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Spatial audio is a dynamic and rapidly evolving field, as it is closely linked to advances in computer technology and digital signal processing. The democratization of virtual reality hardware available as consumer devices has moved the field further out of traditional laboratory research, and directly into applied research targeting a wide range of consumers. Advances in Fundamental and Applied Research on Spatial Audio presents a collection of eight peer-reviewed chapters on this exciting area of research. The contributions are organized into three sections: “Acoustic Methodology”, “Perception”, and “Applications”, and cover a range of topics, addressing both headphone- and loudspeaker-based reproductions, offering both methodological overviews and specific case studies.
This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments.
This book constitutes the refereed proceedings of the 7th Pacific Rim Conference on Multimedia, PCM 2006, held in Hangzhou, China in November 2006. The 116 revised papers presented cover a wide range of topics, including all aspects of multimedia, both technical and artistic perspectives and both theoretical and practical issues.
This book constitutes the refereed proceedings of the 8th Pacific Rim Conference on Multimedia, PCM 2007, held in Hong Kong, China, in December 2007. The 73 revised full papers and 21 revised posters presented were carefully reviewed and selected from 247 submissions. The papers are organized in topical sections on image classification and retrieval, the AVS china national standard - technology, applications and products, human face and action recognition, and many more topics.
This open access book provides a concise explanation of the fundamentals and background of the surround sound recording and playback technology Ambisonics. It equips readers with the psychoacoustical, signal processing, acoustical, and mathematical knowledge needed to understand the inner workings of modern processing utilities, special equipment for recording, manipulation, and reproduction in the higher-order Ambisonic format. The book comes with various practical examples based on free software tools and open scientific data for reproducible research. The book’s introductory section offers a perspective on Ambisonics spanning from the origins of coincident recordings in the 1930s to the Ambisonic concepts of the 1970s, as well as classical ways of applying Ambisonics in first-order coincident sound scene recording and reproduction that have been practiced since the 1980s. As, from time to time, the underlying mathematics become quite involved, but should be comprehensive without sacrificing readability, the book includes an extensive mathematical appendix. The book offers readers a deeper understanding of Ambisonic technologies, and will especially benefit scientists, audio-system and audio-recording engineers. In the advanced sections of the book, fundamentals and modern techniques as higher-order Ambisonic decoding, 3D audio effects, and higher-order recording are explained. Those techniques are shown to be suitable to supply audience areas ranging from studio-sized to hundreds of listeners, or headphone-based playback, regardless whether it is live, interactive, or studio-produced 3D audio material.
Modelling and simulation in acoustics is currently gaining importance. In fact, with the development and improvement of innovative computational techniques and with the growing need for predictive models, an impressive boost has been observed in several research and application areas, such as noise control, indoor acoustics, and industrial applications. This led us to the proposal of a special issue about “Modelling, Simulation and Data Analysis in Acoustical Problems”, as we believe in the importance of these topics in modern acoustics’ studies. In total, 81 papers were submitted and 33 of them were published, with an acceptance rate of 37.5%. According to the number of papers submitted, it can be affirmed that this is a trending topic in the scientific and academic community and this special issue will try to provide a future reference for the research that will be developed in coming years.
This book constitutes the refereed proceedings of the 16th International Conference on Artificial Reality and Telexistence, ICAT 2006, held in Hangzhou, China in November/December 2006. The 138 revised papers cover anthropomorphic intelligent robotics, artificial life, augmented reality, distributed and collaborative VR system, motion tracking, real time computer simulation virtual reality, as well as VR interaction and navigation techniques.
Acompanyament de CD-RM conté MLO software, la guia d'MLO (pdf) i exemples de dades.
This book is a printed edition of the Special Issue "Spatial Audio" that was published in Applied Sciences