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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.
91

Optimization and improvements in spatial sound reproduction systems through perceptual considerations

Gutiérrez Parera, Pablo 07 May 2020 (has links)
[ES] La reproducción de las propiedades espaciales del sonido es una cuestión cada vez más importante en muchas aplicaciones inmersivas emergentes. Ya sea en la reproducción de contenido audiovisual en entornos domésticos o en cines, en sistemas de videoconferencia inmersiva o en sistemas de realidad virtual o aumentada, el sonido espacial es crucial para una sensación de inmersión realista. La audición, más allá de la física del sonido, es un fenómeno perceptual influenciado por procesos cognitivos. El objetivo de esta tesis es contribuir con nuevos métodos y conocimiento a la optimización y simplificación de los sistemas de sonido espacial, desde un enfoque perceptual de la experiencia auditiva. Este trabajo trata en una primera parte algunos aspectos particulares relacionados con la reproducción espacial binaural del sonido, como son la escucha con auriculares y la personalización de la Función de Transferencia Relacionada con la Cabeza (Head Related Transfer Function - HRTF). Se ha realizado un estudio sobre la influencia de los auriculares en la percepción de la impresión espacial y la calidad, con especial atención a los efectos de la ecualización y la consiguiente distorsión no lineal. Con respecto a la individualización de la HRTF se presenta una implementación completa de un sistema de medida de HRTF y se introduce un nuevo método para la medida de HRTF en salas no anecoicas. Además, se han realizado dos experimentos diferentes y complementarios que han dado como resultado dos herramientas que pueden ser utilizadas en procesos de individualización de la HRTF, un modelo paramétrico del módulo de la HRTF y un ajuste por escalado de la Diferencia de Tiempo Interaural (Interaural Time Difference - ITD). En una segunda parte sobre reproducción con altavoces, se han evaluado distintas técnicas como la Síntesis de Campo de Ondas (Wave-Field Synthesis - WFS) o la panoramización por amplitud. Con experimentos perceptuales se han estudiado la capacidad de estos sistemas para producir sensación de distancia y la agudeza espacial con la que podemos percibir las fuentes sonoras si se dividen espectralmente y se reproducen en diferentes posiciones. Las aportaciones de esta investigación pretenden hacer más accesibles estas tecnologías al público en general, dada la demanda de experiencias y dispositivos audiovisuales que proporcionen mayor inmersión. / [CAT] La reproducció de les propietats espacials del so és una qüestió cada vegada més important en moltes aplicacions immersives emergents. Ja siga en la reproducció de contingut audiovisual en entorns domèstics o en cines, en sistemes de videoconferència immersius o en sistemes de realitat virtual o augmentada, el so espacial és crucial per a una sensació d'immersió realista. L'audició, més enllà de la física del so, és un fenomen perceptual influenciat per processos cognitius. L'objectiu d'aquesta tesi és contribuir a l'optimització i simplificació dels sistemes de so espacial amb nous mètodes i coneixement, des d'un criteri perceptual de l'experiència auditiva. Aquest treball tracta, en una primera part, alguns aspectes particulars relacionats amb la reproducció espacial binaural del so, com són l'audició amb auriculars i la personalització de la Funció de Transferència Relacionada amb el Cap (Head Related Transfer Function - HRTF). S'ha realitzat un estudi relacionat amb la influència dels auriculars en la percepció de la impressió espacial i la qualitat, dedicant especial atenció als efectes de l'equalització i la consegüent distorsió no lineal. Respecte a la individualització de la HRTF, es presenta una implementació completa d'un sistema de mesura de HRTF i s'inclou un nou mètode per a la mesura de HRTF en sales no anecoiques. A mès, s'han realitzat dos experiments diferents i complementaris que han donat com a resultat dues eines que poden ser utilitzades en processos d'individualització de la HRTF, un model paramètric del mòdul de la HRTF i un ajustament per escala de la Diferencià del Temps Interaural (Interaural Time Difference - ITD). En una segona part relacionada amb la reproducció amb altaveus, s'han avaluat distintes tècniques com la Síntesi de Camp d'Ones (Wave-Field Synthesis - WFS) o la panoramització per amplitud. Amb experiments perceptuals, s'ha estudiat la capacitat d'aquests sistemes per a produir una sensació de distància i l'agudesa espacial amb que podem percebre les fonts sonores, si es divideixen espectralment i es reprodueixen en diferents posicions. Les aportacions d'aquesta investigació volen fer més accessibles aquestes tecnologies al públic en general, degut a la demanda d'experiències i dispositius audiovisuals que proporcionen major immersió. / [EN] The reproduction of the spatial properties of sound is an increasingly important concern in many emerging immersive applications. Whether it is the reproduction of audiovisual content in home environments or in cinemas, immersive video conferencing systems or virtual or augmented reality systems, spatial sound is crucial for a realistic sense of immersion. Hearing, beyond the physics of sound, is a perceptual phenomenon influenced by cognitive processes. The objective of this thesis is to contribute with new methods and knowledge to the optimization and simplification of spatial sound systems, from a perceptual approach to the hearing experience. This dissertation deals in a first part with some particular aspects related to the binaural spatial reproduction of sound, such as listening with headphones and the customization of the Head Related Transfer Function (HRTF). A study has been carried out on the influence of headphones on the perception of spatial impression and quality, with particular attention to the effects of equalization and subsequent non-linear distortion. With regard to the individualization of the HRTF a complete implementation of a HRTF measurement system is presented, and a new method for the measurement of HRTF in non-anechoic conditions is introduced. In addition, two different and complementary experiments have been carried out resulting in two tools that can be used in HRTF individualization processes, a parametric model of the HRTF magnitude and an Interaural Time Difference (ITD) scaling adjustment. In a second part concerning loudspeaker reproduction, different techniques such as Wave-Field Synthesis (WFS) or amplitude panning have been evaluated. With perceptual experiments it has been studied the capacity of these systems to produce a sensation of distance, and the spatial acuity with which we can perceive the sound sources if they are spectrally split and reproduced in different positions. The contributions of this research are intended to make these technologies more accessible to the general public, given the demand for audiovisual experiences and devices with increasing immersion. / Gutiérrez Parera, P. (2020). Optimization and improvements in spatial sound reproduction systems through perceptual considerations [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/142696 / TESIS
92

Vliv binaurálních rytmů v léčbě pacientů s chronickou nenádorovou bolestí. / Efficacy of binaural beats for the treatment of chronic non-tumoral pain

Biedková, Paula January 2020 (has links)
This thesis researches the efficacy of binaural beats for the treatment of chronic non-tumoral pain. The thesis is divided into theoretical and empirical part. The theoretical part discusses the impact of chronic pain on quality of life, psychological aspects of chronic pain and the changes in behaviour. The focus is on the treatment of chronic pain and its limitations. Binaural beats are presented as a new tool for treatment of chronic pain. The empirical part consists of the experiment focused on the effect of theta rhythm binaural beats on participants with chronic non-tumoral pain. The experiment was conducted at Klinika rehabilitace a tělovýchovného lékařství 2.LF UK a FNM. The sample size was 90 participants (N=90). Participants were divided into two groups- with intervention and without intervention. Participants with intervention listened binaural beats for 20 minutes, three times on average during their hospitalization. VAS, GAD- 7, BDI-II, TSK-CZ, Oswestry Disability Index and Emotion Thermometers methods were used. The first measurement took place before the hospitalization, the second before the intervention with binaural beats, then immediately after the intervention and at the end of hospitalization. The main aim of this study was to investigate the efficacy of binaural beats in...
93

Intercorrelation between sound design, binaural and non-binaural audio systems : Effects on general vertical localization precision and reaction time in a non-visual directional choice task 3D game

Baker, David January 2022 (has links)
Spatialization of audio in the vertical plane has historically been limited. Instead, sound designers have used basic DSP to create pseudo height effects to explain the positions of corresponding objects. In recent years, binaural synthesis has become more widespread following an increase in the use of software rendering methods. With these advancements, uncertainty seems to be present around best practices when combining sound design with binaural synthesis for vertical placement of audio cues in games. This thesis compares the vertical localization performance between head related transfer functions (HRTFs) and stereo interaural level difference (ILD), when sounds have been designed with basic DSP to have auditory spatial schema (ASC). A sort of embedment of positional information. It was found that there was no significant time difference between the conditions, while hitcount, the number of correct directions selected, displayed a significant difference in some of the comparisons.
94

Informační procesy v neuronech / Information processes in neurons

Šanda, Pavel January 2012 (has links)
Neurons communicate by action potentials. This process can be described by very detailed biochemical models of neuronal membrane and its channels, or by simpler phenomenological models of membrane potential (integrate-and- fire models) or even by very abstract models when only time of spikes are considered. We took one particular description - stochastic leaky integrate-and-fire model - and compared it with recorded in-vivo intracellular activity of the neuron. We estimated parameters of this model, compared how the model simulation corresponds with a real neuron. It can be concluded that the data are generally consistent with the model. At a more abstract level of description, the spike trains are analyzed without considering exact membrane voltage and one asks how the external stimulus is encoded in the spike train emitted by neurons. There are many neuronal codes described in literature and we focused on the open problem of neural code responsible for spatial hearing in mammals. Several theories explaining the experimental findings have been proposed and we suggest a specific variant of so called slope-encoding model. Neuronal circuit mimick- ing auditory pathway up to the first binaural neuron was constructed and experimental results were reproduced. Finally, we estimated the minimal number of such...
95

Binaural versus Stereo Audio in Navigation in a 3D Game: Differences in Perception and Localization of Sound

Widman, Ludvig January 2021 (has links)
Recent advancements in audio technology for computer games has made possible for implementations with binaural audio. Compared to regular stereo sound, binaural audio offers possibilities for a player to experience spatial sound, including sounds along the vertical plane, using their own headphones. A computer game prototype called “Crystal Gatherer” was created for this study to explore the possibilities of binaural audio imple- mentation regarding localization and perception of objects that make sound in a 3D game. The game featured two similar game levels, with the difference that one used binaural sound, and the other stereo sound. The levels consisted of a dark space that the player could navigate freely with the objective to find objects that make sound, called “crystals”, as fast as they could. An experiment was conducted with 14 test sub- jects that played the game, qualitative and quantitative data was collected, including the time the players took to complete the game levels, respectively, and answers about how they experienced the levels. A majority of test subjects reported that they per- ceived a difference between the levels. No significant difference was found between the levels in terms of efficacy of finding the objects that made sound. Some test subjects stated that they found localization was better in the binaural level of the game, others found the stereo level to be better in this respect. The study shows that there can exist possibilities for binaural audio to change the perception of audio in computer games.
96

Informační procesy v neuronech / Information processes in neurons

Šanda, Pavel January 2012 (has links)
Neurons communicate by action potentials. This process can be described by very detailed biochemical models of neuronal membrane and its channels, or by simpler phenomenological models of membrane potential (integrate-and- fire models) or even by very abstract models when only time of spikes are considered. We took one particular description - stochastic leaky integrate-and-fire model - and compared it with recorded in-vivo intracellular activity of the neuron. We estimated parameters of this model, compared how the model simulation corresponds with a real neuron. It can be concluded that the data are generally consistent with the model. At a more abstract level of description, the spike trains are analyzed without considering exact membrane voltage and one asks how the external stimulus is encoded in the spike train emitted by neurons. There are many neuronal codes described in literature and we focused on the open problem of neural code responsible for spatial hearing in mammals. Several theories explaining the experimental findings have been proposed and we suggest a specific variant of so called slope-encoding model. Neuronal circuit mimick- ing auditory pathway up to the first binaural neuron was constructed and experimental results were reproduced. Finally, we estimated the minimal number of such...
97

The Effect of Binaural Tones on EEG Waveforms and Human Computational Performance

Diersing, Christina L. January 2021 (has links)
No description available.
98

Visual and spatial audio mismatching in virtual environments

Garris, Zachary Lawrence 08 August 2023 (has links) (PDF)
This paper explores how vision affects spatial audio perception in virtual reality. We created four virtual environments with different reverb and room sizes, and recorded binaural clicks in each one. We conducted two experiments: one where participants judged the audio-visual match, and another where they pointed to the click direction. We found that vision influences spatial audio perception and that congruent audio-visual cues improve accuracy. We suggest some implications for virtual reality design and evaluation.
99

Interior: A Micro-Budget Horror Feature

Beckler, Zachary 01 January 2014 (has links)
INTERIOR is a feature-length film written, directed, and produced by Zachary Beckler as part of the requirements for earning a Master of Fine Arts in Entrepreneurial Digital Cinema from the University of Central Florida. The project aims to challenge existing conventions of the horror film on multiple levels - aesthetic, narrative, technical, and industrial - while also examining growing importance of workflow throughout all aspects of production. These challenges were both facilitated and necessitated by the limited resources available to the production team and the academic context of the production. This thesis is a record of the film, from concept to completion and preparation for delivery to an audience.
100

Altered States

McGeehan, Shane 13 August 2015 (has links)
No description available.

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