In a second stage an interventional one through active interventional research, which consists in the designing of the system that will be confronted with different experts. The objective is to lead to the interaction with music contributing to a better relationship between children and knowledge and facilitating their learning. We hope to collaborate for a better knowledge in children equipment design area and create a system that can be marketed later.
Franinović, Karmen. "Amplifying actions : towards enactive sound design." Thesis, University of Plymouth, 2013. http://hdl.handle.net/10026.1/1496.
Full textMiranda, Eduardo Reck. "Sound design : an artificial intelligence approach." Thesis, University of Edinburgh, 1995. http://hdl.handle.net/1842/20692.
Full textHällgren, Nina. "Designing with Urban Sound : Exploring methods for qualitative sound analysis of the built environment." Licentiate thesis, KTH, Arkitektur, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-240078.
Full textLicentiatavhandlingen Designa med stadens ljud undersöker det urbana ljudrummets konstitution och kvalitativa egenskaper utifrån ett designorienterat och praktiknära perspektiv. Avsikten med arbetet är att utveckla verktyg och metoder för representation, kommunikation och analys av stadens exteriöra ljudmiljö genom att synliggöra interaktionen mellan arkitektur, ljudbildning och upplevelse. Genom att visa exempel på andra sätt att kommunicera och analysera ljud i staden än dagens vedertagna metoder, är syftet är att bidra till kunskapsutvecklingen inom fältet för urban ljudplanering- och design.
QC 20181211
Wingler, Peter A. "The narrative force of sound." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337641.
Full textDepartment of Telecommunications
Verviers, Claire Juliette. "The Influence Of Sound Properties On The Semantic Associations Of Product Sounds." Master's thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12612412/index.pdf.
Full textFERRANTI, MARCELO PEDRUZZI. "SOUND AS A PROJECT TOOL IN DESIGN." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2018. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=35590@1.
Full textA pesquisa propõe uma série de métodos e princípios para explorar o som em um processo projetual de design. Questões relativas aos aspectos sonoros parecem ser negligenciadas durante o processo projetual de design. Como poderia um designer, mesmo sem um treinamento formal acerca do som, utilizar o som em seus projetos de uma forma construtiva, intencional e objetiva? Para responder a essa pergunta, investigamos o impacto das mudanças sofridas pelas paisagens sonoras nas últimas décadas, ocasionadas pela industrialização e mecanização da sociedade. O impacto e a percepção dessas sonoridades pelo indivíduo também são discutidos, utilizando-se, para isso, os conhecimentos provenientes da acústica, psico-acústica e os mecanismos atencionais. Mapeamos, também, o estado da arte, evolução e aplicação desses sons em diferentes campos do saber, tais como a interação homem-computador, sonic interaction design, cinema e a musicologia, com a finalidade de obtermos um recorte teórico acerca do som que seja pertinente ao campo do design. Como resultado dessa exploração, propomos um conjunto de princípios norteadores e de métodos exploratórios sonoros para prototipar o som para o design. Por fim, aplicações e desdobramentos futuros em relação ao uso desses princípios e métodos são sugeridos.
This research proposes a number of methods and principles to explore the sound in a design process. Issues related to sound aspects seems to be neglected during the design process. So, how could a designer, even without a formal sound or musical training, use sound in the projects in a constructive, intentional and objective way? In order to answer this question, we investigated the impact of changes in sound landscapes in the last decades, caused by the industrialization and mechanization of society, which made it possible to dissociate the sound from its emitter, allowing the former one to be manipulated, examined and dissected. The impact and perception of sounds by individuals are also discussed. To do so, the knowledge coming from acoustics, psychoacoustics and attentional mechanisms are used. We also mapped the state of the art, evolution and, application of these sounds in different fields of knowledge, such as human-computer interaction, sonic interaction design, cinema, and musicology, with the purpose of obtaining a relevant contribution to the design field. As a result of this exploration, we propose a set of guiding principles and exploratory methods for sounds as audible affordances for design. Finally, future applications and studies in relation to the use of these principles and methods are suggested.
Lehecka, Kurt S. "Aural Design: Merging of Sound and Space." University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1491313819383138.
Full textJustin, Rodriguez. "Visually sound : an exploration of design + music /." Click here to view, 2009. http://digitalcommons.calpoly.edu/artsp/20.
Full textProject advisor: Charmaine Martinez . Title from PDF title page; viewed on Jan. 21, 2010. Includes bibliographical references. Also available on microfiche.
Dennis, Daniel C. "Sound, Body, and Feeling: Sound Design and Acting in the Work of SITI Company." Ohio University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1368116188.
Full textJuhlin, Rasmus. "Anovel: Sound Reading." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20550.
Full textThrough a three-part process employing research through design, this study has explored narratives being presented through a multimodal technical medium consisting of both textual and stream (sound) components. It has examined an existing application, Booktrack, and through developing three separate prototypes, has sought to identify and understand how one might approach a narrative when constructed using the aforementioned components. Specifically, it has explored the stream (sound) design and the perception of novels and fiction texts when presented through both text and sound. Taking on a perspective with its origin in sound studies, the study has identified five general and three specific stream design guidelines for working with sound in relation to text. Moreover, it has indicated that contextually appropriate streams’ presences alongside written text affect how a reader visualizes the narrative. Further, it has explored narrative design with both the textual and stream components in mind. Thereby, it posits a venue where the multimodality of the presentation might be used to expand the narrative presentation, using both the text and the stream as tools to further the narrative. However, it also identifies the similarities of the narrative presentation with the traditional novel and similar silent texts as being an indictment of concern. Namely, participants of the study expressed the stream’s intrusion and impact upon their immersion and visualization of written stories as both immersion enhancing and as forcibly guiding their imagination. In a society where multimodal presentations are available through phones, tablets, and other devices, it seems plausible a multimodal presentation, such as the one explored, might constitute the next step in everyday presentations. Take news articles, advertisements, and information brochures as a few tangible areas where this kind of presentation might be employed in the close future.
Toro, Duque Estefania. "Addressing subjectivity: Pedagogical strategies for teaching and assessing sound design." Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/235923/1/Estefania%2BToro-Duque%2BThesis%281%29.pdf.
Full textLöf, Anton. "Generating and Manipulating Sound : Tools for digital music production." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-136886.
Full textBoland, Carl. "A sonic arts approach to sound design practice." Thesis, University of South Wales, 2012. https://pure.southwales.ac.uk/en/studentthesis/a-sonic-arts-approach-to-sound-design-practice(27b39541-a56e-4b59-9b75-290d625c0064).html.
Full textStensholt, Håkon Meyer. "Sound Meets Type : Exploring the form generating qualities of sound as input for a new typography." Thesis, Konstfack, Grafisk Design & Illustration, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-4761.
Full textSingh, Sarvjit. "Echoing Awareness : Sound as a co-designing agent." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105758.
Full textMetcalfe, Paul N. "Learning and teaching the art of sound design: An analysis into determining best practices." Thesis, Queensland University of Technology, 2017. https://eprints.qut.edu.au/102704/8/Paul_Metcalfe_Thesis.pdf.
Full textHoekstra, Nynke. "How to engineer a mood : A study of sound in audiovisual contexts." Thesis, Karlstads universitet, Avdelningen för medie- och kommunikationsvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-14120.
Full textGreene, Liz. "Alan Splet and Sound Design : An archival study." Thesis, University of Ulster, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.529533.
Full textMoore, David Robert. "Real-time sound spatialization, software design and implementation." Thesis, University of Sheffield, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.419633.
Full textFlanders, David. "Lines in the sound : a regional approach to windfarm design and visualization in Howe Sound." Thesis, University of British Columbia, 2006. http://hdl.handle.net/2429/32497.
Full textApplied Science, Faculty of
Architecture and Landscape Architecture (SALA), School of
Graduate
Taylor, Jonathan Milo. "ImMApp : an immersive database of sound art." Thesis, University of the Arts London, 2009. http://ualresearchonline.arts.ac.uk/5644/.
Full textMa, Jin Joo. "Dress-scape : wearing the sound of fashion." Thesis, Royal College of Art, 2017. http://researchonline.rca.ac.uk/2799/.
Full textFrançoise, Jules. "Motion-sound Mapping By Demonstration." Electronic Thesis or Diss., Paris 6, 2015. http://www.theses.fr/2015PA066105.
Full textDesigning the relationship between motion and sound is essential to the creation of interactive systems. This thesis proposes an approach to the design of the mapping between motion and sound called Mapping-by-Demonstration. Mapping-by-Demonstration is a framework for crafting sonic interactions from demonstrations of embodied associations between motion and sound. It draws upon existing literature emphasizing the importance of bodily experience in sound perception and cognition. It uses an interactive machine learning approach to build the mapping iteratively from user demonstrations. Drawing upon related work in the fields of animation, speech processing and robotics, we propose to fully exploit the generative nature of probabilistic models, from continuous gesture recognition to continuous sound parameter generation. We studied several probabilistic models under the light of continuous interaction. We examined both instantaneous (Gaussian Mixture Model) and temporal models (Hidden Markov Model) for recognition, regression and parameter generation. We adopted an Interactive Machine Learning perspective with a focus on learning sequence models from few examples, and continuously performing recognition and mapping. The models either focus on movement, or integrate a joint representation of motion and sound. In movement models, the system learns the association between the input movement and an output modality that might be gesture labels or movement characteristics. In motion-sound models, we model motion and sound jointly, and the learned mapping directly generates sound parameters from input movements. We explored a set of applications and experiments relating to real-world problems in movement practice, sonic interaction design, and music. We proposed two approaches to movement analysis based on Hidden Markov Model and Hidden Markov Regression, respectively. We showed, through a use-case in Tai Chi performance, how the models help characterizing movement sequences across trials and performers. We presented two generic systems for movement sonification. The first system allows users to craft hand gesture control strategies for the exploration of sound textures, based on Gaussian Mixture Regression. The second system exploits the temporal modeling of Hidden Markov Regression for associating vocalizations to continuous gestures. Both systems gave birth to interactive installations that we presented to a wide public, and we started investigating their interest to support gesture learning
Öqvist, Elin. "Noise pollution: How can we customize our sound experience?" Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-135906.
Full textAitken, James Stuart. "New models for expert system design." Thesis, University of Glasgow, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.260569.
Full textKostrova, Marina, and Victoria Yuri-Andersson. "Designing with Sound to Reduce Motion Sickness in VR." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414404.
Full textRörelsesjuka har utgjort ett allvarligt hinder för utveckling av virtual reality-teknologi (VR) från dess tidigaste utvecklingsfas. Forskning har visat att ljud kan användas för reducering av rörelsesjuka i VR. Det har också påvisats att binauralt ambisoniskt ljud kan förstärka spelarens känsla av immersion och spatial närvaro, som har en negativ korrelation med rörelsesjuka. Denna studies syfte är att avgöra om användning av spatialt binauralt ambisoniskt ljud i VR-miljö kan reducera användarens rörelsesjuka, genom att förstärka känslan av närvaro, till skillnad från miljöer där rådande stereoteknologi används. Hypotesen testades genom att två versioner av samma VR-miljö skapades: ett med binauralt ambisonisk ljud och ett med vedertaget stereoljud. Insamlad data genom ett frågeformulär inkluderade även frågor rörande rörelsesjuka och tidigare erfarenhet av VR. Resultatet indikerar att binauralt ambisoniskt ljud reducerar rörelsesjuka, till skillnad från stereoljud, trots att testpersonerna inte visade på en tydlig preferens för den ena eller den andra ljudtypen.
Nylen, Nick. "The Oxide Incident." OpenSIUC, 2014. https://opensiuc.lib.siu.edu/theses/1492.
Full textVALLICELLI, ELIA ARTURO. "Design of Mixed-Signal Electronic Instrumentation for Proton Sound Detectors." Doctoral thesis, Università degli Studi di Milano-Bicocca, 2021. http://hdl.handle.net/10281/301978.
Full textAcoustic proton range experimental verification technique (iono-acoustics) is based on sensing the weak thermoacoustic signal emitted by the fast energy deposition (and/or the heating process) at the end of the beam range (Bragg Peak). In this context, this thesis presents the main characteristics of the micro-electronics instrumentation used for proton sound detectors introducing specific design techniques strongly oriented to both maximization of the acoustic Signal-to-Noise-Ratio (at the Acoustic Sensor level) and Noise-Figure minimization (at analog amplifier level). The first part of this thesis addresses all the instrumentation challenges related to iono-acoustic experiments providing specific technical details regarding both acoustic sensor design (i.e. how to build the sensor while maximizing the SNR) and the LNA design. The experimental results of a first experiment carried out at Maier-Leibniz Laboratory in Garching, Munich, with a proton beam at 20 MeV (sub-clinical energy) will be presented and it will be shown how a dedicated mixed-signal electronics design allows to significantly improve the signal-to-noise ratio and the accuracy of the BP localization by 6 dB. In this context, this first detector development achieves two important objectives: the improvement of the acoustic SNR and a strong simplification of the detector instrumentation w.r.t. state-of-the-art, enabling increasing accuracy of the acoustic pulse measurement, and at the same time the portability and compactness of the device. In clinical hadron-therapy applications, variable beam energy (from 65 MeV up to 200 MeV) and variable doses are used as a function of the selected medical treatment. This induces different acoustic pulses amplitude and bandwidth, forcing advanced technological solutions capable of handling a wide spectrum of signals in terms of bandwidth, amplitude, and noise. For this reason, the second part of this thesis proposes an efficient and innovative Matlab Model of the ionoacoustic physical phenomenon, based on englobing in a single mathematical Linear-Time-Invariant-System all energy conversion processes involved in iono-acoustics. The proposed ionoacoustics model replaces classical and complex simulation tools (used to characterize the proton induced acoustic signal) and facilitates the development of dedicated detectors. Finally, the design of a second version of the Proton Sound Detector will be presented that introduces the concept of space-domain averaging (instead of time-domain averaging based on multiple beam shot processing for noise attenuation and thus extra-doses). This detector uses a multi-channel sensor to perform a spatial average of the acquired signals and increase the SNR by 18 dB at the same dose compared to the classic single channel approach. This approach however requires the development of highly miniaturized electronics that cannot be implemented with off-the-shelf components on Printed Circuit Boards. The design and characterization of a multichannel analog front-end implemented on a CMOS 28 nm Application-Specified-Integrated-Circuit (ASIC) which allows to process the 64 channels of the acoustic sensor in parallel is then presented. This High-Resolution Proton Sound Detector (HR-ProSD) is completed by digital circuits implemented on Field Programmable Gate Array (FPGA) that allow to locate in real time the deposition of energy in space.
Françoise, Jules. "Motion-sound Mapping By Demonstration." Thesis, Paris 6, 2015. http://www.theses.fr/2015PA066105/document.
Full textDesigning the relationship between motion and sound is essential to the creation of interactive systems. This thesis proposes an approach to the design of the mapping between motion and sound called Mapping-by-Demonstration. Mapping-by-Demonstration is a framework for crafting sonic interactions from demonstrations of embodied associations between motion and sound. It draws upon existing literature emphasizing the importance of bodily experience in sound perception and cognition. It uses an interactive machine learning approach to build the mapping iteratively from user demonstrations. Drawing upon related work in the fields of animation, speech processing and robotics, we propose to fully exploit the generative nature of probabilistic models, from continuous gesture recognition to continuous sound parameter generation. We studied several probabilistic models under the light of continuous interaction. We examined both instantaneous (Gaussian Mixture Model) and temporal models (Hidden Markov Model) for recognition, regression and parameter generation. We adopted an Interactive Machine Learning perspective with a focus on learning sequence models from few examples, and continuously performing recognition and mapping. The models either focus on movement, or integrate a joint representation of motion and sound. In movement models, the system learns the association between the input movement and an output modality that might be gesture labels or movement characteristics. In motion-sound models, we model motion and sound jointly, and the learned mapping directly generates sound parameters from input movements. We explored a set of applications and experiments relating to real-world problems in movement practice, sonic interaction design, and music. We proposed two approaches to movement analysis based on Hidden Markov Model and Hidden Markov Regression, respectively. We showed, through a use-case in Tai Chi performance, how the models help characterizing movement sequences across trials and performers. We presented two generic systems for movement sonification. The first system allows users to craft hand gesture control strategies for the exploration of sound textures, based on Gaussian Mixture Regression. The second system exploits the temporal modeling of Hidden Markov Regression for associating vocalizations to continuous gestures. Both systems gave birth to interactive installations that we presented to a wide public, and we started investigating their interest to support gesture learning
Jerner, Joel. "On Exaggeration of Sound Detail as a Way of Affecting Perceived Realism in Sound Effects and Musical Instruments." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74758.
Full textGilmurray, Jonathan. "Ecology and environmentalism in contemporary sound art." Thesis, University of the Arts London, 2018. http://ualresearchonline.arts.ac.uk/13705/.
Full textMulder, Axel G. E. "Design of virtual three-dimensional instruments for sound control." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape11/PQDD_0020/NQ37736.pdf.
Full textLivingstone, Dan. "Design strategies for adaptive social composition : collaborative sound environments." Thesis, University of Plymouth, 2009. http://hdl.handle.net/10026.1/1252.
Full textPolfreman, Richard. "User-interface design for software based sound synthesis systems." Thesis, University of Hertfordshire, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.363503.
Full textTavakoli, Nia Hadi. "Acoustic function of sound hole design in musical instruments." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61924.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 69-70).
Sound-hole, an essential component of stringed musical instruments, enhances the sound radiation in the lower octave by introducing a natural vibration mode called air resonance. Many musical instruments, including those from the violin, lute and oud families have evolved complex sound-hole geometries through centuries of trail and error. However, due to the inability of current theories to analyze complex sound-holes, the design knowledge in such sound-holes accumulated by time is still uncovered. Here we present the potential physical principles behind the historical development of complex sound-holes such as rosettes in lute, f-hole in violin and multiple sound-holes in oud families based on a newly developed unified approach to analyze general sound-holes. We showed that the majority of the air flow passes through the near-the-edge area of the opening, which has potentially led to the emergence of rosettes in lute family. Consequently, we showed that the variation in resonance frequency and bandwidth of different traditional rosettes with fixed outer diameter is less than a semitone, while the methods based on the total void area predicts variations of many semitones. Investigating the evolution of sound-holes in violin family from circular geometry in at least 10th century to the present-day f-hole geometry, we found that the evolution is consistent with a drive toward decreasing the void area and increasing the resonance bandwidth for a fixed resonance frequency. We anticipate this approach to be a starting point in discovering the concepts behind the geometrical design of the existing sound-hole geometries, and helping the musicians, instrument makers and scientists utilize this knowledge to design consistently better instruments.
by Hadi Tavakoli Nia.
S.M.
Holding, John Michael. "Design optimization and evaluation of integrating sound level meters." Thesis, Sheffield Hallam University, 1987. http://shura.shu.ac.uk/19810/.
Full textPrescott, Tom. "Sound design, composition and performance with interactive genetic algorithms." Thesis, Keele University, 2018. http://eprints.keele.ac.uk/5030/.
Full textAlkacir, Hakan. "Sound in motion : Ljud, musik och aktivitet." Thesis, Konstfack, Industridesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-5845.
Full textGlenn, Matthew Robert. "The Modern Sound Designer in a Theatrical Team." Thesis, University of California, Irvine, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1562350.
Full textSound design is a comparatively young member of the theatrical design family. Computer technology for sound and music, much of which emerged over this past decade, continues to become cheaper and more widely available, making intricate sonic designs more accessible now than in the past for designers and theaters alike. While this is a big step for the art of sound design, the field is still adolescent in comparison to the scenic, costume, and lighting design fields. Sound design has become a regular part of the creation of modern theatre; that said, modern sound designers might collaborate with other theater professionals who trained without significant collaboration with or influence from sound designers and sound design. As such, collaborative practices between a sound designer and the rest of a theatrical team continue to develop. Through this thesis, I hope to provide a comprehensive snapshot of the role of sound design and sound designers in modern theatre, and to illuminate important strategies for successful collaboration between sound designers and a theatrical team.
Maguire, Paul T. "Integrated computer aided design software for acoustic transducers." Thesis, University of East Anglia, 1989. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.329549.
Full textMijouin, Lola. "Invisible Aesthetics of Noise." Thesis, Konstfack, Industridesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-6856.
Full textVISMARA, GIULIA. "Corrispondenze e interazioni tra suono spazio e corpo, strategie per un design sonoro dello spazio." Doctoral thesis, Università IUAV di Venezia, 2020. http://hdl.handle.net/11578/287422.
Full textVillez, Pere. "An alternative design framework for the generation of sound particles." Thesis, University of Portsmouth, 2014. https://researchportal.port.ac.uk/portal/en/theses/an-alternative-design-framework-for-the-generation-of-sound-particles(e50d1b68-b95b-42c0-9360-b48924812e57).html.
Full text