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As audio and telecommunication technologies develop, there is an increasing need to evaluate the technical and perceptual performance of these innovations. A growing number of new technologies (e.g. low bit-rate coding) are based on specific properties of the auditory system, which are often highly non-linear. This means that the auditory quality of such systems cannot be measured by traditional physical measures (such as distortion, frequency response etc.), but only by perceptual evaluations in the form of listening tests. Perceptual Audio Evaluation provides a comprehensive guide to the many variables that need to be considered before, during and after experiments. Including the selection of the content of the programme material to be reproduced, technical aspects of the production of the programme material, the experimental set-up including calibration, and the statistical planning of the experiment and subsequent analysis of the data. Perceptual Audio Evaluation: Provides a complete and accessible guide to the motives, theory and practical application of perceptual evaluation of reproduced sound. Discusses all the variables of perceptual evaluation, their control and their possible influence on the results. Covers in detail all international standards on the topic. Is illustrated throughout with tables, figures and worked solutions. Perceptual Audio Evaluation will appeal to audio and speech engineers as well as researchers in audio and speech laboratories. Postgraduate students in engineering or acoustics and undergraduate students studying psychoacoustics, speech audio processing and signal processing will also find this an essential reference.
This book constitutes the refereed proceedings of the 11th International Conference on Haptic and Audio Interaction Design, HAID 2022, held in London, UK, in August 2022. The 13 full papers presented were carefully reviewed and selected from 19 submissions that were sent for peer review. The papers are organized in topical sections on accessibility, perception, design and applications, and musical applications.
In communication acoustics, the communication channel consists of a sound source, a channel (acoustic and/or electric) and finally the receiver: the human auditory system, a complex and intricate system that shapes the way sound is heard. Thus, when developing techniques in communication acoustics, such as in speech, audio and aided hearing, it is important to understand the time–frequency–space resolution of hearing. This book facilitates the reader’s understanding and development of speech and audio techniques based on our knowledge of the auditory perceptual mechanisms by introducing the physical, signal-processing and psychophysical background to communication acoustics. It then provides a detailed explanation of sound technologies where a human listener is involved, including audio and speech techniques, sound quality measurement, hearing aids and audiology. Key features: Explains perceptually-based audio: the authors take a detailed but accessible engineering perspective on sound and hearing with a focus on the human place in the audio communications signal chain, from psychoacoustics and audiology to optimizing digital signal processing for human listening. Presents a wide overview of speech, from the human production of speech sounds and basics of phonetics to major speech technologies, recognition and synthesis of speech and methods for speech quality evaluation. Includes MATLAB examples that serve as an excellent basis for the reader’s own investigations into communication acoustics interaction schemes which intuitively combine touch, vision and voice for lifelike interactions.
This book comprises the latest achievements in research and development in educational robotics presented at the 13th International Conference on Robotics in Education (RiE), which was carried out as a purely virtual conference from April 27 to 28, 2022. Researchers and educators will find valuable methodologies, experiences, and tools for robotics in education that encourage learning in the fields of science, technology, engineering, arts, and mathematics (STEAM) through the design, creation, and programming of robots addressing real-world societal needs. Social robotics is becoming an important topic in education as well. This also involves various modern technologies ranging from robotics platforms to programming environments and languages. Many papers also prove the positive impact of robotics on the students’ interests and competence development. The presented approaches cover the whole educative range from kindergarten to the university level and lifelong learning.
Sensory Evaluation of Sound provides a detailed review of the latest sensory evaluation techniques, specifically applied to the evaluation of sound and audio. This three-part book commences with an introduction to the fundamental role of sound and hearing, which is followed by an overview of sensory evaluation methods and associated univariate and multivariate statistical analysis techniques. The final part of the book provides several chapters with concrete real-world applications of sensory evaluation ranging from telecommunications, hearing aids design and binaural sound, via the latest research in concert hall acoustics through to audio-visual interaction. Aimed at the engineer, researcher, university student or manager the book gives insight into the advanced methods for the sensory evaluation with many application examples. Introduces the fundamental of hearing and the value of sound Provides a firm theoretical basis for advanced techniques in sensory evaluation of sound that are then illustrated with concrete examples from university research through to industrial product development Includes chapters on sensory evaluation practices and methods as well as univariate and multivariate statistical analysis Six application chapters covering a wide range of concrete sensory evaluation study examples including insight into audio-visual assessment Includes data analysis with several associated downloadable datasets Provides extensive references to the existing research literature, text books and standards
In this two-volume Handbook, contributors address the tendency to discuss musical imagination through terms like compositional creativity or performance technique, correcting the current bias towards visual imagination to instead highlight the many forms of sonic and musical imagination.
Whether social, cultural, or individual, the act of imagination always derives from a pre-existing context. For example, we can conjure an alien's scream from previously heard wildlife recordings or mentally rehearse a piece of music while waiting for a train. This process is no less true for the role of imagination in sonic events and artifacts. Many existing works on sonic imagination tend to discuss musical imagination through terms like compositional creativity or performance technique. In this two-volume Handbook, contributors shift the focus of imagination away from the visual by addressing the topic of sonic imagination and expanding the field beyond musical compositional creativity and performance technique into other aural arenas where the imagination holds similar power. Topics covered include auditory imagery and the neurology of sonic imagination; aural hallucination and illusion; use of metaphor in the recording studio; the projection of acoustic imagination in architectural design; and the design of sound artifacts for cinema and computer games.
This pioneering book develops definitions and concepts related to Quality of Experience in the context of multimedia- and telecommunications-related applications, systems and services and applies these to various fields of communication and media technologies. The editors bring together numerous key-protagonists of the new discipline “Quality of Experience” and combine the state-of-the-art knowledge in one single volume.
Acoustics and Audio Technology, Third Edition, is an introductory text for students of sound and vibration as well as electrical and electronic engineering, civil and mechanical engineering, computer science, signals and systems, and engineering physics. A basic knowledge of basic engineering mathematics and physics is assumed. Problems are included at the end of the chapters and a solutions manual is available to instructors. This classroom-tested book covers the physical background to and mathematical treatment of sound propagation, the properties of human hearing, the generation and radiation of sound as well as noise control, and the technologies used for pickup, recording, and reproduction of sound in various environments, and much more. Key Features: --Presents a basic short course on acoustics, fundamental equations, and sound propagation --Discusses the principles of architectural acoustics, techniques for adjusting room acoustics, and various types of sound absorbers --Offers an overview of the acoustical, mechanical, and electrical properties of loudspeakers and microphones, which are important transducers --Provides an overview of the properties of hearing and voice --Includes end-of-chapter problems and solutions available to instructors as WAV material
"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." —Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human–computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human–computer interaction between the player and the game.