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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Exploring Eclectic Styles and Original Compositions in Bluegrass and Acoustic Music

Alexander, Justin 01 May 2023 (has links) (PDF)
In the creation of my thesis project, I aimed to record a collection of music that highlights my influences and creative voice as an artist within the bluegrass/acoustic music genres. In collaboration with friends and colleagues that I have met during my time at East Tennessee State University, I have successfully recorded a project that surveys my current influences and creative voice as an artist, instrumentalist and composer. One goal I had for this project was to highlight compositions that I have written on acoustic guitar. Before attending ETSU, I did play some acoustic guitar, though I was primarily a banjo player. Since then, I have developed a passion for the guitar and have worked to advance my skills as a guitarist. My project includes two pieces that I composed on the guitar, and these compositions are examples of my exploration of harmony and rhythm. I feel that these pieces fit into the “New Acoustic” subgenre of bluegrass and bluegrass-adjacent music. I also chose to include two songs that fit more into the “progressive bluegrass” subgenre. On these two selections, one cover and one original, I played five-string banjo. These two pieces highlight my current interests and influences from genres like Jazz, Indie, and Pop music. The last two pieces included are songs that come from the bluegrass genre, and represent my progress as both an instrumentalist and vocalist. Also on this project, I experimented with different audio recording techniques. I have been studying audio production as my concentration within the Bluegrass, Old-Time, and Roots Music Studies major. This project allowed me to be creative as an audio engineer as well as a musician.
2

Final report: using HTML to design and utilize interactive learning guides in audio production classes

Harris, Mark E. Unknown Date (has links)
This project is an HTML-based interactive learning guide for the channel strip of an analog audio console. A very important skill for students studying audio production, recording and engineering is to understand the signal flow of an audio console. Much of learning the entire console is understanding the function and signal flow of the mono channel strip. The channel strip is the first signal input of the console and handles many of the essential functions of signal processing while recording and mixing. The purpose of this project is to demonstrate how HTML, CSS and JavaScript can effectively be used to design functional interactive learning guides that can be used to supplement textbooks used in audio production classes and also act as reference material for students enrolled in those classes.
3

Ljuddesign för Virtual Reality : En studie om att gestalta närvaro

Löfberg, Benjamin, Tunhult, Erik January 2021 (has links)
I nuvarande forskning så existerar det ett research gap inom ljudproduktion och ljuddesign för Virtual Reality-applikationer. Det finns en mängd teknisk forskning om uppspelning av spatialiserat ljud för virtual reality med tekniker som binauralt ljud, HRTF (head-related transfer functions) och ambisonics. Allt detta är av högsta grad relevant för denna undersökning och kommer att diskuteras kring samt redogöras för i senare del av artikeln, men kommer inte att ta en central del av undersökningen. Snarare är det avsaknaden av metoder och processer för det kreativa skapandet och implementeringen av ljud för Virtual Reality som intresserar den här undersökningen. Denna artikel tar ett initiativ för att framhäva vikten av en genomtänkt och väl utförd ljuddesign för Virtual Reality- applikationer samt redogöra för tankesätt och metoder som kan appliceras i en audiell designprocess. Detta genom analys utav fenomenen immersion och närvaro. Med denna analys som grund översätts dessa sedan till metoder och nyckelord som främjar att stödja skapandet av applikationers audiella innehåll. Undersökningen har mynnat ut i ett designobjekt som existerar som ett exempel för denna process och redogörs med en grundlig dokumentation. Artikeln avslutas med en jämförande studie där detta designobjekt placeras tillsammans med andra designexempel från marknaden i ett antecknande portfolio. Detta för att undersöka likheter mellan dessa exempel utifrån de nyckelord som kommer att framföras samt redogöras för i artikeln. Förhoppningen är att denna process kan tydliggöra för ljudets roll i att skapa en immersiv upplevelse samt inspirera andra ljuddesigners att applicera dessa metoder i dennes egna designprocess. / In present research there exists a research gap within the field of sound production and sound design for virtual reality-applications. There is a ton of technical research to be found such as the deliverance of spatial audio for virtual reality through techniques like binaural audio, HRTF (head-related transfer functions) and ambisonics. All of these are highly relevant for this research and will be discussed in a later part of the article however they won't take a central part of the research process. It is rather the lack of methods and processes for the creative design and implementation of sound for virtual reality that this research finds interesting. This article takes an initiative to shed light on the importance of a well thought- through and properly executed sound design for Virtual Reality applications and gives an account for the thought process as well as methods that can be applied to an audio design process. This is done through an analysis of the phenomena known as immersion and presence. With the analysis as groundwork, the explanations of these phenomena then get translated to methods and keywords that support the creation of audio content for the given application. This research has formed the basis for a design object that exists as an example for this process and has been thoroughly documented along the way. The article ends with a comparative research study where this design object is placed together with other design examples from the general market in an annotated portfolio. The reason for this is to point out similarities through the lens of keywords that will be presented and explained in this article. This process sets out to clarify the role sound has in the creation of an immersive experience as well as to inspire other sound designers to apply these methods in their own design processes.
4

Multimodality and composition studies, 1960 – Present

Palmeri, Jason 17 July 2007 (has links)
No description available.
5

The Social and Pedagogical Advantages of Audio Forensics and Restoration Education

Steinhour, Jacob B. 14 June 2010 (has links)
No description available.
6

Composition, mixage et matriçage en musique électroacoustique

Senécal, Pierre-Luc 04 1900 (has links)
Dans le cadre de ma maîtrise, et plus généralement dans ma pratique musicale, le mixage et le matriçage sont les deux techniques d’écriture qui ont principalement retenu mon attention pour la composition de pièces électroacoustiques. La composition de ces oeuvres a servi de canevas de travail pour faire une recherche pratique sur mon utilisation de ces deux techniques, recherche menée en parallèle à des activités de documentation sur leur implémentation en musique acousmatique. Celles-ci ont révélé qu’un nombre très restreint de compositeurs et de pédagogues se sont aventurés à traiter de ce sujet, nommément parce qu’il n’existe aucune vision prescrite ou de norme sur la mise en oeuvre de ces techniques en acousmatique. La plupart des sources d’information substantielles sur le sujet du mixage et du matriçage proviennent du monde de la production audio commerciale. Ce faisant, je me suis inspiré des moyens de production usités pour la création sonore en film et en musique populaire. En démontrant comment ces recherches ont influencé mon propre travail de composition électroacoustique, je souhaite pallier un manque d’information sur les sujets du mixage et du matriçage en acousmatique et offrir une perspective originale aux compositeurs qui s’intéressent à ces pratiques. / Over the course of my Masters and in my musical practice at large, mixing and mastering have been the two most prominent compositional techniques featured in my electroacoustic pieces. Composing these electroacoustic pieces served as the framework for a practical research on my use of mixing and mastering, a project which also included documentational research on their implementation in acousmatic music. The research revealed that only a small number of composers and pedagogues had written about this topic, mostly because there is no prescribed vision or standard regarding the implementation of these techniques in acousmatic. Most of the substantial sources of information regarding mixing and mastering can be found in the realm of commercial audio production. Thus, I was inspired by the means of production used for the sound design in movies and pop music. By showing how this research has inspired my own electroacoustic compositions, I wish to fill an informational void on the subject of mixing and mastering in acousmatic music and to offer a fresh perspective to composers who are interested in these practices.
7

Case Studies in Classical Location Recording Using Improvised Techniques

Van Dyne, Steven R. 29 April 2015 (has links)
No description available.
8

SOUNDSTAGE : Miljöförstärkt ljud i smartphone / SOUNDSTAGE : Environmentally enhanced audio in smartphone

Blomgren, Johannes January 2014 (has links)
Det här arbetet syftar till att genom design av en telefonapplikation undersöka hur ljud kan förstärkas av den omgivande miljön. Arbetet visar på hur miljöförstärkt ljud skiljer sig från ljudförstärkt miljö samt vilka begränsningar det innebär att använda en vanlig smartphone som plattform.  Ett långsiktigt mål är att genom en produkt som låter oetablerade ljudproducenter distribuera sina alster i den offentliga miljön främja fri kultur och kreativitet. Arbetet har följt principen för RtD (research through design), där designprocessen utgör det fall som studeras och dokumentationen av den utgör den bas av data som analyseras och leder till slutsatser kring ämnet. Designprocessen i detta arbete innebär en mindre omfattande användarstudie i enkätform för att identifiera målgrupp, krav och mål. Följd av en andra studie där en prototyp framtagen med grund i resultaten från användarstudien utvärderas av deltagare genom observation, intervju och reaktionskort.  De största utmaningarna för designen grundar sig i att ta fram en applikation som inte stör upplevelsen, men samtidigt kan instruera användaren i hur man använder applikationen. Utifrån arbetet dras slutsatsen att användarinstruktioner, såväl visuella som auditiva, löper större risk att störa upplevelsen i miljöförstärkt ljud än i ljudförstärkt miljö. Vidare konstateras att den största bristen i en lösning som bygger på standardutrustning i jämförelse med en lösning som nyttjar dedikerad utrustning utgörs av begränsningar när det kommer till att ange riktning med hjälp av ljudets rumslighet.

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