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1

Zölzer, Udo, and Julius O. Smith III. "DAFX—Digital Audio Effects." Journal of the Acoustical Society of America 114, no. 5 (2003): 2527. http://dx.doi.org/10.1121/1.1616923.

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2

Välimäki, Vesa, and Federico Fontana. "Special Issue on Digital Audio Effects." Applied Sciences 10, no. 7 (April 3, 2020): 2449. http://dx.doi.org/10.3390/app10072449.

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3

Arfib, Daniel. "Musical Implications of Digital Audio Effects." Journal of New Music Research 31, no. 2 (June 1, 2002): 85–86. http://dx.doi.org/10.1076/jnmr.31.2.85.8095.

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4

Bernardini, Nicola, and J�ran Rudi. "Compositional Use of Digital Audio Effects." Journal of New Music Research 31, no. 2 (June 1, 2002): 87–91. http://dx.doi.org/10.1076/jnmr.31.2.87.8094.

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5

Rocchesso, Davide, and Jøran Rudi. "Digital Audio Effects 1998, Barcelona, Spain." Computer Music Journal 23, no. 2 (June 1999): 86–87. http://dx.doi.org/10.1162/comj.1999.23.2.86.

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6

Risset, Jean-Claude. "Examples of the Musical Use of Digital Audio Effects." Journal of New Music Research 31, no. 2 (June 1, 2002): 93–97. http://dx.doi.org/10.1076/jnmr.31.2.93.8092.

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7

Khatavkar, Karan. "Enhancing Speech Signal Quality through Noise Reduction for Improved Communication." International Journal for Research in Applied Science and Engineering Technology 11, no. 9 (September 30, 2023): 1761–68. http://dx.doi.org/10.22214/ijraset.2023.55925.

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Abstract: Speech is a fundamental and reliable mode of human communication, conveying not only linguistic content but also essential cues about the speaker, including language, emotion, gender, and identity. However, in contemporary telephone and audio-based communication systems, speech signals are highly susceptible to the deleterious effects of ambient and Gaussian noise. To detach this noise from the signal, many Digital Audio Filters can be employed, including the Audio Weighting Filter, low-pass and High-pass filter, Band Pass Filter, and Band Stop Filter. This paper implements and compares various digital filters for audio signal enhancement using MATLAB Simulink and compares the outcome to identify the best filter for this specific purpose.
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8

Verfaille, Vincent, Marcelo M. Wanderley, and Philippe Depalle. "Mapping strategies for gestural and adaptive control of digital audio effects." Journal of New Music Research 35, no. 1 (March 2006): 71–93. http://dx.doi.org/10.1080/09298210600696881.

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9

Martínez Ramírez, Marco A., Emmanouil Benetos, and Joshua D. Reiss. "Deep Learning for Black-Box Modeling of Audio Effects." Applied Sciences 10, no. 2 (January 16, 2020): 638. http://dx.doi.org/10.3390/app10020638.

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Virtual analog modeling of audio effects consists of emulating the sound of an audio processor reference device. This digital simulation is normally done by designing mathematical models of these systems. It is often difficult because it seeks to accurately model all components within the effect unit, which usually contains various nonlinearities and time-varying components. Most existing methods for audio effects modeling are either simplified or optimized to a very specific circuit or type of audio effect and cannot be efficiently translated to other types of audio effects. Recently, deep neural networks have been explored as black-box modeling strategies to solve this task, i.e., by using only input–output measurements. We analyse different state-of-the-art deep learning models based on convolutional and recurrent neural networks, feedforward WaveNet architectures and we also introduce a new model based on the combination of the aforementioned models. Through objective perceptual-based metrics and subjective listening tests we explore the performance of these models when modeling various analog audio effects. Thus, we show virtual analog models of nonlinear effects, such as a tube preamplifier; nonlinear effects with memory, such as a transistor-based limiter and nonlinear time-varying effects, such as the rotating horn and rotating woofer of a Leslie speaker cabinet.
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10

Yang, Yutong. "Analysis Of Different Types of Digital Audio Workstations." Highlights in Science, Engineering and Technology 85 (March 13, 2024): 563–69. http://dx.doi.org/10.54097/6vvy8z41.

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With the development of technology, digital audio workstation (DAW) has become a must-have tool for modern music production, which allows music producers to edit, record, mix and add effects on the computer to create music works of various styles and qualities. This paper mainly introduces the definition, purpose, function, type and development of DAW, and how to choose the appropriate DAW according to individual needs. This article compares and analyzes three commonly used DAWs (Apple Logic Pro X, Cubase 12, Ableton Live Lite 11) from the aspects of personal budget, user experience, software operating system compatibility, long-term development, and whether live performances are needed. Their advantages, disadvantages and application range are pointed out. This paper also points out some limitations of DAW, (e.g., the requirements of hardware and software conditions, the difficulty of learning and mastering, the problems of music creation), and looks forward to the future development direction of DAW (the improvement of user experience and personalization, the utilization of cloud computing and artificial intelligence, and the integration of other fields and media). These results can help independent music producers to understand the basic situation and selection criteria of DAW, so as to better use DAW to create and express their own music ideas, and provide some reference and inspiration for further improvement and innovation of DAW.
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11

Ikeshita, Hanae, Sho Yamaguchi, Toyoshi Morioka, and Takashi Yamazoe. "Effects of Highlighting Text on the Reading Ability of Children with Developmental Dyslexia: A Pilot Study." International Journal of Emerging Technologies in Learning (iJET) 13, no. 09 (September 29, 2018): 239. http://dx.doi.org/10.3991/ijet.v13i09.8736.

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Digital texts can be made accessible to children with developmental dyslexia by presenting them in a simplified layout, using suitable fonts, or using text highlighting that is synchronized with audio. However, the impact of this last method on readability (as measured by eye movement) for children with developmental dyslexia remains unknown; it is unclear whether the color and length of text highlighting influences readability. We examined these issues in two experiments with seven children with developmental dyslexia (aged 7–14 years). In the first experiment, we clarified the relation between readability and text highlighting with synchronous audio by measuring the eye movements of children with developmental dyslexia. Readability was determined using the frequency of eye fixations. In the second experiment, we determined which styles of text highlighting best supported digital text reading among children with developmental dyslexia. Digital texts were created using different text highlighting colors and band lengths, and then were read using Apple iBooks on a 9.7-inch Apple iPad Air. We observed that children with developmental dyslexia found it easier to read along when audio was synchronized with text highlighting, particularly for the highlighting style that used a blue band for whole sentences. The second experiment showed that children with developmental dyslexia found it particularly easy to read digital texts that were highlighted with blue or yellow bands, both for single sentences and for single words. The method of presenting visual information for reading might help children with developmental dyslexia read more easily.
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12

Tur, Ada. "Deep Learning for Style Transfer and Experimentation with Audio Effects and Music Creation." Proceedings of the AAAI Conference on Artificial Intelligence 38, no. 21 (March 24, 2024): 23766–67. http://dx.doi.org/10.1609/aaai.v38i21.30558.

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Recent advancements in deep learning have the potential to transform the process of writing and creating music. Models that have the potential to capture and analyze higher-level representations of music and audio can serve to change the field of digital signal processing. In this statement, I propose a set of Music+AI methods that serves to assist with the writing of and melodies, modelling and transferring of timbres, applying a wide variety of audio effects, including research into experimental audio effects, and production of audio samples using style transfers. Writing and producing music is a tedious task that is notably difficult to become proficient in, as many tools to create music both cost sums money and require long-term commitments to study. An all-encompassing framework for music processing would make the process much more accessible and simple and would allow for human art to work alongside technology to advance.
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13

Caputi, M. J. "Developing real-time digital audio effects for electric guitar in an introductory digital signal processing class." IEEE Transactions on Education 41, no. 4 (November 1998): 341. http://dx.doi.org/10.1109/te.1998.787367.

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14

Caputa, M. J. "Developing real-time digital audio effects for electric guitar in an introductory digital signal processing class." IEEE Transactions on Education 41, no. 4 (1998): 10 pp. http://dx.doi.org/10.1109/13.728274.

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15

Verfaille, V., U. Zolzer, and D. Arfib. "Adaptive digital audio effects (a-DAFx): a new class of sound transformations." IEEE Transactions on Audio, Speech and Language Processing 14, no. 5 (September 2006): 1817–31. http://dx.doi.org/10.1109/tsa.2005.858531.

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16

Qamhan, Mustafa, Yousef A. Alotaibi, and Sid-Ahmed Selouani. "Source Microphone Identification Using Swin Transformer." Applied Sciences 13, no. 12 (June 14, 2023): 7112. http://dx.doi.org/10.3390/app13127112.

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Microphone identification is a crucial challenge in the field of digital audio forensics. The ability to accurately identify the type of microphone used to record a piece of audio can provide important information for forensic analysis and crime investigations. In recent years, transformer-based deep-learning models have been shown to be effective in many different tasks. This paper proposes a system based on a transformer for microphone identification based on recorded audio. Two types of experiments were conducted: one to identify the model of the microphones and another in which identical microphones were identified within the same model. Furthermore, extensive experiments were performed to study the effects of different input types and sub-band frequencies on system accuracy. The proposed system is evaluated on the Audio Forensic Dataset for Digital Multimedia Forensics (AF-DB). The experimental results demonstrate that our model achieves state-of-the-art accuracy for inter-model and intra-model microphone classification with 5-fold cross-validation.
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17

Kao, Dominic, Rabindra Ratan, Christos Mousas, and Alejandra J. Magana. "The Effects of a Self-Similar Avatar Voice in Educational Games." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (October 5, 2021): 1–28. http://dx.doi.org/10.1145/3474665.

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Avatar identification is one of the most promising research areas in games user research. Greater identification with one's avatar has been associated with improved outcomes in the domains of health, entertainment, and education. However, existing studies have focused almost exclusively on the visual appearance of avatars. Yet audio is known to influence immersion/presence, performance, and physiological responses. We perform one of the first studies to date on avatar self-similar audio. We conducted a 2 x 3 (similar/dissimilar x modulation upwards/downwards/none) study in a Java programming game. We find that voice similarity leads to a significant increase in performance, time spent, similarity identification, competence, relatedness, and immersion. Similarity identification acts as a significant mediator variable between voice similarity and all measured outcomes. Our study demonstrates the importance of avatar audio and has implications for avatar design more generally across digital applications.
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18

Lai, Shin-Chi, Ying-Hsiu Hung, Yi-Chang Zhu, Szu-Ting Wang, Ming-Hwa Sheu, and Wen-Ho Juang. "A Low-Cost Smart Digital Mixer System Based on Speech Recognition." Electronics 11, no. 4 (February 16, 2022): 604. http://dx.doi.org/10.3390/electronics11040604.

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When a band is performing at a public occasion, certain sound effects are expected to be added to enliven the atmosphere. To achieve this effect, microphones and instruments are all connected to an audio mixer, then the expected audio output will be played through the speakers. However, sound engineers always spend plenty of time tuning the mixer until the satisfied results are obtained. This paper presents a smart digital mixer system that integrates touch control, speech control, and commonly used functions on an Android mobile platform to improve the mobility of audio mixer while tuning. The proposed system adopts a digital signal processor (DSP) as the core of the hardware architecture. The application provides a UI interface on an Android mobile phone in order to achieve the functions of speech recognition and touch control. The control commands will be transmitted to DSP via Bluetooth 5.0, self-defined Bluetooth packet format (SBPF), and data transfer controller (DTC). The main contribution of this work is to propose multiple functions of a mixer system with a convenient and interactive user interface. The experimental results show the average accuracy of all respondents reached 92.3%. Moreover, the proposed system has the advantage of having a low-cost hardware circuit design, and provides high flexibility of setting for the audio mixer system according to the user’s preference.
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19

Chhetri, Sujit Rokka, Bikash Poudel, Sandesh Ghimire, Shaswot Shresthamali, and Dinesh Kumar Sharma. "Implementation of Audio Effect Generator in FPGA." Nepal Journal of Science and Technology 15, no. 1 (February 3, 2015): 89–98. http://dx.doi.org/10.3126/njst.v15i1.12022.

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This paper describes the theory and implementation of audio effects such as echo, distortion and pitch-shift in Field Programmable Gate Array (FPGA). At first the mathematical formulation for generation of such effects is explained and then the algorithm is described for its implementation in FPGA using Very high speed integrated circuit hardware descriptive language (VHDL). The digital system being designed, which is synthesizable and reconfigurable, offers a great flexibility and scalability in designing and prototyping in FPGAs. The system is divided into three HDL blocks, each for echo, distortion, and pitch-shift effect generation, which are multiplexed in order to share the common ADC and DAC. The audio effect generator designed in this paper was successfully implemented in Spartan-3E FPGA utilizing the resources available effectively. There has been tremendous research being carried out in the field of IP core. Efficient IP cores designed to carry out digital signal processing are implemented in every modern device using configurable logics. This trend hasn’t yet been realized in Nepal. Through the design and implementation of audio effect generator, this paper also aims at bringing the field of IP core development to limelight among scholars of Nepal.DOI: http://dx.doi.org/10.3126/njst.v15i1.12022 Nepal Journal of Science and TechnologyVol. 15, No.1 (2014) 89-98
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20

Bressan, Federica, Valentina Burini, Edoardo Micheloni, Antonio Rodà, Richard L. Hess, and Sergio Canazza. "Reading Tapes Backwards: A Legitimate Approach to Saving Time and Money in Digitization Projects?" Applied Sciences 11, no. 15 (July 31, 2021): 7092. http://dx.doi.org/10.3390/app11157092.

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Audio carriers are subject to a fast and irreversible decay. In order to save valuable historical recordings, the audio signal and other relevant information can be extracted from the source audio document and stored on another medium, normally a redundant digital storage system. This procedure is called ’content transfer’. It is a costly and time-consuming procedure. There are several solutions with which the cost can be reduced. One consists of picking up all tracks from a two-sided tape in one pass. This means that some tracks will be digitized forward and some backwards, to be subsequently corrected in the digital workstation. This article is concerned with the question of whether reading tracks backwards introduces unwanted effects into the signal. In particular, it investigates whether a difference can be observed between audio signals read forward or backwards and, if so, whether the difference is measurable. The results show that a difference can be observed, yet this is not enough to conclude that this “backwards” approach should not be used. The complexity of the situation is presented in the discussion. Future work includes reproducing this experiment with different audio equipment, as well as a perception test with human subjects.
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21

Verfaille, Vincent, and Marcelo M. Wanderley. "Mapping strategies for sound synthesis, digital audio effects, and sonification of performer gestures." Journal of the Acoustical Society of America 119, no. 5 (May 2006): 3439. http://dx.doi.org/10.1121/1.4786924.

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22

Le, M. T., and L. Thibault. "Performance evaluation of COFDM for digital audio broadcasting. II. Effects of HPA nonlinearities." IEEE Transactions on Broadcasting 44, no. 2 (June 1998): 165–71. http://dx.doi.org/10.1109/11.713068.

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23

Sihombing, Intan Angelia, and Debora Chaterin Simanjuntak. "THE USE OF DIGITAL AUDIO IN ENHANCING EFL LEARNERS’ LISTENING PROFICIENCY." JETAL: Journal of English Teaching & Applied Linguistic 4, no. 2 (April 14, 2023): 64–74. http://dx.doi.org/10.36655/jetal.v4i2.1118.

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Listening is a critical ability to have, not only because of the time it takes in interactions but also because of its role in daily life. This study has been designed to explore the use of digital audio in promoting listening proficiency. Further research is required to determine how this position affects speakers of Indonesian who are learning English as a foreign language (EFL). A comparative study served as the foundation for this study's design. In this study, the research participants were at the upper secondary level, and their listening ability was examined in relation to the effects of digital audio (online podcasting on Spotify). Sixty students were involved in the study based on their performance on the placement test. Findings from the post-test showed that the group exposed to digital audio experienced an increase in their listening proficiency level, while the group not exposed to digital audio showed a little improvement in their proficiency level. By looking at the N-gain of their results, the group whose participants were not taught using active listening had an N-gain of 0.62, while the improvement of the second group resulted in an N-gain of 0.76, indicating that the group increased their listening proficiency level. The findings of this study showed that, with a result of 0.0235, there was no significant difference between the two teaching groups, where the significant value was greater than 0.005. claiming that while there is some difference between the two methods, it is not very much, and that both improve listening skills.
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24

Liu, Yunyi, and Craig Jin. "Impact on quality and diversity from integrating a reconstruction loss into neural audio synthesis." Journal of the Acoustical Society of America 154, no. 4_supplement (October 1, 2023): A99. http://dx.doi.org/10.1121/10.0022922.

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In digital media or games, sound effects are typically recorded or synthesized. While there are a great many digital synthesis tools, the synthesized audio quality is generally not on par with sound recordings. Nonetheless, sound synthesis techniques provide a popular means to generate new sound variations. In this research, we study sound effects synthesis using generative models that are inspired by the models used for high-quality speech and music synthesis. In particular, we explore the trade-off between synthesis quality and variation. With regard to quality, we integrate a reconstruction loss into the original training objective to penalize imperfect audio reconstruction and compare it with neural vocoders and traditional spectrogram inversion methods. We use a Wasserstein GAN (WGAN) as an example model to explore the synthesis quality of generated sound effects, such as footsteps, birds, guns, rain, and engine sounds. In addition to synthesis quality, we also consider the range of sound variation that is possible with our generative model. We report on the trade-off that we obtain with our model regarding the quality and diversity of synthesized sound effects.
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25

ERDAL, Kadri Yılmaz. "THE EFFECTS OF COMPRESSOR PLUG-INS ON THE DYNAMIC RANGE IN MUSIC PRODUCTION." SOCIAL SCIENCE DEVELOPMENT JOURNAL 8, no. 39 (September 15, 2023): 390–408. http://dx.doi.org/10.31567/ssd.997.

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This study investigated the role of dynamic processors in audio processing and music production and the effects of different types of design on the audio signal. It has been tried to give information about the designs and parameters of dynamic processors. In order to create the sound sample analyzed within the scope of the study, a mono sample recording was taken from the virtual instrument plug-in. The sound sample taken from the bass guitar model was preferred in order to contain all the general envelope structure features of an audio signal. In this direction, the sound sample was chosen from the virtual instrument in order to keep it away from external factors during the recording stages and to make the work repeatable and developable. It is used as basic tools for dynamic processors to control and balance audio signals and create sensory effects. In this context, the effects of compressors in the dynamic processor class and their basic parameters and different design types on the audio signal are examined. Differences in tonal characteristics and dynamic changes of different compressor designs have been observed. In this context, the effects of FET, VCA, Vari-Mu, Optical and Digital compressor plug-ins on the audio signal were analyzed and the results were presented. These analyzes can provide guidance for the selection of different compressor designs for lecturers, students, and those interested in and working in the field of music technology. In future studies, the role of different music genres, instruments and recording conditions on the effects of compressor designs can be explored more deeply, and more comprehensive results can be reached by collecting experimental data and using machine learning techniques.
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26

Karpodini, Christina. "Evaluating Haptic Technology in Accessibility of Digital Audio Workstations for Visually Impaired Creatives." ACM SIGACCESS Accessibility and Computing, no. 135 (January 2023): 1. http://dx.doi.org/10.1145/3584732.3584738.

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This research suggests new ways of making interaction with Digital Audio Workstations more accessible for musicians with visual impairments. Accessible tools such as screen reader are often unable to support users within the music production environment. Haptic technologies have been proposed as solutions but are often generic and not address the needs of the individual. A series of experiments is being suggested to examine the possibilities of mapping haptic feedback to audio effects parameters. Sequentially, the use of machine learning is being suggested in order enable automated mapping and expand accessibility to the individual. The expected results will provide visually impaired musicians with a new way of producing music but also will provide academic research on material and technologies that can be used for future accessibility tools.
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27

Smith, Cate C., David F. Cihak, Don D. McMahon, and Mari Beth Coleman. "Examining Digital Messaging Applications for Postsecondary Students With Intellectual Disability." Journal of Special Education Technology 34, no. 3 (January 22, 2019): 190–203. http://dx.doi.org/10.1177/0162643418822107.

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The purpose of this study was to examine the effects of using mobile technology applications to improve digital communication skills in four postsecondary students with intellectual disability. An alternating treatment design was used to compare the effectiveness of three mobile technological applications to improve digital communicative interactions. Digital communication skills included sending and receiving text, audio, and video messages. The results indicate that all students improved the quality and independence of digital communicative interactions. Findings are discussed in the context of teaching the use of technology to improve communication in adults with intellectual disabilities.
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28

Harrington, Ann M. "The Effect of Implied Performer Age and Group Membership on Evaluations of Music Performances." Update: Applications of Research in Music Education 36, no. 2 (August 17, 2017): 5–12. http://dx.doi.org/10.1177/8755123317725726.

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This study examined the effects of implied performer age and group membership on listeners’ evaluations of music performances. Undergraduate music majors ( n = 23), nonmusic majors ( n = 17), and members of a New Horizons ensemble ( n = 16) were presented with six 30-second excerpts of concert band performances. Excerpts were presented to all respondents in three implied performer age conditions: audio-only (no implied age), audiovisual presentations that featured digital images of middle school concert bands, and audiovisual presentations that featured digital images of older adult concert bands. Respondents ( N = 56) used 10-point scales to rate each performance on tone, rhythmic precision, and dynamic contrast. Results of a repeated-measures analysis of variance indicated that audio-only presentations were rated significantly lower than audiovisual presentations, and music majors rated performances significantly lower than other respondents.
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29

Andiko, Benny, Benni Andika, and Sabri Gusmail. "ANALISIS PROSES PEREKAMAN MUSIK DENGAN METODE DIGITAL DI SANGGAR BUANA BANDA ACEH MASA PANDEMI CIVID-19." Gorga : Jurnal Seni Rupa 11, no. 2 (December 30, 2022): 538. http://dx.doi.org/10.24114/gr.v11i2.38737.

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Анотація:
This research is entitled "Analysis of Music Recording Process with Digital Methods in Sanggar Buana Banda Aceh during the COVID-19 Pandemic". This study aims to determine the process of recording music using the Digital Method at Sanggar Buana Banda Aceh during the Covid-19 Pandemic. The tracking process of music recording on each instrument is recorded in the track.The overdub process is done by adding a new recording at the same time as the previously made recording is being played.The editing process uses an audio editor to enhance certain parts. The mixing process balances and combines the recorded tracks by prioritizing the principle of necessity. The equalizing process creates the sound character of traditional musical instruments based on the concept of sound frequency. The sound effect process provides an effect to strengthen the sound character of traditional musical instruments. The mastering process sets the standard volume, adjusts the frequency, removes or reduces effects that interfere with the character of the sound, balances and finalizes the audio as a whole. The research method used in this research is qualitative research as a research procedure that produces descriptive data in the form of written information and analysis using Studio One 5 software. The stages of data collection are: observation; literature review; interviews and documentation. The results and discussion of this research are; digital music recorder at Sanggar Buana Banda Aceh using digital recording equipment as follows; the Warm Audio WA 47 JR condenser microphone uses ambient miking techniques, the Focusrite Scarlett 18i8 3rd Gen audio interface; uses a multitrack recording technique with separate vocal tracks from Rapa'i; medium for delivering vocals and Rapa'i; the storage media is PreSonus Studio One 5 software. The recording process with the stages of tracking, overdub, editing, mixing, equalizing, sound effects and mastering.Keywords: analysis, recording process, music, sanggar buana. AbstrakPenelitian ini berjudul “Analisis Proses Perekaman Musik dengan Metode Digital di Sanggar Buana Banda Aceh pada Masa Pandemi COVID-19”. Penelitian ini bertujuan untuk mengetahui Proses Perekaman Musik dengan Metode Digital di Sanggar Buana Banda Aceh pada Masa Pandemi COVID-19. Proses tracking dari perekaman musik pada setiap instrument direkam dalam track. Proses overdub dilakukan dengan menambahkan rekaman baru pada saat yang bersamaan dimainkan rekaman yang telah dibuat sebelumnya. Proses editing menggunakan audio editor untuk menyempurnakan bagian tertentu. Proses mixing menyeimbangkan dan menggabungkan track rekaman dengan mengutamakan prinsip kebutuhannya. Proses equalizing menciptakan karakter bunyi dari alat musik tradisi berdasarkan konsep frekuensi bunyi. Proses sound effect memberikan efek untuk memperkuat karakter bunyi dari alat musik tradisi. Proses mastering menetapkan standar volume, mengatur frekuensi, menghilangkan atau menurunkan efek yang mengganggu karakter bunyi, menyeimbangkan dan finalisasi audio secara utuh. Metode penelitian yang digunakan dalam penelitian ini adalah penelitian kualitatif sebagai prosedur penelitian yang menghasilkan data deskriptif berupa informasi tertulis dan analisis menggunakan software Studio One 5. Tahapan pengumpulan data yaitu: observasi; studi pustaka; wawancara dan dokumentasi. Hasil dan pembahasan dari penelitian ini yaitu; perekam musik dengan metode digital di Sanggar Buana Banda Aceh menggunakan peralatan rekaman digital sebagai berikut; microphone condenser Warm Audio WA 47 JR menggunakan teknik ambient miking, audio interface Focusrite Scarlett 18i8 3rd Gen; menggunakan teknik perekaman multitrack dengan track vokal terpisah dari Rapa’i; media penyampai vokal dan Rapa’i; media penyimpan yaitu software PreSonus Studio One 5. Proses rekaman dengan tahapan tracking, overdub, editing, mixing, equalizing, sound effect dan mastering.Kata Kunci: analisis, proses perekaman, musik, sanggar buana. Authors:Benny Andiko : Institut Seni Budaya Indonesia AcehBenni Andika : Institut Seni Budaya Indonesia AcehSabri Gusmail : Institut Seni Budaya Indonesia Aceh References:Andiko, B & Denada, B. (2021). Analisis Timbre Rapa’i Buatan Fajar Siddiq di Desa Kayee Lheu, Kecamatan Ingin Jaya, Kabupaten Aceh Besar (Kajian Musik Multimedia). Gorga: Jurnal Seni Rupa¸10(02), 495-507. https://doi.org/10.24114/gr.v10i2.28382.Audio, W. (2022). Cardioid Condenser Microphone WA 47-jr. https://warmaudio.com/wa47jr/ (diakses pada 8 Agustus 2022).Focusrite, F. (2022). Audio Interface Focusrite Scarlett 18i8 3rd Gen. https://focusrite.com/en/usb-audio-interface/scarlett/scarlett-18i8 (diakses pada 10 Agustus 2022).Huber, D. M,. & Runstein, R. E. (2017) Modern Recording Techniques. Routledge: Focal Press.Lefaan, A.Y. (2010). Studio Rekaman Musik Di Yogyakarta. Skripsi. Yogyakarta: Universitas Atma Jaya Yogyakarta. https://doi.org/10.24114/gr.v10i2.28382.Moleong, L. J. (1995). Metodologi Penelitian Kualitatif. Bandung: PT. Remaja Rosdakarya.Sukman, F. F., & Gusmail, S. (2019). Eksistensi Tari Ratoh Bantai di Sanggar Buana Banda Aceh. Jurnal Ekspresi Seni, 21(2). http://dx.doi.org/10.26887/ekspresi.v21i2.961.Walzer, D. A. (2016). Software-Based Scoring and Sound Design. Music Educators Journal, 103(1), 22-36. https://journals.sagepub.com/doi/10.1177/0027432116653449.Wirandi, R., Permata, M. M. B., & Denada, B. (2020). Sistem Tata Kelola Grup Rapa’i Daboh Bungong Jeumpa Bantimoh di Kawasan Pemukiman Pasca Tsunami Aceh, Care, Kota Jantho. Gorga: Jurnal Seni Rupa, 9(2), 347-358. https://doi.org/10.24114/gr.v9i2.20659.
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Jeon, Jin Yong. "Soundscape and Digital Therapeutics: Psycho-physiological Restoration." INTER-NOISE and NOISE-CON Congress and Conference Proceedings 265, no. 1 (February 1, 2023): 6728–36. http://dx.doi.org/10.3397/in_2022_1011.

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The psychological and physiological indicators derived from studies of urban soundscapes have been suggested to explain the restoration effects of digital treatments using virtual reality (VR) environments. These experiences of virtual spaces that lead to emotional restoration are often related to natural environments such as waterfront and sites with vegetations. Perceptions of VR environments demonstrated that urban areas, including urban parks with traffic noise in the background were also considered as such spaces. VR technology used for experiencing spatial atmospheres creates a realistic audio and visual environment. Accordingly, subjects also respond to a survey on the audiovisual elements of the space. When verifying the restoration effect of soundscapes, physiological responses such as EEG and HRV are investigated along with questionnaire-based psychological responses. In this study, a statistical restoration model was constructed by interpreting psychophysiological responses and deriving the relationship between physical indicators for soundscapes based on such biological signals. However, various natural soundscape contents need to be further studied and produced to expect therapeutic effects.
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Agarwal, Arun, and S. K. Patra. "Performance Analysis of OFDM Based DAB Systems Using Concatenated Coding Technique." Advanced Materials Research 403-408 (November 2011): 105–13. http://dx.doi.org/10.4028/www.scientific.net/amr.403-408.105.

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Radio broadcasting technology in this era of compact disc is expected to deliver high quality audio programmes in mobile environment. The Eureka-147 Digital Audio Broadcasting (DAB) system with coded OFDM technology accomplish this demand by making receivers highly robust against effects of multipath fading environment. In this paper, we have analyzed the performance of DAB system conforming to the parameters established by the ETSI (EN 300 401) using time and frequency interleaving, concatenated Bose-Chaudhuri-Hocquenghem coding and convolutional coding method in different transmission channels. The results show that concatenated channel coding improves the system performance compared to convolutional coding.
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Rahardja, Untung, Ani Wulandari, and Marviola Hardini. "Effects of Image Upload on Social Media as Media Promotion in Journal Publishers." CCIT Journal 13, no. 1 (February 5, 2020): 20–31. http://dx.doi.org/10.33050/ccit.v13i1.903.

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Digital content is content in various formats, whether written, image, video, audio or combination so that it can be read, displayed or played by a computer and easily sent or hared through digital media. Digital content has abundant benefits, especially in the field of promotion. Where when a place of business or a body wants to introduce a product or service that is owned, it definitely requires content such as images as a promotional media. However, if you have to distribute posters to everyone you meet, it is not in line with current technological advancements because you are still using a conventional process. Therefore, to overcome this problem, social media can be used to process digital content easily and quickly. In this study, there are 3 (three) problems that will be overcome by 2 (two) methods, and 3 (three) solutions are produced. The advantage of digital content in social media is that it can be accessed anytime and anywhere, so it is concluded that the use of digital content in social media is able to overcome problems and is a creativepreneur effort found in the promotion system of a journal publisher. Keywords—Digital Content, Creativepreneur, ATT Journal, Social Media
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Turel, Vehbi. "Learners' Attitudes to Repetitious Exposure in Multimedia Listening Software." EuroCALL Review 19 (September 20, 2011): 56. http://dx.doi.org/10.4995/eurocall.2011.16272.

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<p>The positive effects of using different types of listening texts (i.e. audio, video) in listening enhancement as a part of foreign language learning are already well known (Turel 2004: 178-84, Tschirner 2001: 310, Ridgway 2000: 182, Borchardt 1999:10, Adair-Hauck et al. 1999: 273, 289, Peter 1994: 202, Hart 1992: 5). As multimedia enables us to combine and present different listening texts on the same digital computer platform more effectively, the same listening texts can be presented to language learners in different forms (Turel 2004: 129-38, Trinder 2002: 79, Heron et al. 2002: 37, Brett 1998: 81, Chanier 1996: 7, Ashward 1996: 80, Brett 1996: 204, Fox et al. 1992: 39, Leffa 1992: 66). In this research, the language learners were provided with listening texts in the form of audio-only and audio-visuals (i.e. audio + visuals, audio + animation, video-only, video + visuals). They were also provided with the opportunity of re-listening to the same audio-only with visuals and audio-visuals without visuals. This study investigated 45 autonomous intermediate and upper intermediate language learners' perceptions of the opportunity of re-listening to the same audio-only with visuals and audio-visuals without visuals through interactive multimedia listening software that aimed to enhance the listening skills of the participants. The results reveal that the language learners are in favour of re-listening to the same audio-only with visuals and audio-visuals without visuals. They believe that such an opportunity improves their listening skills and helps prepare them for the real world.</p>
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Hsu, Rong-Wang. "Integrating Teaching Method to Improve the Effects of Digital Audio and Video Post-production Teaching." International Journal of Information and Education Technology 10, no. 4 (2020): 271–78. http://dx.doi.org/10.18178/ijiet.2020.10.4.1375.

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Cantrell, Joe. "Timbre of Trash." JAAAS: Journal of the Austrian Association for American Studies 1, no. 2 (December 30, 2020): 217–29. http://dx.doi.org/10.47060/jaaas.v1i2.116.

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Late capitalist production is highly dependent upon the continuous manufacture of new goods to be brought to market. The idea of obsolescence plays a key role in this process, as more recent commodities replace older, presumably less-effective products. This process is especially prominent in the technological sector, which routinely encourages the deliberate replacement of older devices— even when still functional. Digital audio technologies fall in line with these practices, and are often produced using exploitative labor practices. A serious consideration of these effects poses a difficult question for sonic artists who use electronic and digital equipment in their practice. Specifically, how can sound practitioners begin to account for and push against their tacit contribution to the detrimental effects of obsolescence entailed by the tools of their craft? This article explores this question through the lens of new materialist discourse, which outlines modes of engaging with the physical world that reject the assumption that objects are static. Instead, they employ an understanding of objects as collective agents in constant active assemblage of shared material actions that include the presence of human bodies as part of a continuum of objects within larger systems of capital, labor, and politics. The electronic audio practices of American sonic artists who incorporate obsolete, broken, and discarded objects in their work will act as case studies for this exploration. Their work helps understand possible collaborative implementations of technological audio production that recognize the collective agency involved in their physical and aural production.
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Stables, Ryan, Jason Hockman, Vesa Välimäki, and Federico Fontana. "22nd International Conference on Digital Audio Effects DAFx 2019 (2–6 September 2019, Birmingham, United Kingdom)." Applied Sciences 10, no. 3 (February 5, 2020): 1048. http://dx.doi.org/10.3390/app10031048.

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This meeting report gives an overview of the DAFx 2019 conference held in September 2019 at Birmingham City University, Birmingham, UK. The conference had the same theme as this special issue: digital audio effects. In total, 51 papers were presented at DAFx 2019 either in oral or in poster sessions. The conference had 157 delegates, almost half from industry and the rest from universities around the world. As the number of submissions and participants remains sufficiently high, it is planned that the DAFx conference series will be continued every autumn.
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Adn, Mutiara Melati Jannatul, and Kharisma Dwinda Rahmadhani. "Pembelajaran Mobile Learning dengan Bantuan SmartApp Creator pada Pembelajaran IPA Kelas VIII Materi Sistem Pernafasan." JURNAL PENELITIAN PENDIDIKAN MATEMATIKA DAN SAINS 6, no. 2 (December 29, 2022): 48–54. http://dx.doi.org/10.26740/jppms.v6n2.p48-54.

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Digital learning media currently open opportunities to increase the variety of teaching and learning processes. Digital learning media or mobile learning is a term used to describe a learning media model that adopts the development of mobile technology as a learning medium, by presenting images, audio, and text. SmartApp Creator as one of the links to create mobile learning-based media. The purpose of this article is to describe digital media innovations in empowering 21st century critical thinking skills in science learning in junior high schools. Digital learning media developed with the help of SmartApp Creator software, then tested on seven junior high school students. This small-scale trial uses a survey and a written test. The survey was conducted to measure students' interest and motivation after trying learning media and teachers' opinions regarding digital learning media, while the written test was to measure students' understanding before and after being given digital learning media. The survey results show that the majority of students are interested and motivated after using digital learning media. The teachers stated that the digital learning media was in accordance with the aspects of learning suitability, audio-visual communication, and software engineering. The results of the written test showed a significant difference between before and after using this digital learning media. Based on these results, the developed digital learning media prototype was able to attract students' interest and motivation to learn. The results of this small-scale trial show that the media development research process can be continued into a large-scale trial to measure the effects of digital learning media on 21st century skills. Keywords: interest, mobile technology, motivation, SmartApp Creator.
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Kuratomo, Noko, Haruna Miyakawa, Soh Masuko, Toshimasa Yamanaka, and Keiichi Zempo. "Effects of acoustic comfort and advertisement recallability on digital signage with on-demand pinpoint audio system." Applied Acoustics 184 (December 2021): 108359. http://dx.doi.org/10.1016/j.apacoust.2021.108359.

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Nguyen, Minh Hao, Nadine Bol, and Andy J. King. "Customization versus Personalisation of Digital Health Information." European Journal of Health Communication 1, no. 1 (October 1, 2020): 30–54. http://dx.doi.org/10.47368/ejhc.2020.003.

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Health information is increasingly conveyed to patients in digital formats, such as through health websites, patient portals, and electronic health records. However, for people to be able to process information effectively, information must be presented in a suitable format. This study examines the effectiveness of different strategies for tailoring the mode of presentation (i.e., using textual, visual, and/or audio-visual formats) on information processing outcomes among different audiences (i.e., lower vs. higher health literates; younger [25-45 years] vs. older adults [≥65 years]). In an online experiment participants viewed either a customized, personalized, or non-tailored (mismatched) website based on individual preferences for presentation mode. We analysed a 3 (condition) × 2 (health literacy level) × 2 (age group) between-subjects design, examining effects on: time spent online, attention, perceived relevance, website involvement, website satisfaction, and information recall. Results (N = 490) showed that mode tailoring, by both customization and personalisation, is more effective than no tailoring. However, contingent on the outcome variable (i.e., attention, website satisfaction, information recall), or health literacy level, and age group, different tailoring strategies show different effects. Designers of digital health information should strategically consider employing personalized information modes or to have people to customize their own information materials.
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Luo, Gao Yong, and Yu Pei Liu. "Wavelet Audio Coding by Fixed-Point Short Block Processing for Real-Time Wireless Applications." Applied Mechanics and Materials 239-240 (December 2012): 1118–24. http://dx.doi.org/10.4028/www.scientific.net/amm.239-240.1118.

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Digital audio coding delays have become increasingly critical in real-time wireless applications. In live productions, a codec with ultra low delay is required within the constraints of the available channel bandwidth. However, such a threshold can hardly be reached by means of standard audio coding schemes. To achieve low delay as well as to satisfy cost and power consumption constraints, this paper presents an ultra low delay audio coder by very short block processing and embedded coding implemented in fixed-point DSP. The short block two dimensional (2D) spatial-frequency processing of audio input signal fully exploits the correlation for better compression performance. Lifting wavelet transform with boundary effects minimized by changing wavelet shape is developed using bit shifts and additions to replace multiplications in a fixed-point specification under accuracy constraint. The embedded coding offers the error resilience feature so that joint source-channel coding scheme for unequal error protection can be easily designed by varying both source coding bit rate and channel coding redundancy. Experimental results demonstrate that the proposed coder is efficient and requires less memory in fixed-point computation which guarantees no overflow.
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41

Li, Sixian. "Research on The Innovative Development of Digital Media Art in The Era of Artificial Intelligence." Frontiers in Computing and Intelligent Systems 8, no. 3 (June 27, 2024): 33–36. http://dx.doi.org/10.54097/jnvyhg81.

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From desktop design to virtual imaging, digital media art has jumped beyond the "screen" and undergone tremendous changes in the past few decades. Its application fields have also shifted from the initial graphic design and film and television special effects to display design, military, geography and other fields. Digital media art brings novel audio-visual experiences and provides convenience in life. Human activities are closely connected with digital media. Digital media art relies on digital media technology to artistically display creativity, which has a profound impact and is crucial to the development and growth of cultural and creative industries. In order to explore the characteristics and future development of digital media art, this article uses interdisciplinary research methods, comparative research methods, literature research methods, etc. to understand the relationship between digital media technology and artificial intelligence, from the perspectives of technology, communication, and art Let’s observe the current performance of digital media art as it becomes more and more intelligent, find out the problems and solutions hidden under the wave of intelligence, and explore the innovative development strategies of digital media art.
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Konhäusner, Peter, and Robert Seidentopf. "Digital Marketing Effects of Clubhouse on Crowdfunding in the Context of COVID-19." Journal of Risk and Financial Management 14, no. 8 (July 29, 2021): 347. http://dx.doi.org/10.3390/jrfm14080347.

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In the marketing mix, promotion is mentioned as using the communication channels available to present and market the product or service at hand. In recent years, social media has risen as an influential marketing communication channel in digital space. Apart from end-to-end direct messengers and video communication in times of the COVID-19 pandemic, the social media channel Clubhouse offers an audio-only experience. The current research lacks analysis of the potential influence of the hyped social network. Due to the novelty of the channel and the absence of text messages as well as visual stimuli, questions regarding the impact that usage of this social media channel might have on crowdfunding, a means of rising popularity in alternative financing, have arisen. The study builds upon the media richness theory of Daft and Lengel as well as the channel expansion theory of Carlson and Zmud. Besides literature research, explorative expert interview analyses were applied to answer the research question at hand. The main findings include different approaches to foster the opportunities of Clubhouse for marketing crowdfunding campaigns in line with insights about the user group of Clubhouse as well as development options for the platform.
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Dimitrov, Milen. "Sound Recording, Processing and Installation for Pedagogical Purposes." Педагогически форум 9, no. 3 (2021): 54–61. http://dx.doi.org/10.15547/pf.2021.019.

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One of the current problems facing modern academic training of students in pedagogical programs is the formation of digital competencies in the field of music. The skills for sound recording, processing and editing with the means of technology are extremely useful effects with various projections in pedagogical theory and practice. The article describes a study of students' attitudes towards the implementation of a team task related to the development of an audio product for pedagogical purposes
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d’Alessandro, Christophe, and Markus Noisternig. "Of Pipes and Patches: Listening to augmented pipe organs." Organised Sound 24, no. 1 (April 2019): 41–53. http://dx.doi.org/10.1017/s1355771819000050.

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Pipe organs are complex timbral synthesisers in an early acousmatic setting, which have always accompanied the evolution of music and technology. The most recent development is digital augmentation: the organ sound is captured, transformed and then played back in real time. The present augmented organ project relies on three main aesthetic principles: microphony, fusion and instrumentality. Microphony means that sounds are captured inside the organ case, close to the pipes. Real-time audio effects are then applied to the internal sounds before they are played back over loudspeakers; the transformed sounds interact with the original sounds of the pipe organ. The fusion principle exploits the blending effect of the acoustic space surrounding the instrument; the room response transforms the sounds of many single-sound sources into a consistent and organ-typical soundscape at the listener’s position. The instrumentality principle restricts electroacoustic processing to organ sounds only, excluding non-organ sound sources or samples. This article proposes a taxonomy of musical effects. It discusses aesthetic questions concerning the perceptual fusion of acoustic and electronic sources. Both extended playing techniques and digital audio can create musical gestures that conjoin the heterogeneous sonic worlds of pipe organs and electronics. This results in a paradoxical listening experience of unity in the diversity: the music is at the same time electroacoustic and instrumental.
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Bazúa Durán, Carmen, and Nataly Morales Rincón. "The soundscape of the southern Gulf of Mexico (Veracruz and Campeche)." Journal of the Acoustical Society of America 154, no. 4_supplement (October 1, 2023): A216. http://dx.doi.org/10.1121/10.0023326.

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The southern part of the Gulf of Mexico is a large area where little is known about its soundscape. We measured the environmental noise in Laguna de Términos, Campeche, México from 2004 to 2008 in stations distributed homogeneously in this lagoon during 17 sampling periods using a digital audio tape recorder sampling at 48 kHz with 16 bits for 1 min at each station. We also measured the environmental noise off Alvarado, Veracruz, México in June 2023 using a digital audio tape recorder sampling at 96 kHz with 24 bits for 50 min at four stations. The environmental noise in the recordings was measured with a semi-automatic MATLAB routine designed for this purpose. We will present preliminary results on the environmental noise in these two coastal locations using snapping shrimp sounds as a measure to depict differences in time and space within and between locations. Changes in submarine environmental noise are helping us in understanding the effects of natural phenomena and antropogenic sounds in the distribution and abundance of marine wildlife, such as snapping shrimps and bottlenose dolphins. [Work supported by CONACyT-Campeche, PAPIIT&PASPA-UNAM, SMM, and UV.]
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Williams, Kristine, Brynn Harris, Amy Lueger, Kathleen Ward, Rebecca Wassmer, and Amy Weber. "Visual Cues for Person-centered Communication." Clinical Nursing Research 20, no. 4 (August 9, 2011): 448–61. http://dx.doi.org/10.1177/1054773811416866.

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Nursing home communication is frequently limited and task-focused and fails to affirm resident personhood. We tested the feasibility and effects of automated digital displays of resident photographs to remind staff ( N = 11) of resident ( n = 6) personhood. Historical photographs were displayed in digital photo frames mounted in each resident’s room. To evaluate the intervention’s effects, staff–resident conversations were audio-recorded prior to displaying the frames and repeated 2 weeks and 3 months later. Conversations were transcribed and statements were topic coded (task-focused vs. interpersonal). Staff person-centered talk increased from 11% to 32% ( z = 2.37, p = .02) after the intervention and task-talk decreased from 64% to 40%. Resident interpersonal topics increased from 20% to 37%. Staff statements increased from 29 at baseline, to 37 postintervention, and 41 at 3-month follow-up and resident engagement and reminiscence also increased. Effects were reduced after 3 months. Automated photo displays are an easily implemented, low-cost intervention to promote person-centered communication.
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Anwas, Oos M. "MODEL BUKU TEKS PELAJARAN BERBASIS TEKNOLOGI INFORMASI DAN KOMUNIKASI." Jurnal Kwangsan 4, no. 1 (June 12, 2016): 17. http://dx.doi.org/10.31800/jtp.kw.v4n1.p17--32.

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Innovation on book industry, textbooks of particular, tends to be relatively static, eventhough the demand and the development of ICT advances very fast. This article aims to study the benefits and the development model of ICT based textbooks. This article applies a review method of relevant literature. The results show that the benefits of ICT-based textbooks are among others: enabling the content presented in multimedia format so that it becomes more attractive and easily understood, learning becomes more active, variety, interactive, more productive in efficient manner, and in line with the development trend of the digital native generation.The ICT-based textbooks development can be packaged in audiobooks and e-books. The development of audiobooks and e-books is done by repackaging the printed books into audio media by optimizing dialogue or monologue, music, and sound effects aspects.The development model of e-books and audiobooks is done by changing the printed book content into digital format including the text, images, audio, video, animation, and interactive simulations according to the characteristics of the lesson content. The study concluded that ICT-based textbooks needs to be developed in the models of audiobook and e-book by presenting the learning content in multimedia format so that it becomes more attractive and easily understood by learners. AbstrakInovasi industri perbukuan terutama buku teks pelajaran cenderung statis, padahal tuntutan dan perkembangan Teknologi Informasi dan Komunikasi (TIK) sangat pesat. Tulisan ini bertujuan untuk mengkaji manfaat dan model pengembangan buku teks pelajaran berbasis TIK. Tulisan ini menggunakan metode kajian literatur yang relevan. Hasil kajian menunjukkan bahwa manfaat buku teks pelajaran berbasis TIK antara lain: menyajikan konten mutimedia sehingga lebih menarik dan mudah dipahami; belajar lebih aktif, variatif, dan interaktif; secara produksi lebih efisien; serta sesuai dengan trend perkembangan generasi digital native. Pengembangan buku teks pelajaran berbasis TIK dapat dilakukan melalui model audiobook dan e-book. Pengembangan model audiobook dilakukan dengan cara mengemas buku cetak ke dalam media audio dengan mengotimalkan aspek: dialog/monolog, musik, dan efek suara. Pengembangan model e-book dilakukan dengan cara mengubah sajian konten buku cetak ke dalam format digital, meliputi unsur: teks, gambar, audio, video, animasi, dan simulasi interaktif sesuai dengan karakteristik dari konten pelajaran tersebut. Kajian ini menyimpulkan bahwa buku teks pelajaran berbasis TIK perlu dikembangkan baik model audiobook maupun e-book dengan menyajikan konten pembelajaran secara multimedia sehingga lebih menarik dan mudah dipahami oleh peserta didik.
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48

Anwas, Oos M. "MODEL BUKU TEKS PELAJARAN BERBASIS TEKNOLOGI INFORMASI DAN KOMUNIKASI." Jurnal Kwangsan 4, no. 1 (June 12, 2016): 17. http://dx.doi.org/10.31800/jtpk.v4n1.p17--32.

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Анотація:
Innovation on book industry, textbooks of particular, tends to be relatively static, eventhough the demand and the development of ICT advances very fast. This article aims to study the benefits and the development model of ICT based textbooks. This article applies a review method of relevant literature. The results show that the benefits of ICT-based textbooks are among others: enabling the content presented in multimedia format so that it becomes more attractive and easily understood, learning becomes more active, variety, interactive, more productive in efficient manner, and in line with the development trend of the digital native generation.The ICT-based textbooks development can be packaged in audiobooks and e-books. The development of audiobooks and e-books is done by repackaging the printed books into audio media by optimizing dialogue or monologue, music, and sound effects aspects.The development model of e-books and audiobooks is done by changing the printed book content into digital format including the text, images, audio, video, animation, and interactive simulations according to the characteristics of the lesson content. The study concluded that ICT-based textbooks needs to be developed in the models of audiobook and e-book by presenting the learning content in multimedia format so that it becomes more attractive and easily understood by learners. AbstrakInovasi industri perbukuan terutama buku teks pelajaran cenderung statis, padahal tuntutan dan perkembangan Teknologi Informasi dan Komunikasi (TIK) sangat pesat. Tulisan ini bertujuan untuk mengkaji manfaat dan model pengembangan buku teks pelajaran berbasis TIK. Tulisan ini menggunakan metode kajian literatur yang relevan. Hasil kajian menunjukkan bahwa manfaat buku teks pelajaran berbasis TIK antara lain: menyajikan konten mutimedia sehingga lebih menarik dan mudah dipahami; belajar lebih aktif, variatif, dan interaktif; secara produksi lebih efisien; serta sesuai dengan trend perkembangan generasi digital native. Pengembangan buku teks pelajaran berbasis TIK dapat dilakukan melalui model audiobook dan e-book. Pengembangan model audiobook dilakukan dengan cara mengemas buku cetak ke dalam media audio dengan mengotimalkan aspek: dialog/monolog, musik, dan efek suara. Pengembangan model e-book dilakukan dengan cara mengubah sajian konten buku cetak ke dalam format digital, meliputi unsur: teks, gambar, audio, video, animasi, dan simulasi interaktif sesuai dengan karakteristik dari konten pelajaran tersebut. Kajian ini menyimpulkan bahwa buku teks pelajaran berbasis TIK perlu dikembangkan baik model audiobook maupun e-book dengan menyajikan konten pembelajaran secara multimedia sehingga lebih menarik dan mudah dipahami oleh peserta didik.
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49

Nur Asima Sidabutar, Melisa, Biju Theruvil Sayed, Sayed M. Ismail, Julia Teves Quispe, Judith Soledad Yangali Vicente, Ismail Suardi Wekke, Asaad Jassaim Shanan, and Soolmaz Nourabadi. "Reading Digital Texts vs. Reading Printed Texts: Which One Is More Effective in Iranian EFL Context?" Education Research International 2022 (March 14, 2022): 1–9. http://dx.doi.org/10.1155/2022/7188266.

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Анотація:
Considering the development of technology in the current era, the present research aimed at investigating the effects of reading digital texts vs. reading printed texts on developing Iranian intermediate EFL learners’ reading comprehension. To this end, the Oxford Quick Placement Test (OQPT) was administered to 93 language learners, and 60 of them whose level was intermediate were selected. Then, they were assigned to two groups: one CG and one EG. After grouping the participants, a reading pretest was administered to gauge the participants’ reading comprehension before conducting the treatment. After that, ten digital texts in the format of PDF with their audio files were instructed to the EG. On the other hand, the same texts were taught to the CG in a printed format. After teaching all texts, a reading posttest was administered to both groups to measure the effects of the treatment on their reading comprehension. The gained data were analyzed using paired samples and independent samples t-tests. The findings illustrated that both digital and printed texts helped the participants to improve their reading comprehension, but digital texts were more effective than printed ones. In other words, the EG participants trained by the digital texts outflanked the CG participants taught through the printed texts. The implications of this study can inspire both English teachers and learners to use digital texts in their teaching and learning.
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50

Aucouturier, Jean-Julien, Petter Johansson, Lars Hall, Rodrigo Segnini, Lolita Mercadié, and Katsumi Watanabe. "Covert digital manipulation of vocal emotion alter speakers’ emotional states in a congruent direction." Proceedings of the National Academy of Sciences 113, no. 4 (January 11, 2016): 948–53. http://dx.doi.org/10.1073/pnas.1506552113.

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Анотація:
Research has shown that people often exert control over their emotions. By modulating expressions, reappraising feelings, and redirecting attention, they can regulate their emotional experience. These findings have contributed to a blurring of the traditional boundaries between cognitive and emotional processes, and it has been suggested that emotional signals are produced in a goal-directed way and monitored for errors like other intentional actions. However, this interesting possibility has never been experimentally tested. To this end, we created a digital audio platform to covertly modify the emotional tone of participants’ voices while they talked in the direction of happiness, sadness, or fear. The result showed that the audio transformations were being perceived as natural examples of the intended emotions, but the great majority of the participants, nevertheless, remained unaware that their own voices were being manipulated. This finding indicates that people are not continuously monitoring their own voice to make sure that it meets a predetermined emotional target. Instead, as a consequence of listening to their altered voices, the emotional state of the participants changed in congruence with the emotion portrayed, which was measured by both self-report and skin conductance level. This change is the first evidence, to our knowledge, of peripheral feedback effects on emotional experience in the auditory domain. As such, our result reinforces the wider framework of self-perception theory: that we often use the same inferential strategies to understand ourselves as those that we use to understand others.
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