Artigos de revistas sobre o tema "Audio immersif"
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Asmaliah, Diana Lia Andriyani, Dian Miranda, Siska Perdina e 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 maio de 2024): 1721–36. http://dx.doi.org/10.58230/27454312.705.
Texto completo da fonteSyariati, Kasmir, Citra Suardi, David Sundoro e 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 junho de 2023): 30–39. http://dx.doi.org/10.30869/jtech.v11i1.1167.
Texto completo da fonteWincott, Abigail, Jean Martin e 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 outubro de 2021): 253–70. http://dx.doi.org/10.1386/rjao_00048_1.
Texto completo da fonteGrimshaw, Mark, e 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 completo da fonteRovithis, Emmanouel, Nikolaos Moustakas, Andreas Floros e Kostas Vogklis. "Audio Legends: Investigating Sonic Interaction in an Augmented Reality Audio Game". Multimodal Technologies and Interaction 3, n.º 4 (13 de novembro de 2019): 73. http://dx.doi.org/10.3390/mti3040073.
Texto completo da fonteHe, 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 maio de 2023): 482–90. http://dx.doi.org/10.54254/2753-7048/5/20220673.
Texto completo da fonteHättich, Achim, e 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 março de 2020): 284–98. http://dx.doi.org/10.1177/0264619620911429.
Texto completo da fonteHuang, Yiteng, Jingdong Chen e Jacob Benesty. "Immersive Audio Schemes". IEEE Signal Processing Magazine 28, n.º 1 (janeiro de 2011): 20–32. http://dx.doi.org/10.1109/msp.2010.938754.
Texto completo da fonteGeronazzo, Michele, Amalie Rosenkvist, David Sebastian Eriksen, Camilla Kirstine Markmann-Hansen, Jeppe Køhlert, Miicha Valimaa, Mikkel Brogaard Vittrup e Stefania Serafin. "Creating an Audio Story with Interactive Binaural Rendering in Virtual Reality". Wireless Communications and Mobile Computing 2019 (14 de novembro de 2019): 1–14. http://dx.doi.org/10.1155/2019/1463204.
Texto completo da fonteRodríguez-Fidalgo, María Isabel, e 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 outubro de 2020): 239–53. http://dx.doi.org/10.1386/cjcs_00030_1.
Texto completo da fonteFreitas, Joana. "Kill the Orchestra". Journal of Sound and Music in Games 2, n.º 2 (2021): 22–41. http://dx.doi.org/10.1525/jsmg.2021.2.2.22.
Texto completo da fonteHerre, Jürgen, e Schuyler R. Quackenbush. "MPEG-H 3D Audio: Immersive Audio Coding". Acoustical Science and Technology 43, n.º 2 (1 de março de 2022): 143–48. http://dx.doi.org/10.1250/ast.43.143.
Texto completo da fonteTurner, Daniel, Damian Murphy, Chris Pike e Chris Baume. "Spatial audio production for immersive media experiences: Perspectives on practice-led approaches to designing immersive audio content". Soundtrack 13, n.º 1 (1 de outubro de 2022): 73–94. http://dx.doi.org/10.1386/ts_00017_1.
Texto completo da fonteLi, Xiang, Haoyuan Cao, Shijie Zhao, Junlin Li, Li Zhang e Bhiksha Raj. "Panoramic Video Salient Object Detection with Ambisonic Audio Guidance". Proceedings of the AAAI Conference on Artificial Intelligence 37, n.º 2 (26 de junho de 2023): 1424–32. http://dx.doi.org/10.1609/aaai.v37i2.25227.
Texto completo da fonteLYSAK, HALYNA. "IMPLEMENTATION OF IMMERSIVE TECHNOLOGIES IN FOREIGN LANGUAGE LEARNING: ANALYSIS OF FOREIGN AND DOMESTIC (UKRAINIAN) EXPERIENCE". Comparative Professional Pedagogy 12, n.º 1 (30 de junho de 2022): 78–85. http://dx.doi.org/10.31891/2308-4081/2022-12(1)-8.
Texto completo da fonteKeyrouz, Fakheredine, e Klaus Diepold. "Binaural Source Localization and Spatial Audio Reproduction for Telepresence Applications". Presence: Teleoperators and Virtual Environments 16, n.º 5 (1 de outubro de 2007): 509–22. http://dx.doi.org/10.1162/pres.16.5.509.
Texto completo da fonteFriedman, Jeff. "Engram: An Immersive Audio-Walk." Oral History Review 43, n.º 1 (1 de abril de 2016): 186–89. http://dx.doi.org/10.1093/ohr/ohw035.
Texto completo da fonteKyriakakis, Chris, Tomlinson Holman, Hartmut Neven e Christoph von der Malsburg. "Immersive audio for desktop systems". Journal of the Acoustical Society of America 103, n.º 5 (maio de 1998): 3026. http://dx.doi.org/10.1121/1.422548.
Texto completo da fonteMehta, Sripal, e Thomas Ziegler. "Personalized and Immersive Broadcast Audio". SMPTE Motion Imaging Journal 124, n.º 5 (julho de 2015): 25–30. http://dx.doi.org/10.5594/j18572.
Texto completo da fonteDressler, Roger, e Brian Vessa. "Immersive Audio Standards Move Forward". SMPTE Motion Imaging Journal 124, n.º 5 (julho de 2015): 40–42. http://dx.doi.org/10.5594/j18574.
Texto completo da fontePark, Byung-Gyoo, e Minho Chang. "The Research on Necessity of Ear Training for Localization of Immersive Sound: Concentrate on Musician". Journal of Korea Culture Industry 21, n.º 1 (31 de março de 2021): 97–105. http://dx.doi.org/10.35174/jkci.2021.03.21.1.97.
Texto completo da fonteFryer, Louise, Linda Pring e Jonathan Freeman. "Audio Drama and the Imagination". Journal of Media Psychology 25, n.º 2 (janeiro de 2013): 65–71. http://dx.doi.org/10.1027/1864-1105/a000084.
Texto completo da fonteZhang, Shufeng, Xuelei Feng e Yong Shen. "Quantifying Auditory Presence Using Electroencephalography". Applied Sciences 11, n.º 21 (7 de novembro de 2021): 10461. http://dx.doi.org/10.3390/app112110461.
Texto completo da fonteXiaodong Wang, Yang Qiao, Jianting Liu,. "Novel Multimedia Feature Fusion Classification (Mffc) Model for Sports Game Design Enhancement". Journal of Electrical Systems 20, n.º 3s (4 de abril de 2024): 1681–92. http://dx.doi.org/10.52783/jes.1708.
Texto completo da fonteMohanapriya, Dr M. "Campus Navigator Pro". International Journal for Research in Applied Science and Engineering Technology 12, n.º 3 (31 de março de 2024): 1008–19. http://dx.doi.org/10.22214/ijraset.2024.58845.
Texto completo da fonteEllison, Steve. "Creating an immersive audio experience at National Sawdust". Journal of the Acoustical Society of America 152, n.º 4 (outubro de 2022): A150. http://dx.doi.org/10.1121/10.0015851.
Texto completo da fonteMattos, Tiago F., e Bennett M. Brooks. "Comparison of recording studio control room operational response measurements for single, stereo, and immersive audio monitor configurations". Journal of the Acoustical Society of America 152, n.º 4 (outubro de 2022): A104. http://dx.doi.org/10.1121/10.0015691.
Texto completo da fonteXie, Lei, Longbiao Wang, Janne Heikkilä e Peng Zhang. "Guest Editorial: Immersive Audio/Visual Systems". Multimedia Tools and Applications 75, n.º 9 (22 de abril de 2016): 5047–53. http://dx.doi.org/10.1007/s11042-016-3443-x.
Texto completo da fonteKim, Ji-young, e Gewon Kim. "Applying Audio Drama to Immersive Environment". Korean Journal of animation 19, n.º 3 (30 de setembro de 2023): 96–107. http://dx.doi.org/10.51467/asko.2023.09.19.3.96.
Texto completo da fonteBERRY, GABRIELLE. "[inaudible]: Point of Audition Representations of Deafness and the Cochlear Implant in A Quiet Place (2018)". Music, Sound, and the Moving Image 15, n.º 2 (1 de dezembro de 2021): 109–31. http://dx.doi.org/10.3828/msmi.2021.8.
Texto completo da fonteZhang, Hanqi, Jing Wang, Zhuoran Li e Jingxin Li. "Design and Implementation of Two Immersive Audio and Video Communication Systems Based on Virtual Reality". Electronics 12, n.º 5 (26 de fevereiro de 2023): 1134. http://dx.doi.org/10.3390/electronics12051134.
Texto completo da fonteCiążyńska, Julia, e Janusz Maciaszek. "Effects of Low-Immersive vs. High-Immersive Exercise Environment on Postural Stability and Reaction and Motor Time of Healthy Young Adults". Journal of Clinical Medicine 12, n.º 1 (3 de janeiro de 2023): 389. http://dx.doi.org/10.3390/jcm12010389.
Texto completo da fonteBoot, Tim, Frederic Roskam, Phil Coleman, Simon Brown e Julien Laval. "Greater artistic and technological performance through the converged technologies of architectural acoustics, electroacoustic enhancement, and immersive audio technologies". Journal of the Acoustical Society of America 154, n.º 4_supplement (1 de outubro de 2023): A168. http://dx.doi.org/10.1121/10.0023155.
Texto completo da fonteBhide, Saylee, Elizabeth Goins e Joe Geigel. "Experimental Analysis of Spatial Sound for Storytelling in Virtual Reality". Frameless 1, n.º 1 (15 de dezembro de 2019): 1–3. http://dx.doi.org/10.14448/frameless.01.007.
Texto completo da fonteRahmanu, I. Wayan Eka Dian, Ida Bagus Artha Adnyana, I. Putu Yoga Laksana, I. Gusti Putu Sutarma, Ni Putu Somawati e I. Made Riyan Adi Nugroho. "Investigating the Implementation of Multimodality and Spherical Video-Based Immersive Virtual Reality in the Indonesian Language for Foreign Speakers’ Learning Materials". Theory and Practice in Language Studies 13, n.º 7 (1 de julho de 2023): 1760–68. http://dx.doi.org/10.17507/tpls.1307.20.
Texto completo da fonteHashimoto, Dai, Hideo Miyazaki, Ron Bakker e Sungyoung Kim. "Sound environment control using an immersive audio system—Advancing sound experience for creators and listeners using Active Field Control". Journal of the Acoustical Society of America 154, n.º 4_supplement (1 de outubro de 2023): A169. http://dx.doi.org/10.1121/10.0023158.
Texto completo da fonteKadle, Keyur. "Virtual Reality based Stress Relief System". International Journal for Research in Applied Science and Engineering Technology 9, n.º VI (14 de junho de 2021): 2335–39. http://dx.doi.org/10.22214/ijraset.2021.34529.
Texto completo da fonteFitó Carreras, Maria, Alfonso Méndiz Noguero e Montserrat Vidal-Mestre. "The podcast as a sound experimentation tool for brands: The immersive narrative in Endesa's Sonidos que nos transforman". Cuadernos.info, n.º 56 (2 de outubro de 2023): 293–312. http://dx.doi.org/10.7764/cdi.56.62819.
Texto completo da fonteSHLIENKOVA, Elena V., e Khristina V. KAYGORODOVA. "IMMERSIVE AUDIO EXPOSITION AND ITS VISUAL CONTENT AS ACTUALIZATION OF MUSEUM DESIGN PRINCIPLES". Urban construction and architecture 10, n.º 3 (15 de dezembro de 2020): 114–22. http://dx.doi.org/10.17673/vestnik.2020.03.15.
Texto completo da fonteObadiah, Jason. "Binaural Audio and 360 Video: Immersive Method of Preserving Banten's Culture and History". International Journal of Creative and Arts Studies 10, n.º 2 (5 de dezembro de 2023): 115–32. http://dx.doi.org/10.24821/ijcas.v10i2.9460.
Texto completo da fonteDelestage, Charles-Alexandre, e Willy Yvart. "Lived experience and virtual reality: visual method of analysis based on video recordings and the Valence-Arousal diagram". Sintaxis, n.º 12 (15 de janeiro de 2024): 68–85. http://dx.doi.org/10.36105/stx.2024n12.07.
Texto completo da fonteDoyle, S. "Beyond the screen [immersive audio-visual environments]". Engineering & Technology 15, n.º 6 (1 de julho de 2020): 62–63. http://dx.doi.org/10.1049/et.2020.0612.
Texto completo da fonteBravo, Luana Carolina, Carlos Watanabe, Gabriel Thomazini, Carlos B. Ronconi e Rodrigo Meirelles. "BRAZILIAN PIONEERING IN IMMERSIVE AUDIO: PRACTICAL EXPERIENCES". SET EXPO PROCEEDINGS 2017, n.º 1 (1 de agosto de 2017): 56–58. http://dx.doi.org/10.18580/setep.2017.17.
Texto completo da fonteVan Nort, Doug. "Audio-haptic perception in immersive improvisational environments". Journal of the Acoustical Society of America 143, n.º 3 (março de 2018): 1931. http://dx.doi.org/10.1121/1.5036312.
Texto completo da fonteGallacher, Nicola. "Game audio — an investigation into the effect of audio on player immersion". Computer Games Journal 2, n.º 2 (agosto de 2013): 52–79. http://dx.doi.org/10.1007/bf03392342.
Texto completo da fonteChang, Albert, Mei Si, Samuel Chabot, Jonathan Mathews, Tomek Strzalkowski e Jonas Braasch. "A spatially-aware dialogue system for immersive classrooms". Journal of the Acoustical Society of America 151, n.º 4 (abril de 2022): A132. http://dx.doi.org/10.1121/10.0010883.
Texto completo da fonteArcher, Nicholas S., Andrew Bluff, Andrew Eddy, Chreshall K. Nikhil, Nick Hazell, Damian Frank e Andrew Johnston. "Odour enhances the sense of presence in a virtual reality environment". PLOS ONE 17, n.º 3 (30 de março de 2022): e0265039. http://dx.doi.org/10.1371/journal.pone.0265039.
Texto completo da fonteCourchesne, Luc, Emmanuel Durand e Bruno Roy. "Posture Platform and The Drawing Room: Virtual Teleportation in Cyberspace". Leonardo 47, n.º 4 (agosto de 2014): 367–74. http://dx.doi.org/10.1162/leon_a_00842.
Texto completo da fonteCabrera, Andrés, JoAnn Kuchera-Morin e Curtis Roads. "The Evolution of Spatial Audio in the AlloSphere". Computer Music Journal 40, n.º 4 (dezembro de 2016): 47–61. http://dx.doi.org/10.1162/comj_a_00382.
Texto completo da fonteHerre, Jurgen, Johannes Hilpert, Achim Kuntz e Jan Plogsties. "MPEG-H 3D Audio—The New Standard for Coding of Immersive Spatial Audio". IEEE Journal of Selected Topics in Signal Processing 9, n.º 5 (agosto de 2015): 770–79. http://dx.doi.org/10.1109/jstsp.2015.2411578.
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