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Дисертації з теми "Spatialisation sonore 3D"
Meaux, Eric. "Approche perceptive pour la spatialisation / localisation sonore 3D." Thesis, La Rochelle, 2022. http://www.theses.fr/2022LAROS004.
Повний текст джерелаSound localization is the process used by humans to locate sound in space. In order to locate these sounds, the brain processes the information received, and creates acoustic cues. The thesis approach to perceptual sound localization, based on Harald Viste’s work for azimuth localization, is to use these acoustic cues in an algorithm to locate a sound source. The initial algorithm is slightly simplified in this thesis, and tested in real conditions. In addition a perceptual approach for the location of the elevation is also presented. Sound spatialization is the reverse process, making it possible to produce a sound that will be perceived at the position of the desired space. Due to the impossibility of having a broadcast system at any point in space, it is necessary to use spatialization algorithms, for example allowing broadcasts through loudspeakers. The perceptual approach of the thesis, based on the work of Joan Mouba, is to use the acoustic cues of sound localization, this time by creating them in spatialized sound sources. This thesis work deepens the initial research, notably proposes a 3D perceptual sound spatialization method called STAR (Synthetic Transaural Audio Rendering), while validating the method through tests
Palacino, Julian. "Outils de spatialisation sonore pour terminaux mobiles : microphone 3D pour une utilisation nomade." Thesis, Le Mans, 2014. http://www.theses.fr/2014LEMA1007/document.
Повний текст джерелаMobile technologies (such as smartphones and tablets) are now common devices of the consumer market. In this PhD we want to use those technologies as the way to introduce tools of sound spatialization into the mass market. Today the size and the number of traducers used to pick-up and to render a spatial sound scene are the main factors which limit the portability of those devices. As a first step, a listening test, based on a spatial audio recording of an opera, let us to evaluate the 3D audio technologies available today for headphone rendering. The results of this test show that, using the appropriate binaural decoding, it is possible to achieve a good binaural rendering using only the four sensors of the Soundfield microphone.Then, the steps of the development of a 3D sound pick-up system are described. Several configurations are evaluated and compared. The device, composed of 3 cardioid microphones, was developed following an approach inspired by the sound source localization and by the concept of the "object format encoding". Using the microphone signals and an adapted post-processing it is possible to determine the directions of the sources and to extract a sound signal which is representative of the sound scene. In this way, it is possible to completely describe the sound scene and to compress the audio information.This method offer the advantage of being cross platform compatible. In fact, the sound scene encoded with this method can be rendered over any reproduction system.A second method to extract the spatial information is proposed. It uses the real in situ characteristics of the microphone array to perform the sound scene analysis.Some propositions are made to complement the 3D audio chain allowing to render the result of the sound scene encoding over a binaural system or any king of speaker array using all capabilities of the mobile devices
Hendrickx, Etienne. "Influence de la stéréoscopie sur la perception du son : cas de mixages sonores pour le cinéma en relief." Thesis, Brest, 2015. http://www.theses.fr/2015BRES0078/document.
Повний текст джерелаFew psychoacoustic studies have been carried out about the influence of stereoscopy on the sound mixing of movies. Yet very different opinions can be found in the cinema industry and in scientific papers. Some argue that sound needs to be mixed differently for stereoscopic movies while others pretend that this influence is negligible.A first set of experiments was conducted, which focused on the perception of ambience. Eight sequences - in their stereoscopic (s-3D) and non-stereoscopic (2D) versions, with several different sound mixes - were presented to subjects. For each presentation, subjects had to judge to what extent the mix sounded frontal or “surround.” The goal was to verify whether stereoscopy had an influence on the perception of the front/surround balance of ambience. Results showed that this influence was weak, which was consistent with a preliminary experiment conducted in a mixing auditorium where subjects had to mix the front/surround balance of several sequences themselves.Studies were then conducted on the perception of sound objects such as dialogs or on-screen effects. A fourth experiment focused on ventriloquism in elevation: when presented with a spatially discordant auditory-visual stimulus, subjects sometimes perceive the sound and the visual stimuli as coming from the same location. Such a phenomenon is often referred to as ventriloquism, because it evokes the illusion created by a ventriloquist when his voice seems to emanate from his puppet rather than from his mouth. While this effect has been extensively examined in the horizontal plane and to a lesser extent in distance, few psychoacoustic studies have focused on elevation. In this experiment, sequences of a man talking were presented to subjects. His voice could be reproduced on different loudspeakers, which created disparities in both azimuth and elevation between the sound and the visual stimuli. For each presentation, subjects had to indicate whether or not the voice seemed to emanate from the mouth of the actor. Ventriloquism was found to be highly effective in elevation, which suggests that audiovisual coherence in elevation might be unnecessary in theaters
Taquet, Noémie. "Monitoring géochimique de la géosphère et l'atmosphère : application au stockage géologique du CO2." Thesis, Université de Lorraine, 2012. http://www.theses.fr/2012LORR0252/document.
Повний текст джерелаThis study is based on the problematic of gas exchanges at the interface between the geosphere, biosphere, hydrosphere and atmosphere through the geochemical monitoring of gas applied to CO2 geological storage sites. Concerning the "Metrological" aspect, we developed and implemented an in situ continuous geochemical monitoring station, based on coupling FTIR/ Raman spectrometry for measuring soil gas (O2, N2, CO2, CH4 and H2O) close to the injection wells of Rousse 1 (CCS Total pilot, Lacq-Rousse, France). We also developed protocols to identify and quantify CO2, CH4, SO2, H2S in the atmosphere (plume) by passive remote sensing FTIR. On the "Monitoring" and "Modelling" aspects, the continuous recording of soil CO2 concentration during more than 7 seasonal cycles indicate that CO2 concentration in the soil was anti-correlated with changes in piezometric level of the groundwater. This correlation was used to model the limits of natural variability of CO2 content in the soil, which is a key to CCS sites monitoring. The main fluctuations in soil CO2 content was assigned to a dissolution/release process of CO2 by the perched water table, acting as a CO2 pump. The CO2 concentration at the near surface (+ 1 m) would be governed by changes of the soil CO2 content. FITR remote sensing measurement of atmospheric gases allowed for the first time to perform an experimental 3D simulation of CO2 layers on the injection site. This type of experimental simulation is a first step for the monitoring of gases in the atmosphere
Ledoux, David. "Cathédrales, une approche immersive à la composition d'une musique spatialisée en 3D : intentions, stratégies et réceptions." Thèse, 2019. http://hdl.handle.net/1866/23597.
Повний текст джерелаThe immersive sound experience is often associated with sound spatialization. But the immersive phenomenon is rather complex and reducing it to the sole usage of a technical device does a disservice to our appreciation of its multiple causes in terms of a work’s reception. This memoir presents a research-creation project, entitled Cathédrales, that aims to better understand the reception of an intentionally immersive 3Dspatialized acousmatic music. This work focuses on the adopted compositional strategies and their effects, with regard to initial intentions and the analysis of comments made by listener participants. The first three chapters present the concepts underlying the creative process for the works Ville Aux Cent Clochers ("City of a hundred bell towers") and Réverbérence ("Reverberence"). The first chapter clarifies the meaning of sound immersion from the outset, from its more general understanding to its more specific meanings; the second chapter then presents immersion under the scope of a natural narratology of music; while the third chapter integrates such narrative approach within the language of a "cinema for the ear", while adapting it to the multidirectional context of the sound diffusion medium. In the fourth chapter are presented the two parts composing Cathédrales ("Cathedrals") : I. Ville Aux Cent Clochers and II. Réverbérence. After introducing the concept of the work as a whole, the intentions and strategies that are more specific to each part of the work are then exposed. Finally, the fifth chapter presents the results of two case studies on the reception behaviors of multiple participants listening to spatialized music over a loudspeakers dome. Aesthesic analysis arising from these surveys allows to provide different conceptual categories of the immersive sound experience. Such categorization may eventually serve to schematize the effects of certain compositional strategies, in combination with the usage of a particular technological device, on the reception of 3D spatialized music.