Książki na temat „Audio immersif”

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1

Bharitkar, Sunil, i Chris Kyriakakis, red. Immersive Audio Signal Processing. New York, NY: Springer New York, 2006. http://dx.doi.org/10.1007/0-387-28503-2.

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2

Services, Alberta Alberta Education Language. Guide d'accompagnement des cassettes-audio: 7e a 9e annee : francais-immersion. Edmonton, AB: Alberta Education, 1991.

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Alberta. Alberta Education. Language Services. Guide d'accompagnement des cassettes-audio: 10e a 2e annee : francais-immersion. Edmonton, AB: Alberta Education, 1991.

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4

Immersive Audio Signal Processing. Springer, 2008.

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Bharitkar, Sunil, i Chris Kyriakakis. Immersive Audio Signal Processing. Springer, 2010.

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6

Entertainment, Topics. Instant Immersion French Audio Deluxe (Instant Immersion) (Instant Immersion). Topics Entertainment, 2005.

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Entertainment, Topics. Instant Immersion Japanese Audio Deluxe (Instant Immersion) (Instant Immersion). Topics Entertainment, 2005.

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Entertainment, Topics. Instant Immersion Italian Audio Deluxe (Instant Immersion) (Instant Immersion). Topics Entertainment, 2005.

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Immersion, Instant. Instant Immersion French Audio Deluxe. Topics Entertainment, 2006.

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10

Entertainment, Topics. Instant Immersion Spanish Audio Deluxe. Topics Entertainment, 2005.

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Entertainment, Topics. Instant Immersion Japanese Audio Deluxe. Topics Entertainment, 2006.

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Entertainment, Topics. Instant Immersion German Audio Deluxe: Deluxe (Instant Immersion) [UNABRIDGED] (Instant Immersion). Topics Entertainment, 2006.

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Immersion, Instant. Instant Immersion Spanish Deluxe - Audio Learning System (Instant Immersion). Topics Entertainment, 2006.

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Immersion, Instant. Instant Immersion Italian Deluxe - Audio Learning System (Instant Immersion). Topics Entertainment, 2006.

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Entertainment, Topics. Instant Immersion German Audio Deluxe: A complete audio curriculum, reinforce with supplemental computer coaching (Instant Immersion) (Instant Immersion). Topics Entertainment, 2005.

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16

Let's Talk French "Today" (Immersion +/Audio Cassette). Penton Overseas, 1994.

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Thuro, Barbara. Let's Talk German "Today" (Immersion +/Audio Cassette). Penton Overseas, 1995.

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Thuro, Barbara. Let's Talk Italian "Today" (Immersion +/Audio Cassette). Penton Overseas, 1995.

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Let's Talk Spanish "Today" (Immersion +/Audio Cassette). Penton Overseas, 1994.

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20

Kuehnl, Eric, i Miles Fulwider. Surround Mixing and Immersive Audio Featuring Dolby Atmos. Rowman & Littlefield Publishers, Incorporated, 2021.

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21

Alternative Audio Solution to Enhance Immersion in Deployable Synthetic Environments. Storming Media, 2003.

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22

Immersive Audio Signal Processing (Information Technology: Transmission, Processing and Storage). Springer, 2006.

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23

Staff, IEEE. 2021 Immersive and 3D Audio from Architecture to Automotive (I3DA). IEEE, 2021.

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Entertainment, Topics. Instant Immersion Ingles Audio Deluxe: RiaUn programa de estudios completo, reforzado con tutoria computarizada complementa (Instant Immersion). Topics Entertainment, 2005.

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25

Sinclair, Jean-Luc. Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.

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Sinclair, Jean-Luc. Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.

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Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.

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Sinclair, Jean-Luc. Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.

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29

Sinclair, Jean-Luc. Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.

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30

Sinclair, Jean-Luc. Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.

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31

Immersive Sound: The Art and Science of Binaural and Multi-Channel Audio. Taylor & Francis Group, 2017.

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Immersive Sound: The Art and Science of Binaural and Multi-Channel Audio. Taylor & Francis Group, 2017.

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Immersive Sound: The Art and Science of Binaural and Multi-Channel Audio. Taylor & Francis Group, 2017.

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Immersive Sound: The Art and Science of Binaural and Multi-Channel Audio. Taylor & Francis Group, 2017.

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35

Weinel, Jonathan. Abstractions. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.003.0009.

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The concluding chapter of Inner Sound: Altered States of Consciousness in Electronic Music and Audio-Visual Media consolidates the main arguments of the book. The journey taken is recapitulated, from shamanic rituals to psychedelic rock shows and raves; and from outdoor electroacoustic concerts to synaesthetic films and hallucinatory video games. Across these examples, similar underlying principles can be identified, revealing a continuity from ancient shamanism to modern ‘technoshamanism’. Yet while some imperatives have remained consistent, the technologies have evolved, yielding ever-more accurate and sophisticated representations of altered states in electronic music and audio-visual media. This finds us on the brink of ‘Altered States of Consciousness Simulations’, which replicate the sensory experience of altered states using immersive technologies such as fulldomes and virtual reality headsets. Looking forwards, the possible uses and ethical implications of these simulations are explored, at the frontiers of electronic music and art.
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36

Kellman, Noah. The Game Music Handbook. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190938680.001.0001.

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Writing music for games is an art that requires conceptual forethought, specialized technical skill, and a deep understanding of how players interact with games and game audio. The Game Music Handbook embarks on a journey through numerous soundscapes throughout video game history, exploring a series of concepts and techniques that are key to being a successful game music composer. This book organizes key game music scoring concepts into an applicable methodology, describing them with memorable distinctions that leave readers with a clear picture of how to apply them to creating music and sound. Any music composer or musician who wishes to begin a career in game composition can pick up this text and quickly gain a solid understanding of the core techniques for composing video game music, as well as the conceptual differences that separate it from any other compositional field. Some of these topics include designing emotional arcs for nonlinear timelines, the relationship between music and sound design, discussion of the player’s interaction with audio, and more. There is also much to be gained by advanced readers or game audio professionals, who will find detailed discussion of game state and its effect on player interaction, a composer-centric lesson on programming, how to work with version control, information on visual programming languages, emergent audio, music for virtual reality (VR), procedural audio, and other indispensable knowledge about advanced reactive music concepts. The text often explores the effect that music has on a player’s interaction with a game. It discusses the practical application of this interaction through the examination of various techniques employed in games throughout video game history to enhance immersion, emphasize emotion, and create compelling interactive experiences.
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37

Trumbauer, Lisa, i Pete Cross. Highlights Listen & Learn! : Getting Down and Dirty! Community Gardens: An Immersive Audio Study for Grade 4. Dreamscape Media, 2021.

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38

Visbal, Brianys Ferrer. Conversational Spanish: A practical immersion course for intermediate and advanced Spanish conversation. (Audio CD + Listening guide & Grammar book). Brianys Ferrer Visbal, 2006.

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39

Weinel, Jonathan. Virtual Unreality. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190671181.003.0008.

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This chapter explores altered states of consciousness in interactive video games and virtual reality applications. First, a brief overview of advances in the sound and graphics of video games is provided, which has led to ever-more immersive capabilities within the medium. Following this, a variety of games that represent states of intoxication, drug use, and hallucinations are discussed, in order to reveal how these states are portrayed with the aid of sound and music, and for what purpose. An alternative trajectory in games is also explored, as various synaesthetic titles are reviewed, which provide high-adrenaline experiences for ravers, and simulate dreams, meditation, or psychedelic states. Through the analysis of these, and building upon the previous chapters of Inner Sound, this chapter presents a conceptual model for ‘Altered States of Consciousness Simulations’: interactive audio-visual systems that represent altered states with regards to the sensory components of the experience.
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40

Morschett, Raphael. The Oneiric in the Films of David Lynch. Bloomsbury Publishing Plc, 2024. http://dx.doi.org/10.5040/9798765107065.

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The Oneiric in the Films of David Lynch is the first systematic book-length study to explore the nature and function of dreams in David Lynch's different phases and audio-visual formats. There is hardly a contemporary film director whose name is as closely linked to the dream(-like) as that of David Lynch. Both popular and academic discourse frequently identify Lynch’s films by their dreamlike qualities. However, in the existing literature on Lynch, these qualities tend to remain underspecified in terms of their experiential dimension. Departing from an interest in the phenomenon of dream experience, this is the first systematic book-length study exploring the nature and function of the oneiric in the director’s different phases and audio-visual formats. It shows that, over the course of 50 years, Lynch has developed a cinematic aesthetics of the oneiric ? an ensemble of four dream-related dimensions that unfolds its full potential in the dynamic interplay between sensory address and reflective medialization. On the one hand, the Lynchian oneiric presents a markedly sensory-perceptual mode of experience – both characters and viewers are challenged in their perceptual patterns, while at the same time being immersed in the material dream scenario. On the other hand, the Lynchian oneiric provides a mode of both psychological and medial reflection. Not only the characters, but the films themselves are inclined to ‘turn back’ on themselves in a dream, exploring the preconditions, possibilities, and limitations of their own existence and ability to know the world. The oneiric in Lynch’s films is thus of phenomenological, media-theoretical, and philosophical interest.
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41

Grieco, Marco. ALVEARE - Immersive Edition: NOVITA'! il Primo Libro con Ambientazioni Audio Immersive! la Verità é Sempre lì, Sotto il Naso, Ma é Così Dannatamente Difficile Da Riconoscere. Accetti la Sfida? Independently Published, 2019.

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42

Henriques, Julian. Sonic Bodies. The Continuum International Publishing Group, 2011. http://dx.doi.org/10.5040/9781501382895.

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The reggae sound system has exerted a major influence on music and popular culture. Out on the streets of inner city Kingston, Jamaica, every night, sound systems stage dancehall sessions for the crowd to share the immediate, intensive and immersive visceral pleasures of sonic dominance. Sonic Bodies concentrates on the skilled performance of the crewmembers responsible for this signature sound of Jamaican music: the audio engineers designing, building and fine-tuning the hugely powerful "sets" of equipment; the selectors choosing the music tracks to play; and MCs(DJs) on the mic hyping up the crowd. Julian Henriques proposes that these dancehall "vibes" are taken literally as the periodic motion of vibrations. He offers an analysis of how a sound system operates - at auditory, corporeal and sociocultural frequencies. Sonic Bodies formulates a fascinating critique of visual dominance and the dualities inherent in ideas of image, text or discourse. This innovative book questions the assumptions that reason resides only in a disembodied mind, that communication is an exchange of information, and that meaning is only ever representation.
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