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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

Ljuddesign på webben : Klang, en motor för adaptiv musik och ljudläggning / Sound Design on the Web : Klang, an Engine for Adaptive Music and Sound Design

Siltamäki Håkansson, Jonas January 2013 (has links)
Målet med det här arbetet har varit att utveckla en ljudmotor skriven i JavaScript som underlättar ljuddesign för webbsidor. Ett sekundärt mål har varit att diskutera hur relevant Flash är för ljuddesign på webben och huruvida HTML5 har möjligheten att ersätta Flash i framtiden. En ljudmotor som har fått namnet Klang har utvecklats som ett JavaScriptbibliotek för integration med interaktiva webbsidor. Ljudmotorn använder Web Audio API, den nyligen föreslådda ljudstandarden för HTML5, som bas för uppspelning och processering av ljud. För att anpassa ljuddesignen för olika typer av webbsidor har Klang möjligheten att dynamiskt styra hur musik och ljud spelas upp beroende på vilken typ av webbsida den används för och hur en besökare använder denna webbsida. Klang kommer att behöva fortsatt underhåll i framtiden när Web Audio API växer men ger en god överblick av vad som är ljudmässigt möjligt med HTML5 utan externa plugin. Rapportens slutsats förespråkar utvecklingen av HTML5 och möjligheterna det har infört ur ett ljudperspektiv men medger att Flash än så länge behåller sin plats i webbutvecklarens repertoar. / The primary objective of this work has been developing a JavaScript audio engine to aid in designing audio for the web. This project also covers discussion of whether or not HTML5 may replace Flash for the purpose of sound design for the web in the future. Klang, an audio engine available as a JavaScript plugin has been developed to be integrated with interactive websites. The audio engine uses Web Audio API, the newly proposed audio standard for HTML5, for audio playback and processing. To be able to adapt the audio engine for the web site it is used for, Klang offers a way to dynamically control the behaviour of music and sounds according to the type of web site it is used for and how users interact with the web site. Klang will be in need of updates as the Web Audio API continues to develop but demonstrates the potential of the audio features of HTML5. The conclusion of the report advocates the use of pure HTML5 and the improvements it brings to the web's audio department but recognizes that Flash still has a place in the repertoire of the web developer.
2

The Morphic Orator: Transmogrified Delivery on the Audio-Enabled Web

Snead, Brian Johnson 20 November 2008 (has links)
Audio is an effective but often overlooked component of World Wide Web delivery. Of the nearly twenty billion web pages estimated to exist, statistically few use sound. Those few using sound often use it poorly and with hardly any regard to theoretical and rhetorical issues. This thesis is an examination of the uses of audio on the World Wide Web, specifically focusing on how that use could be informed by current and historical rhetorical theory. A theoretical methodology is applied to suggest the concepts and disciplines required to make online audio more meaningful and useful. The thesis argues for the connection between the Web and the modern orator, its embodiment, its place in sound reproduction technology, and awareness of the limitations placed on it by design and convention.
3

Interaktivní e-learningová aplikace pro podporu hudební nauky na ZŠ

Fíbek, Michal January 2015 (has links)
This thesis deals with the design and implementation of multi-platform web application based on HTML5, HTML5 Audio and Web Audio API, designed for elementary school students to develop their musical skills, especially musical hearing. The first part compares current educational programs designed to practise musical hearing and to educate musical notation. The following section develops design of music games and application interface, which is based on requirements, followed by analysis of web technologies for sound playback. Last part describes implementation of application in PHP (Nette Framework) with MySQL database and user testing.
4

Um Método de Web Fingerprinting baseado em Atributos de Hardware

Queiroz, Jordan de Sá, 92-98241-9562 02 April 2018 (has links)
Submitted by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2018-05-11T15:41:27Z No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Um Método de Web Fingerprinting baseado em Atributos relaci.pdf: 5647311 bytes, checksum: 2fa1d2fa1e9866efc5d985ca75224f14 (MD5) / Approved for entry into archive by Divisão de Documentação/BC Biblioteca Central (ddbc@ufam.edu.br) on 2018-05-11T15:41:40Z (GMT) No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Um Método de Web Fingerprinting baseado em Atributos relaci.pdf: 5647311 bytes, checksum: 2fa1d2fa1e9866efc5d985ca75224f14 (MD5) / Made available in DSpace on 2018-05-11T15:41:40Z (GMT). No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Um Método de Web Fingerprinting baseado em Atributos relaci.pdf: 5647311 bytes, checksum: 2fa1d2fa1e9866efc5d985ca75224f14 (MD5) Previous issue date: 2018-04-02 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Web fingerprinting is the process in which a user is, with high likelihood, uniquely identified by the extracted features from his/her device, generating a fingerprint. In order to be effective, the method must generate a stable fingerprint, and therefore it is necessary to employ discriminatory attributes with low volatility, capable of providing the same characteristics over the time. There are a variety of proposed techniques, but not all of them are capable of generating a stable fingerprint. In this work it is proposed, designed and evaluated a Web Fingerprinting method that aims to employ features that provide characteristics related to the devices’ hardware. One of the ways to achieve this objective is through the use of technologies such as HTML5 and the Web Audio API. Theses are promising technologies for Web Fingerprinting methods because they provide features related to the devices’ hardware, which reduces the extracted fingerprint’s mutability and increases the number of target devices in which the method can be executed, since HTML5 is adopted by default in the most popular web browsers. As results, it was found that the HTML5 Canvas and the Web Audio API, when employed with other attributes related to the hardware characteristics of the device, converges to a web Fingerprinting method capable of uniquely identify several users (with 90,34% of accuracy). In addition, it was found that grouping weaker attributes with more relevant ones allows the Web Fingerprinting method to extract more characteristics than to use just relevant attributes. / Web Fingerprinting é o processo no qual um usuário é, com alta probabilidade, identificado de forma única a partir das características extraídas de seu dispositivo, gerando uma chave identificadora (fingerprint). Para um método que gere um fingerprint ser eficaz é necessário obter respostas estáveis, o que implica em empregar atributos discriminatórios com baixa volatilidade. Em outras palavras, atributos capazes de fornecer as mesmas características sobre os dispositivos ao longo do tempo. Há uma diversidade de técnicas propostas na literatura, mas nem todas são capazes de gerar um fingerprint estável. Nesta dissertação é proposto, projetado e avaliado um método de Web Fingerprinting que busca utilizar características relacionadas ao hardware dos dispositivos. Uma das formas de alcançar esse objetivo é empregar HTML5 Canvas e Web Audio API, tecnologias promissoras por serem capaz de fornecer características relacionadas ao hardware do dispositivo, o que reduz a mutabilidade do fingerprint extraído e aumenta o número de dispositivos-alvo em que o método pode ser aplicado. Como resultado, constatou-se que o emprego do HTML5 Canvas e da Web Audio API, em conjunto como outros atributos cujas características são relativas ao hardware do dispositivo, permite identificar, de forma única, com 90,34% de precisão, diversos usuários. Além disso, percebeu-se que agrupamento de atributos mais fracos com os mais discriminatórios permite extrair mais características do que utilizar atributos discriminatórios de forma isolada.
5

Visuell identifikation av musik / Visual Identification of Music

Bengtsson Fröberg, Anton January 2017 (has links)
Att kunna identifiera musik baserat på vad man hör är uppenbart, att identifiera musik på vad vi ser, en tolkning av ljudet, är noterbart svårare. Att kunna veta om musik spelas och vad för musik det då är som spelas är något som markeras som viktigt ifall man har nedsatt hörsel, att kunna visuellt se musik kan ge tillgång till just det. Ett experiment har genomförts för att försöka svara på frågan ifall det är möjligt att särsklija olika sorters musik med hjälp av visualiseringar av musiken, det visar sig att det är möjligt i en kontrollerad och skräddarsydd miljö men att det kan visa sig svårare i verkligenheten att implementera ett verktyg för detta.
6

Kollaborativ ljudredigering i webbläsaren : Synkronisera JSON med Differential Synchronization, med eller utan internetuppkoppling.

Nilsson, Christian January 2015 (has links)
Syftet med arbetet var att undersöka möjligheten att skapa en applikation för kolla- borativ ljudredigering i webbläsaren men samtidigt inte kräva ständig internetupp- koppling av användarna. Algoritmen Differential Synchronization används för att synkronisera text så att det ser likadant ut hos alla användare. Algoritmen måste först modifieras för att fungera med ljudfiler och tillåta att användare kan göra ändringar utan internetuppkoppling.
7

Implementing virtual analog synthesizers with the Web Audio API : An evaluation of the Web Audio API

Eriksson, Oskar January 2013 (has links)
This thesis in computer science aimed to evaluate the suitability of the Web Audio API to implement virtual analog synthesizers. In order to do so a method for producing a reference architecture for analog synthesizers and a categorization and point system for the evaluation were developed. A reference architecture were made and then implemented with the API and the evaluation were then made based on that implementation. The API were found to cover a lot of the necessary areas, but lacking in a few key components; a noise generator, a native way to automate custom numeric properties and the implementation of the oscillator were deemed too closed to support all use cases.
8

Prototype a solution for multi-track premium music score web player

Wu, Haotian January 2014 (has links)
The current commercial version of ScorX multi-track premium music score(MPMS) player has poor support on mobile device, extra cost could be required for current product to support mobile device. This project aims to focus on developing a MPMS player1 using web based cross-platform technology. The company's commercial version is build on Adobe Flash Player. An investigation is conducted and result shows that a possible solution exist that by using which building such a player could be done by using Web Audio API and Adobe Edge Animate; a prototype is built upon this solution. Study of this project shows that alternative solution for support mobile device could be native application for single mobile hardware platform and Haxe for multiple hardware platform including desktop and mobile device. After building a prototype, a series of tests are run to evaluate both Flash player solution and HTML5 solution. It turns out that Flash player will still be the rst choice for desktop device solution in current phase since it is more stable with a rather satisfactory performance, while HTML5 solution supports better in mobile device. The most of the disadvantage of HTML5 solution lies on the performance of the audio engine (i.e. Web Audio API) rather than the animation engine. As more and more major web browser has fully supportWeb Audio API, it will for sure make the audio engine perform even better. The future development of ScorX multi-track premium music score should therefore focus on HTML5 and native application if necessary. / Den nuvarande kommersiella versionen av ScorX multi-track premium music score(MPMS) har dåligt stöd för mobila enheter och det kan medföra extra kostnader att göra så att produkten stödjer mobila enheter. Projektet syftar till att fokusera på att utveckla en MPMS baserat på en webbaserad och plattformsoberoende teknik. Bolagets kommersiella version bygger på Adobe Flash Player. En utredning genomförs och resultatet visar att en möjlig lösning finns i att använda Web Audio API och Adobe Edge Animate där det redan finns en prototyp som bygger på denna lösning. Studien av detta visar att en alternativ lösning för att göra systemet kompatibelt med mobila enheter kan vara en skräddarsydda native-versioner för respektive mobil hårdvaruplattform och Haxe för övriga stationära och mobila enheter. När prototypen var byggd kördes en serie tester för att utvärdera både Flash player lösningen och HTML5-lösningen. Det visar sig att Flash player fortfarande kommer att vara ett första val för stationära enheter i nuvarande fas eftersom den är mer stabil med en ganska tillfredsställande prestanda, medan HTML5-lösningen fungerar bättre i mobila enheter. Den huvudsakliga nackdelen med HTML5-lösning ligger på utförandet av ljudmotorn (dvs Web Audio API) i stället för animeringen av motorn. Eftersom er och er stora webbläsare har full supportWeb Audio API, kommer ljudmotorn prestera ännu bättre framöver. Den framtida utvecklingen av ScorX flerspårig premium musik poäng bör därfor inriktas på HTML5 och ursprungliga programmet om det behövs.
9

Real-time interactive visualization aiding pronunciation of English as a second language

Dorina, Dibra January 2013 (has links)
Computer assisted language learning (CALL) comprises a wide range of information technologies that aim to broaden the context of teaching by getting advantages of IT. For example, a few efforts have been put on including a combination of voice and its visual representation for language learning, and some studies are reporting positive outcomes. However, more research is needed in order to assess the impact caused by specific visualization styles such as: highlighting syllables and/or wave of sound. In order to explore this issue, we focused at measuring the potential impact that two distinct visualization styles and its combination can have on teaching children the pronunciation of English as a second language. We built a prototype which was designed to assist students while learning pronunciation of syllables. This system was employing two different real-time interactive visualization styles. One of these visualization styles utilizes audio capturing and processing, using a recent technology development: Web Audio API.We evaluated the effect of our prototype with an experiment with children aged from 9 to 11years old. We followed an experimental approach with a control group and three experimental groups. We tested our hypothesis that states that the use of a combined visualization style can have greater impact at learning pronunciation in comparison with traditional learning approach.Initial descriptive analyses were suggesting promising results for the group that used the combined visualization prototype. However, additional statistical analyses were carried out in order to measure the effect of prototype as accurately as possible within the constraints of our study. Further analyses provided evidence that our combined visualizations prototype has positively affected the learning of pronunciation. Nonetheless, the difference was not big comparing to the system that employed only wave of sound visualization. Ability to perceive visual information differs among individuals. Therefore, further research with different sample division is needed to determine whether is the combination of visualizations that does the effect, or is the wave in itself. Slitting groups based on this characteristic and perform the testing will be considered for the future research.Eventually, we can be confident to continue exploring further the possibility of integrating our proposed combination of two visualization styles in teaching practices of second language learning, due to positive outcomes that our current research outlined. In addition, from a technological perspective, our work is at the forefront of exploring the use of tools such as Web Audio API for CALL.

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