Literatura académica sobre el tema "Audio immersif"
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Artículos de revistas sobre el tema "Audio immersif"
Asmaliah, Diana Lia Andriyani, Dian Miranda, Siska Perdina y Lukmanulhakim. "Immersif Learning di PAUD Untuk Memperkenalkan Tempat Ibadah Agama Buddha di Pontianak Berbasis Virtual Reality". Didaktika: Jurnal Kependidikan 13, n.º 2 (4 de mayo de 2024): 1721–36. http://dx.doi.org/10.58230/27454312.705.
Texto completoSyariati, Kasmir, Citra Suardi, David Sundoro y Reinaldo Lewis. "PERBANDINGAN EFEKTIVITAS SISTEM INTERAKSI VIRTUAL REALITY CLASSROOM DAN KONFERENSI VIDEO KONVENSIONAL DALAM MENGATASI KETERBATASAN BANDWIDTH PADA PEMBELAJARAN DARING". Jurnal Technopreneur (JTech) 11, n.º 1 (15 de junio de 2023): 30–39. http://dx.doi.org/10.30869/jtech.v11i1.1167.
Texto completoWincott, Abigail, Jean Martin y Ivor Richards. "Telling stories in soundspace: Placement, embodiment and authority in immersive audio journalism". Radio Journal:International Studies in Broadcast & Audio Media 19, n.º 2 (1 de octubre de 2021): 253–70. http://dx.doi.org/10.1386/rjao_00048_1.
Texto completoGrimshaw, Mark y Gareth Schott. "A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines". International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/720280.
Texto completoRovithis, Emmanouel, Nikolaos Moustakas, Andreas Floros y Kostas Vogklis. "Audio Legends: Investigating Sonic Interaction in an Augmented Reality Audio Game". Multimodal Technologies and Interaction 3, n.º 4 (13 de noviembre de 2019): 73. http://dx.doi.org/10.3390/mti3040073.
Texto completoHe, Jun. "Quartet: Designing for an Experimental Audio Game in Mixed Reality Environments". Lecture Notes in Education Psychology and Public Media 5, n.º 1 (17 de mayo de 2023): 482–90. http://dx.doi.org/10.54254/2753-7048/5/20220673.
Texto completoHättich, Achim y Martina Schweizer. "I hear what you see: Effects of audio description used in a cinema on immersion and enjoyment in blind and visually impaired people". British Journal of Visual Impairment 38, n.º 3 (23 de marzo de 2020): 284–98. http://dx.doi.org/10.1177/0264619620911429.
Texto completoHuang, Yiteng, Jingdong Chen y Jacob Benesty. "Immersive Audio Schemes". IEEE Signal Processing Magazine 28, n.º 1 (enero de 2011): 20–32. http://dx.doi.org/10.1109/msp.2010.938754.
Texto completoGeronazzo, Michele, Amalie Rosenkvist, David Sebastian Eriksen, Camilla Kirstine Markmann-Hansen, Jeppe Køhlert, Miicha Valimaa, Mikkel Brogaard Vittrup y Stefania Serafin. "Creating an Audio Story with Interactive Binaural Rendering in Virtual Reality". Wireless Communications and Mobile Computing 2019 (14 de noviembre de 2019): 1–14. http://dx.doi.org/10.1155/2019/1463204.
Texto completoRodríguez-Fidalgo, María Isabel y Adriana Paíno-Ambrosio. "Use of virtual reality and 360° video as narrative resources in the documentary genre: Towards a new immersive social documentary?" Catalan Journal of Communication & Cultural Studies 12, n.º 2 (1 de octubre de 2020): 239–53. http://dx.doi.org/10.1386/cjcs_00030_1.
Texto completoTesis sobre el tema "Audio immersif"
Walczak, Agnieszka. "Immersion in audio description. The impact of style and vocal delivery on users’ experience". Doctoral thesis, Universitat Autònoma de Barcelona, 2017. http://hdl.handle.net/10803/402401.
Texto completoLa audiodescripción (AD) ya no está considerada como un servicio exclusivo de accesibilidad, dedicado a una pequeña fracción de individuos, sino como un servicio inclusivo, dirigido no sólo a personas con discapacidades sensoriales, sino también a otras audiencias, como los ancianos o los niños. Es probable que la demanda de este servicio crezca en un futuro cercano. Aunque en el mercado se observa un interés en aumentar cada vez más la oferta de productos audiovisuales accesibles, no se debería dejar de lado la calidad de la experiencia del usuario. Enmarcada dentro del modelo inclusivo de accesibilidad, esta tesis doctoral tiene como objetivo explorar el impacto de la AD en la respuesta emocional de su público objetivo – usuarios ciegos y con baja visión (CyBV). Para ello, se realizaron dos estudios de investigación, uno centrado en el estilo de AD y el otro en la entrega vocal de AD. La justificación detrás de la selección de estos parámetros se relacionó con los resultados de investigación anterior. Se establecieron dos objetivos principales de investigación. La primera, en relación con el estilo de AD, se centró en estudiar la recepción de dos estilos de AD – estándar y creativo – por los usuarios CyBV. La segunda, vinculada a la entrega vocal de AD, implicó el estudio de recepción de dos tipos de voces de AD – humana y sintética – por usuarios CyBV para dos géneros: ficción y documental. El aspecto novedoso de esta tesis doctoral es el enfoque metodológico adoptado. La tesis sigue una metodología centrada en el usuario, pero no se limita a informar sobre las opiniones de los usuarios, sino que pretende medir su respuesta emocional a los estímulos presentados. La herramienta de investigación que se utiliza para medir la experiencia del usuario es el cuestionario de la Independent Television Commission Sense of Presence Inventory, que es uno de los cinco cuestionarios canónicos utilizados para medir la presencia. Dos elementos adicionales – interés y confusión – se añaden para que los usuarios expresen su respuesta emocional a los estímulos presentados. Los resultados indican que no solo los guiones de AD, creativos o estándar, sino también las voces de entrega de AD tienen un efecto directo en la recepción de la película y, por lo tanto, en la experiencia de los usuarios. Cuando se trata del estilo de la AD, los resultados muestran que la AD creativa, en comparación con la AD estándar, produjo mayores niveles de presencia para todos los participantes. En general, el estilo creativo parecía más natural, especialmente a los participantes con pérdida de visión reciente. Sin embargo, resultó ser más confuso que el estilo estándar, posiblemente porque los participantes no estaban acostumbrados a la terminología cinematográfica incluida en el guión o no esperaban escuchar vocabulario coloquial. A pesar de eso, cuando se preguntó explícitamente qué estilo de AD – creativo o estándar – preferían, la mayoría de los participantes optó por la AD creativa. En cuanto al tipo de voz de AD, la AD narrada por una persona, en comparación con la AD narrada por una voz sintética (TTS AD1), provocó niveles significativamente más altos de presencia para la ficción. Los niveles de presencia para el documental fueron similares, sin diferencias estadísticamente significativas en relación con el tipo de voz de la AD. La ficción con AD narrada por una voz humana fue evaluada por los participantes como más interesante y menos confusa en comparación con la AD para ficción narrada mediante síntesis de voz. En el caso del documental, los niveles de interés y confusión eran similares para ambas voces. Cuando se les preguntó qué voz prefierían para un género dado, los usuarios mostraron una preferencia por la AD narrada por una persona para la ficción y ninguna preferencia entre la AD con voz humana y AD con voz sintética para el documental. En general, los resultados sugieren que cuando se narra adecuadamente, tanto en términos de estilo como de voz, la AD puede aumentar las posibilidades de que las audiencias CyBV tengan una experiencia audiovisual más atractiva. Se espera que esta tesis doctoral sea un primer paso para entender los vínculos entre el producto de la AD y el contexto del usuario, y abrir el camino a investigaciones más profundas en el futuro.
Audio description (AD) is no longer seen as an exclusive accessibility service dedicated to a small fraction of individuals, but as an inclusive service, addressing not only the needs of people with sensory impairments, but also those of other audiences, including the elderly or children. The demand for this service is likely to grow in the near future. Although a drive for quantity of accessible audiovisual products can be observed on the market, the issue of the quality of user experience should not be overlooked. Framed within the inclusive model of accessibility, this PhD thesis aims to explore the impact of AD on the emotional response of its target audiences – blind and visually impaired (B/VIP) users. To this end, two research studies were carried out: one focusing on AD style and the other on AD vocal delivery. The rationale behind selecting these parameters was related to the findings of previous research conducted in the field. Two main research objectives were set. The first one, concerning AD style, centred around studying the reception of two AD styles – standard and creative – by B/VIP users. The second one, linked to AD vocal delivery, involved studying the reception of two AD voice types – human and synthetic – by B/VIP users for two genres: fiction and documentary. The novel aspect of this PhD thesis is the methodological approach adopted. It follows a user-centric methodology, not limiting itself to reporting on users’ opinions, but also aiming to measure their emotional response to a stimuli presented. The research tool that is used to gauge user experience is the Independent Television Commission Sense of Presence Inventory questionnaire, one of five canonical questionnaires used for measuring presence. Two additional items – interest and confusion – are added for users to report their emotional response to the stimuli shown. The results indicate that not only AD scripts – creative or standard – but also AD delivery voices have a direct effect on the reception of a film, and therefore on users’ experience. When it comes to AD style, the results show that creative AD, compared to standard AD, yielded higher levels of presence for all participants. Overall, the creative AD style seemed more natural, especially to participants with recent sight loss. However, it turned out to be more confusing than standard AD, possibly because the participants were not used to cinematic terminology included in the script or did not expect to hear unsavoury vocabulary. Nevertheless, when explicitly asked which AD style – creative or standard – they prefer, the majority of participants opted for creative AD. When it comes to AD vocal delivery, AD narrated by a human, compared to text-to-speech (TTS) AD, prompted significantly higher levels of presence for fiction. Presence rates for documentary were similar, with no statistically significant differences in relation to AD voice type. Fiction with a human voice AD was assessed by participants as being more interesting and less confusing than fiction with TTS AD. In the case of documentary, the levels of interest and confusion were comparable for both voice types. When asked which voice type they prefer for a given genre, participants showed a preference for AD read by a human for fiction, but no preference between a human voice AD and TTS AD for documentary. Overall, the findings suggest that when properly delivered, both in terms of style and voice, AD may increase the chances of B/VIP audiences having a more engaging viewing experience. It is hoped that this PhD thesis will act as a useful stepping stone towards understanding the links between the AD product and user context, and towards conducting further research in this field.
Massé, Pierre. "Analysis, Treatment, and Manipulation Methods for Spatial Room Impulse Responses Measured with Spherical Microphone Arrays". Electronic Thesis or Diss., Sorbonne université, 2022. http://www.theses.fr/2022SORUS079.
Texto completoThe use of spatial room impulse responses (SRIR) for the reproduction of three-dimensional reverberation effects through multi-channel convolution over immersive surround-sound loudspeaker systems has become commonplace within the last few years, thanks in large part to the commercial availability of various spherical microphone arrays (SMA) as well as a constant increase in computing power. This use has in turn created a demand for analysis and treatment techniques not only capable of ensuring the faithful reproduction of the measured reverberation effect, but which could also be used to control various modifications of the SRIR in a more "creative" approach, as is often encountered in the production of immersive musical performances and installations. Within this context, the principal objective of the current thesis is the definition of a complete space-time-frequency framework for the analysis, treatment, and manipulation of SRIRs. The analysis tools should lead to an in-depth model allowing for measurements to first be treated with respect to their inherent limitations (measurement conditions, background noise, etc.), as well as offering the ability to modify different characteristics of the final reverberation effect described by the SRIR. These characteristics can be either completely objective, even physical, or otherwise informed by knowledge of human auditory perception with regard to room acoustics. The theoretical work in this research project is therefore presented in two main parts. First, the underlying SRIR signal model is described, heavily inspired by the historical approaches from the fields of artificial reverberation synthesis and SMA signal processing, while at the same time (incrementally) extending both. The signal model is then used to define the analysis methods that form the core of the final framework; these focus particularly on (a) identifying the "mixing time" that defines the moment of transition between the early reflection and late reverberation regimes, (b) obtaining a space-time cartography of the early reflections, and (c) estimating the frequency- and direction-dependent properties of the late reverberation's exponential energy decay envelope. In order to account for the directional dependence of these properties, a procedure for generating directional SRIR representations (i.e. directional room impulse responses, DRIR) that guarantee the preservation of certain fundamental reverberation properties must also be defined. In the second part, the model parameters made explicit by the analysis methods are exploited in order to either treat (i.e. attempt to correct some of the inevitable limitations inherent to the SMA measurement process) or more creatively manipulate and modify the SRIR. Two treatment methods in particular are developed in this thesis: (1) a pre-analysis procedure acting directly on repeated exponential sweep method (ESM) SMA measurement signals in an attempt to simultaneously increase the resulting SRIR's signal-to-noise ratio (SNR) while reducing its vulnerability to non-stationary noise events, and (2) a post-analysis denoising technique based on replacing the SRIR's background noise floor with a resynthesized extrapolation of the late reverberation tail. The theoretical descriptions thus complete, the main analysis methods as well as the DRIR generation and the denoising treatment procedures are then subjected to a series of validation tests, wherein simulated SRIRs (or parts thereof) are used to evaluate the performance, discuss the limitations, and parameterize the implementation of the different techniques. These sub-studies allow each method to be individually verified, resulting in a comprehensive investigation into the inner workings of the analysis toolbox (as well as the denoising process). Finally, to provide a concluding overview of the complete analysis-treatment-manipulation framework, similar studies are carried out using examples of real-world [...]
Kern, Alexander Marco. "Quantification of the performance of 3D sound field reconstruction algorithms using high-density loudspeaker arrays and 3rd order sound field microphone measurements". Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/77516.
Texto completoMaster of Science
Huiberts, Sander. "Captivating sound the role of audio for immersion in computer games". Thesis, University of Portsmouth, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.529027.
Texto completoZhao, Yue. "Independent Component Analysis Enhancements for Source Separation in Immersive Audio Environments". UKnowledge, 2013. http://uknowledge.uky.edu/ece_etds/34.
Texto completoYu, Jingjing. "MICROPHONE ARRAY OPTIMIZATION IN IMMERSIVE ENVIRONMENTS". UKnowledge, 2013. http://uknowledge.uky.edu/ece_etds/19.
Texto completoTownsend, Phil. "Enhancements to the Generalized Sidelobe Canceller for Audio Beamforming in an Immersive Environment". UKnowledge, 2009. http://uknowledge.uky.edu/gradschool_theses/645.
Texto completoCecchi, Stefania. "Metodi innovativi per il miglioramento del rendering audio in sistemi convenzionali e immersivi". Doctoral thesis, Università Politecnica delle Marche, 2007. http://hdl.handle.net/11566/242625.
Texto completoRomoli, Laura. "Advanced application for multichannel teleconferencing audio systems". Doctoral thesis, Università Politecnica delle Marche, 2011. http://hdl.handle.net/11566/242000.
Texto completoNowadays, there is a large interest towards multimedia teleconferencing sys- tems as a consequence of the increasing requirement for efficent communica- tions and the development of advanced digital signal processing techniques. A teleconferencing system should provide a realistic representation of visual and sound fields, allowing a natural communication among participants any- where in the world as they were all in the same room. In this context, a lot of systems have been developed ranging from PC-based applications, thought for single users communications, up to complex systems provided with large video screens playing the remote room as it were a continuum of the local room. In teleconferencing systems the undesired echo due to coupling between the loudspeaker and the microphone can be reduced using an acoustic echo can- celer (AEC). In the presence of more than one participant, multichannel systems have to be taken into consideration for speaker localization. More realistic performance can be already obtained through stereophonic systems since listeners have spatial information that helps to identify the speaker position. Anyway, more adaptive lters have to be used and the linear rela- tionship existing between the two channels generated from the same source brings some additional problems: the solution of the adaptive algorithm is not unique and depends on the speaker position in the transmission room which is not stationary, causing possible convergence problems. Moreover, the choice of the adaptive algorithm becomes extremely important because the performance depends on the condition number of the input signal which is very high in the multichannel scenario. In this thesis novel contributions for stereophonic acoustic echo cancellation are given based on the \missing- fundamental" phenomenon. The novelty of the solutions is related to the great interchannel coherence reduction obtained without a ecting speech quality and stereo perception. Moreover, a solution for improving the con- vergence speed of adaptive lters is discussed based on a variable step-size method: the approach is applied to stereophonic acoustic echo cancellation but, actually, it can be used for generic adaptive algorithms. Contextually, there has been an increasing interest in the design of systems providing a reproduction of sounds as realistic as possible so that the lis- tener does not notice that they have been produced arti cially since he is immersed in the virtual audio scene surrounded by a large number of loud- speakers. Conventional systems are designed to obtain the optimal acoustic sensation in a particular position of the listening environment, i.e., the so called sweet spot. Furthermore, it is impossible to achieve a correct source localization with a limited number of loudspeakers. Hence, several research e orts have been made in the optimization of these systems, focusing on new recording and reproduction techniques, i.e., Wave Field Analysis (WFA) and Wave Field Synthesis (WFS). The former is a sound eld recording tech- nique based on microphone arrays and the latter allows sound eld synthesis through loudspeakers arrays. At the aim of using these techniques in real world applications (e.g., teleconferencing systems, cinemas, home theatres) it is necessary to apply multichannel digital signal processing algorithms, already developed for traditional systems. This led to the introduction of Wave Domain Adaptive Filtering (WDAF), a spatio-temporal generalization of Fast Least Mean Squares adaptive algorithm, allowing a considerable re- duction of the computational complexity. Efficient solutions for real time implementation and possible phase approx- imations of the driving functions used in order to manage the loudspeakers are discussed in this thesis. Furthermore, a Weighted-Overlap-Add-based (WOLA-based) approach for WDAF and a WFS-based digital pointing of line arrays are presented: the objective of these studies is that of apply- ing these concepts in real scenarios, such as a teleconferencing system. In- deed, the aforementioned immersive audio reproduction techniques can be exploited for enhancing the performance of life-sized teleconferencing sys- tems, combining temporal and spatial requirements. Furthermore, audio rendering algorithms are needed to improve the perceived audio quality in order to make the listening environment more pleasant by taking into account some speci c features of the environment. More specifically, equalization represents a powerful tool capable of dealing with the frequency response irregularities: an equalizer can compensates for speaker placement and listening room characteristics and it can be applied in a tele-conferencing system to make the communication the most natural as possible. The evaluation of a multipoint equalizer and a mixed-phase solution with a suitably designed room group delay are discussed in this work.
France, Michael. "Immersive Audio Production: Providing structure to research and development in an emerging production format". Ohio University Honors Tutorial College / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1492792648209904.
Texto completoLibros sobre el tema "Audio immersif"
Bharitkar, Sunil y Chris Kyriakakis, eds. Immersive Audio Signal Processing. New York, NY: Springer New York, 2006. http://dx.doi.org/10.1007/0-387-28503-2.
Texto completoServices, Alberta Alberta Education Language. Guide d'accompagnement des cassettes-audio: 7e a 9e annee : francais-immersion. Edmonton, AB: Alberta Education, 1991.
Buscar texto completoAlberta. Alberta Education. Language Services. Guide d'accompagnement des cassettes-audio: 10e a 2e annee : francais-immersion. Edmonton, AB: Alberta Education, 1991.
Buscar texto completoImmersive Audio Signal Processing. Springer, 2008.
Buscar texto completoBharitkar, Sunil y Chris Kyriakakis. Immersive Audio Signal Processing. Springer, 2010.
Buscar texto completoEntertainment, Topics. Instant Immersion French Audio Deluxe (Instant Immersion) (Instant Immersion). Topics Entertainment, 2005.
Buscar texto completoEntertainment, Topics. Instant Immersion Japanese Audio Deluxe (Instant Immersion) (Instant Immersion). Topics Entertainment, 2005.
Buscar texto completoEntertainment, Topics. Instant Immersion Italian Audio Deluxe (Instant Immersion) (Instant Immersion). Topics Entertainment, 2005.
Buscar texto completoImmersion, Instant. Instant Immersion French Audio Deluxe. Topics Entertainment, 2006.
Buscar texto completoEntertainment, Topics. Instant Immersion Spanish Audio Deluxe. Topics Entertainment, 2005.
Buscar texto completoCapítulos de libros sobre el tema "Audio immersif"
Dowling, David O. "Audio Immersion". En Immersive Longform Storytelling, 116–43. New York, NY : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9780429488290-6.
Texto completoCorbett, Ian. "Immersive Audio". En Mic It!, 157–75. Second edition. | New York, NY: Routledge, 2021.: Routledge, 2020. http://dx.doi.org/10.4324/9781003033042-8.
Texto completoHuber, David Miles, Emiliano Caballero y Robert E. Runstein. "Immersive Audio". En Modern Recording Techniques, 579–600. 10a ed. New York: Focal Press, 2023. http://dx.doi.org/10.4324/9781003260530-20.
Texto completoTsingos, Nicolas. "Object-Based Audio". En Immersive Sound, 244–75. New York ; London : Routledge, 2017.: Routledge, 2017. http://dx.doi.org/10.4324/9781315707525-9.
Texto completoRoginska, Agnieszka. "Binaural Audio Through Headphones". En Immersive Sound, 88–123. New York ; London : Routledge, 2017.: Routledge, 2017. http://dx.doi.org/10.4324/9781315707525-5.
Texto completoChoueiri, Edgar. "Binaural Audio Through Loudspeakers". En Immersive Sound, 124–79. New York ; London : Routledge, 2017.: Routledge, 2017. http://dx.doi.org/10.4324/9781315707525-6.
Texto completoKim, Sungyoung. "Contextual factors in judging auditory immersion". En 3D Audio, 160–74. New York: Routledge, 2021. http://dx.doi.org/10.4324/9780429491214-8.
Texto completoNhan, Jayven. "Creating Immersive Audio Experiences". En Mastering ARKit, 239–44. Berkeley, CA: Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-7836-9_13.
Texto completoBaxter, Dennis. "Mixing and Spatializing Future Generation Audio Content". En Immersive Sound Production, 29–45. London: Focal Press, 2022. http://dx.doi.org/10.4324/9781003052876-3.
Texto completoHuber, David Miles y Robert E. Runstein. "Immersive Audio (5.1 and Beyond)". En Modern Recording Techniques, 515–32. Edition 9. | New York; London : Routledge, 2017.: Routledge, 2017. http://dx.doi.org/10.4324/9781315666952-19.
Texto completoActas de conferencias sobre el tema "Audio immersif"
De Jesus Jr., Belmir, Marilia Lopes, Marc-Antoine Moinnereau, Reza A. Gougeh, Olivier M. Rosanne, Walter Schubert, Alcyr A. Oliveira y Tiago H. Falk. "Quantifying Multisensory Immersive Experiences using Wearables: Is (Stimulating) More (Senses) Always Merrier?" En Workshop on Multisensory Experiences. Brazilian Computing Society, 2022. http://dx.doi.org/10.5753/sensoryx.2022.20001.
Texto completoGao, Bolin y Yu Sun. "An Context-Aware Intelligent System to Automate the Conversion of 2D Audio to 3D Audio using Signal Processing and Machine Learning". En 8th International Conference on Artificial Intelligence and Fuzzy Logic System (AIFZ 2022). Academy and Industry Research Collaboration Center (AIRCC), 2022. http://dx.doi.org/10.5121/csit.2022.121610.
Texto completoDiniz, Rafael y Marcelo F. Moreno. "Immersive audio properties for NCL media elements". En XXV Simpósio Brasileiro de Sistemas Multimídia e Web. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/webmedia_estendido.2019.8164.
Texto completoHuang, Mincong (Jerry), Samuel Chabot y Jonas Braasch. "Panoptic Reconstruction of Immersive Virtual Soundscapes Using Human-Scale Panoramic Imagery with Visual Recognition". En ICAD 2021: The 26th International Conference on Auditory Display. icad.org: International Community for Auditory Display, 2021. http://dx.doi.org/10.21785/icad2021.043.
Texto completoGasselseder, Hans-Peter. "The Role of Agency in Ludoacoustic Immersion". En the Audio Mostly 2015. New York, New York, USA: ACM Press, 2015. http://dx.doi.org/10.1145/2814895.2814899.
Texto completoBukvic, Ivica Ico, Gregory Earle, Disha Sardana y Woohun Joo. "Studies in Spatial Aural Perception: Establishing Foundations for Immersive Sonification". En ICAD 2019: The 25th International Conference on Auditory Display. Newcastle upon Tyne, United Kingdom: Department of Computer and Information Sciences, Northumbria University, 2019. http://dx.doi.org/10.21785/icad2019.017.
Texto completoGrani, Francesco, Dan Overholt, Cumhur Erkut, Steven Gelineck, Georgios Triantafyllidis, Rolf Nordahl y Stefania Serafin. "Spatial Sound and Multimodal Interaction in Immersive Environments". En the Audio Mostly 2015. New York, New York, USA: ACM Press, 2015. http://dx.doi.org/10.1145/2814895.2814919.
Texto completoSontacchi, A., M. Strauss y R. Holdrich. "Audio interface for immersive 3D-audio desktop applications". En VECIMS'03. 2003 IEEE International Symposium on Virtual Environments, Human-Computer Interfaces and Measurement Systems. IEEE, 2003. http://dx.doi.org/10.1109/vecims.2003.1227051.
Texto completoSalselas, Inês y Rui Penha. "The role of sound in inducing storytelling in immersive environments". En AM'19: Audio Mostly. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3356590.3356619.
Texto completoFrancombe, Jon, Russell Mason, Philip J. B. Jackson, Tim Brookes, Richard Hughes, James Woodcock, Andreas Franck, Frank Melchior y Chris Pike. "Media Device Orchestration for Immersive Spatial Audio Reproduction". En AM '17: Audio Mostly 2017. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3123514.3123563.
Texto completoInformes sobre el tema "Audio immersif"
Baluk, Nadia, Natalia Basij, Larysa Buk y Olha Vovchanska. VR/AR-TECHNOLOGIES – NEW CONTENT OF THE NEW MEDIA. Ivan Franko National University of Lviv, febrero de 2021. http://dx.doi.org/10.30970/vjo.2021.49.11074.
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