Tesis sobre el tema "Audio immersif"
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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 completoPeretti, Paolo y PAOLO PERETTI. "Immersive audio processing for multi-channel systems: evaluation and application in the automotive environment". Doctoral thesis, Università Politecnica delle Marche, 2011. http://hdl.handle.net/11566/242498.
Texto completoDE, SOTGIU ANDREA. "Musica Immersiva in Formato Binaurale". Doctoral thesis, Università degli studi di Genova, 2022. http://hdl.handle.net/11567/1090954.
Texto completoThe thesis aims to study the perception of the sense of immersion in music in binaural format, with the target of improving the listening experience and comparing it with the music listened to in stereophonic format. Through an analysis of the basics of the physics of sound and psychoacoustics, the essay wants to illustrate which technologies allow immersive music to be produced. In this regard, both the history of sound reproduction techniques and the tools currently available will be examined to allow the scientific community to have a complete picture of today's resources. The combination of music and spatial audio is constantly growing with the passage of the years, which is why the text also aims to highlight the main research problems and the necessary standards on which to focus any future works. The essay ends with an experiment that compares two different types of song mixes: a stereo version and a binaural format version, processed through the Digital Audio Workstation Logic Pro X and the Dolby Atmos Production Suite. The results will bring interesting evidence in favor of the binaural format version and various suggestions on future developments.
Negrão, Miguel Cerdeira Marreiros. "Parameter field spatialization : the development of a technique and software library for immersive spatial audio". Thesis, Queen's University Belfast, 2016. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.709682.
Texto completoTornell, Christoffer. "Ljud och flow : En studie på hur ljud kan påverka flow i spel". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17104.
Texto completoHeimonen, Magnus. "Virtual Musicality : Soundtrack enters VR". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12824.
Texto completoHansson, Oskar. "Can an Optimized MidSide Technique Improve Perceived Envelopment in Game Audio". Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-69063.
Texto completoAnderberg, Ted y Joakim Rosén. "Follow the Raven : A Study of Audio Diegesis within a Game’s Narrative". Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14693.
Texto completoTång, Alfred. "3D Surround Sound Application for Game Environments". Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-26120.
Texto completoRothbucher, Martin [Verfasser], Klaus [Akademischer Betreuer] Diepold y Georg [Akademischer Betreuer] Färber. "Development and Evaluation of an Immersive Audio Conferencing System / Martin Rothbucher. Gutachter: Klaus Diepold ; Georg Färber. Betreuer: Klaus Diepold". München : Universitätsbibliothek der TU München, 2014. http://d-nb.info/1062701003/34.
Texto completoJörgensen, Tanja. "Den oemotståndliga svetsen mellan ljud och bild : En kvalitativ studie om interaktion i TV- och datorspel". Thesis, Högskolan Dalarna, Ljud- och musikproduktion, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:du-21242.
Texto completoRodrigues, Felipe Antunes de Oliveira. "Áudio, imersão e presença em jogos digitais". Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21669.
Texto completoMade available in DSpace on 2018-12-04T11:46:19Z (GMT). No. of bitstreams: 1 Felipe Antunes de Oliveira Rodrigues.pdf: 2502573 bytes, checksum: b9be7ad020151fc8cbad343711414219 (MD5) Previous issue date: 2018-09-24
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
This dissertation has the objective of analyzing the experience of immersive audio in digital games, as perceived by the player as a listener and agent in the soundscape of virtual reality. The first chapter seeks to briefly examine and define the concepts of immersion and presence, in order to allow a deeper study of immersive audio to be possible. It also presents considerations about the coupling devices through which immersion in digital games is possible, in particular headphones, so common in the gamer routine. The second chapter is dedicated to the analysis of sound elements found in the virtual reality of digital games through the crossing of concepts and theories by authors such as Schafer, Meneguette, Huiberts, Droumeva among others. By doing so it seeks a comprehensive understanding of what can typically be heard in this medium in order to stimulate the immersive experience. The chapter also deals with problems and solutions that might interfere in the immersion in positive or negative ways, in order to clarify the relevance of the minutiae with respect to immersive audio. The third chapter approaches the subject from another angle, seeking an understanding of how the immersive experience of audio em digital games presents itself to the player. Next, analysis of of the game can hear the soundscape in the game are made. At the end of the chapter the concepts are reviewed, aiming to presenting an understanding of how the player is given the immersive experience of audio in digital games. The fourth and last chapter consists of a case study, in order to demonstrate, in a practical way, the immersive experience of audio studied so far
Esta dissertação tem como objetivo a análise da experiência do áudio imersivo em jogos digitais, como percebida pelo jogador enquanto ouvinte e agente na paisagem sonora da realidade virtual. O primeiro capítulo busca examinar e definir brevemente os conceitos de imersão e presença, de forma a permitir que um estudo mais aprofundado sobre o áudio imersivo seja possível. Também apresenta considerações sobre aparatos de acoplamento através dos quais a imersão em jogos digitais é possível, em particular os fones de ouvido, tão comuns na rotina gamer. O segundo capítulo é dedicado a análise dos elementos sonoros encontrados na realidade virtual dos jogos digitais através do cruzamento de conceitos de teorias de autores como Schafer, Meneguette, Huiberts, Droumeva entre outros. Busca-se assim um entendimento abrangente daquilo que tipicamente pode ser ouvido nessa mídia de forma a estimular a experiência imersiva. O capítulo também trata de problemas e soluções que possam interferir na imersão de forma positiva ou negativa, de forma a clarificar a relevância das minúcias no que diz respeito ao áudio imersivo. O terceiro capítulo aborda o assunto de outro ângulo, buscando um entendimento das formas como o áudio é apresentado ao jogador através de convenções e escolhas de design. Em seguida são feitas análises das diferentes formas como o jogador pode ouvir a paisagem sonora do jogo. Ao fim do capítulo são revisados os conceitos estudados, visando apresentar um entendimento de como se dá para o jogador a experiência imersiva do áudio em jogos digitais. O quarto e último capítulo consiste em um estudo de caso, com a finalidade de demonstrar, de forma prática, a experiência imersiva do áudio, estudada até então
Cloe, James H. Jr. "An Evaluation of Electronic Annotated Readers for First Graders in Chinese Dual Immersion to Improve Reading Comprehension and Character Recognition". BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/3401.
Texto completoLöfberg, Benjamin y Erik Tunhult. "Ljuddesign för Virtual Reality : En studie om att gestalta närvaro". Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21815.
Texto completoIn present research there exists a research gap within the field of sound production and sound design for virtual reality-applications. There is a ton of technical research to be found such as the deliverance of spatial audio for virtual reality through techniques like binaural audio, HRTF (head-related transfer functions) and ambisonics. All of these are highly relevant for this research and will be discussed in a later part of the article however they won't take a central part of the research process. It is rather the lack of methods and processes for the creative design and implementation of sound for virtual reality that this research finds interesting. This article takes an initiative to shed light on the importance of a well thought- through and properly executed sound design for Virtual Reality applications and gives an account for the thought process as well as methods that can be applied to an audio design process. This is done through an analysis of the phenomena known as immersion and presence. With the analysis as groundwork, the explanations of these phenomena then get translated to methods and keywords that support the creation of audio content for the given application. This research has formed the basis for a design object that exists as an example for this process and has been thoroughly documented along the way. The article ends with a comparative research study where this design object is placed together with other design examples from the general market in an annotated portfolio. The reason for this is to point out similarities through the lens of keywords that will be presented and explained in this article. This process sets out to clarify the role sound has in the creation of an immersive experience as well as to inspire other sound designers to apply these methods in their own design processes.
Wennerberg, Daniel. "Auditory immersion and the believability of a first-person perspective in computer games : Do players have a preference between mono and stereo foley, and is one perceived as more believable?" Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-73985.
Texto completoDalli, Kevin Charles. "Technological Acceptance of an Avatar Based Interview Training Application : The development and technological acceptance study of the AvBIT application". Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-107108.
Texto completoKURCZAK, JOHN JASON. "The use of ambient audio to increase safety and immersion in location-based games". Thesis, 2012. http://hdl.handle.net/1974/6997.
Texto completoThesis (Master, Computing) -- Queen's University, 2012-01-31 23:35:28.946
Mou, Ying-Chieh y 牟英傑. "Using H.323 Protocol to build immersive audio communication in Massive Multi-Player Game". Thesis, 2007. http://ndltd.ncl.edu.tw/handle/19832706586861510687.
Texto completo中華大學
資訊管理學系
95
Multiplayer online games are the trend of the day. A recent innovation in multiplayer online game is the addition of technology that allows players to communicate with each using VoIP rather than typed text. Many of multiplayer online games have already support voice communication for players such as Microsoft Xbox Live® [1]. However, it merely provides voice channels for players to chat. This paper proposes a use of VoIP conference, which it provides an immersive audio communication in multiplayer online game. The mix of voices from different sound sources according to player’s location in the virtual game space. For each user, the audios are attenuated according to distance from the listener. This provides a better use of VoIP function and players can also have better enjoyment in the game. This paper is based on the multiplayer online game with VoIP architecture from Chen’s thesis in 2005[8].
Costa, Mariana Vieira de Melo. "The player and the character : building identity through game audio". Master's thesis, 2017. http://hdl.handle.net/10400.14/22824.
Texto completoApesar do interesse crescente que os videojogos têm vindo a conquistar nas últimas décadas, não se verificou ainda um esforço académico para a identificação de padrões de tendência na criação de som para as personagens de videojogos, o que beneficiaria sound designers amadores e game designers indie, pois permitiria um melhor entendimento das estratégias que provocam a imersão do jogador no universo do jogo. A busca de respostas para esta lacuna de investigação implicou um caminho de investigação que se dividiu em seis capítulos. O Capítulo 1 (Introdução) descreve a lacuna de investigação e o método de investigação misto utilizado, enquanto o Capítulo 2 a contextualiza. O Capítulo 3 procura entender o problema a nível teórico, analisando os conceitos de Perceção, Emoção e Imersão, enquanto o Capítulo 4 se centra no problema de investigação, procurando evidenciar a importância do soundprint das personagens para a ecologia acústica do jogo. O Capítulo 5 confirma os resultados da pesquisa e vai para além deles, investindo numa análise aprofundada de dois estudos de caso instrumentais. Por fim, a Conclusão (Capítulo 6) eleva a discussão a um nível superior, indicando os novos caminhos que, com a Realidade Virtual e o áudio 3-D, o áudio para videojogos virá a trilhar. A dissertação oferece um conjunto diversificado de resultados de investigação que foram essenciais para a fundamentação da hipótese de trabalho e poderão vir a ser úteis para pesquisa futura: gráficos analíticos de respostas a um inquérito online; uma tabela de sistematização da forma como diferentes estruturas musicais influenciam a emoção; uma tabela resultante da observação direta de soundprints de personagens populares num universo de 30 jogos; uma tabela resumindo os tipos de soundprint identificados na tabela anterior; uma tabela de estruturação de análise de jogos; e várias tabelas de análise do soundprint dos NPCs (personagens não jogáveis) e das personagens do jogador dos casos de estudo. Apesar de não ser uma ciência exata, a análise das personagens de vídeo jogos revelou que é possível classificar diferentes tipos de soundprint e que, em conjunto com as restantes estruturas do jogo, o som e os soundprints ajudam ao processo de imersão dos jogadores, aumentando as possibilidades de se identificarem com as personagens e encontrarem o seu lugar no mundo do jogo.
ORTOLANI, FRANCESCA. "Hypercomplex adaptive filtering". Doctoral thesis, 2018. http://hdl.handle.net/11573/1081800.
Texto completoGozzi, Andrea. "Luoghi della spettacolarità a Firenze tra passato e futuro: spazi da comporre, spazi per comporre". Doctoral thesis, 2023. https://hdl.handle.net/2158/1300059.
Texto completoCandusso, Damian. "Dislocations in sound design for 3-d films: sound design and the 3-d cinematic experience". Phd thesis, 2015. http://hdl.handle.net/1885/15862.
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