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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.
321

Temporal signals classification / Classification de signaux temporels

Rida, Imad 03 February 2017 (has links)
De nos jours, il existe de nombreuses applications liées à la vision et à l’audition visant à reproduire par des machines les capacités humaines. Notre intérêt pour ce sujet vient du fait que ces problèmes sont principalement modélisés par la classification de signaux temporels. En fait, nous nous sommes intéressés à deux cas distincts, la reconnaissance de la démarche humaine et la reconnaissance de signaux audio, (notamment environnementaux et musicaux). Dans le cadre de la reconnaissance de la démarche, nous avons proposé une nouvelle méthode qui apprend et sélectionne automatiquement les parties dynamiques du corps humain. Ceci permet de résoudre le problème des variations intra-classe de façon dynamique; les méthodes à l’état de l’art se basant au contraire sur des connaissances a priori. Dans le cadre de la reconnaissance audio, aucune représentation de caractéristiques conventionnelle n’a montré sa capacité à s’attaquer indifféremment à des problèmes de reconnaissance d’environnement ou de musique : diverses caractéristiques ont été introduites pour résoudre chaque tâche spécifiquement. Nous proposons ici un cadre général qui effectue la classification des signaux audio grâce à un problème d’apprentissage de dictionnaire supervisé visant à minimiser et maximiser les variations intra-classe et inter-classe respectivement. / Nowadays, there are a lot of applications related to machine vision and hearing which tried to reproduce human capabilities on machines. These problems are mainly amenable to a temporal signals classification problem, due our interest to this subject. In fact, we were interested to two distinct problems, humain gait recognition and audio signal recognition including both environmental and music ones. In the former, we have proposed a novel method to automatically learn and select the dynamic human body-parts to tackle the problem intra-class variations contrary to state-of-art methods which relied on predefined knowledge. To achieve it a group fused lasso algorithm is applied to segment the human body into parts with coherent motion value across the subjects. In the latter, while no conventional feature representation showed its ability to tackle both environmental and music problems, we propose to model audio classification as a supervised dictionary learning problem. This is done by learning a dictionary per class and encouraging the dissimilarity between the dictionaries by penalizing their pair- wise similarities. In addition the coefficients of a signal representation over these dictionaries is sought as sparse as possible. The experimental evaluations provide performing and encouraging results.
322

Selected audio-visual aids for use in teaching the social studies in the elementary school

Unknown Date (has links)
Audio-visual aids are familiar terms in the realm of education. Their importance is growing rapidly as our society becomes complex with its radar, television, electronics and atomic bombs. Today, children live in a world of both auditory and visual stimulation. They are surrounded by comic books, motion pictures, billboards, pictures in newspapers and magazines, "juke boxes," radios, automobiles, trains and airplanes. These and other audio-visual materials, if properly used, can promote the building of accurate concepts essential to learning. / Typescript. / "August, 1953." / "Submitted to the Graduate Council of Florida State University in partial fulfillment of the requirements for the degree of Master of Science." / Advisor: Marian W. Black, Professor Directing Paper. / Includes bibliographical references (leaves 33-35).
323

The audio-visual situation in pharmaceutical libraries

Unknown Date (has links)
"The purpose of this paper is to report on a study of the position, value, and limitations of audio-visual materials in the pharmaceutical type of special library having membership in the Science-Technology group of the Special Libraries Association. The author has a natural interest in the pharmaceutical industry by association first with the production area and later with the pharmaceutical library of one of the members of the group. Interest in the audio-visual field was quickened by study while at library school, with realization of the implications of audio-visual endeavor for science and the technical library"--Introduction. / Typescript. / "January, 1954." / "Submitted to the Graduate Council of Florida State University in partial fulfillment of the requirements for the degree of Master of Arts." / Advisor: John W. Mitchell, Professor Directing Paper. / Includes bibliographical references (leaves 69-76).
324

A survey of student operation of audio-visual equipment in Florida schools with recommendations

Unknown Date (has links)
"The purposes of this study are: I. To survey, through the questionnaire method and through the examination of the literature in the field, the general practice of using student operators of audio-visual equipment. II. To determine the best method of using students as projectionists in relationship to the student as well as the service rendered the school. III. To produce a projectionist's manual for the use of students training to operate audio-visual equipment. It is realized that there are on the market several audio-visual operator's manuals; also those produced by commercial concerns to accompany various pieces of equipment, but through personal experience and the experience of others the writer feels that all of these manuals are too technical for use by elementary and high school students. Therefore the primary purpose of this study is to produce such a manual"--Introduction. / Typescript. / "March, 1949." / "Submitted to the Graduate Council of Florida State University in partial fulfillment of the requirements for the degree of Master of Arts under Plan II." / Advisor: Louis Shores, Professor Directing Paper. / Includes bibliographical references (leaves 39-41).
325

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.
326

Approche générique appliquée à l'indexation audio par modélisation non supervisée / Unified data-driven approach for audio indexing, retrieval and recognition

Khemiri, Houssemeddine 27 September 2013 (has links)
La quantité de données audio disponibles, telles que les enregistrements radio, la musique, les podcasts et les publicités est en augmentation constance. Par contre, il n'y a pas beaucoup d'outils de classification et d'indexation, qui permettent aux utilisateurs de naviguer et retrouver des documents audio. Dans ces systèmes, les données audio sont traitées différemment en fonction des applications. La diversité de ces techniques d'indexation rend inadéquat le traitement simultané de flux audio où différents types de contenu audio coexistent. Dans cette thèse, nous présentons nos travaux sur l'extension de l'approche ALISP, développé initialement pour la parole, comme une méthode générique pour l'indexation et l'identification audio. La particularité des outils ALISP est qu'aucune transcription textuelle ou annotation manuelle est nécessaire lors de l'étape d'apprentissage. Le principe de cet outil est de transformer les données audio en une séquence de symboles. Ces symboles peuvent être utilisés à des fins d'indexation. La principale contribution de cette thèse est l'exploitation de l'approche ALISP comme une méthode générique pour l'indexation audio. Ce système est composé de trois modules: acquisition et modélisation des unités ALISP d'une manière non supervisée, transcription ALISP des données audio et comparaison des symboles ALISP avec la technique BLAST et la distance de Levenshtein. Les évaluations du système proposé pour les différentes applications sont effectuées avec la base de données YACAST et avec d'autres corpus disponibles publiquement pour différentes tâche de l'indexation audio. / The amount of available audio data, such as broadcast news archives, radio recordings, music and songs collections, podcasts or various internet media is constantly increasing. Therefore many audio indexing techniques are proposed in order to help users to browse audio documents. Nevertheless, these methods are developed for a specific audio content which makes them unsuitable to simultaneously treat audio streams where different types of audio document coexist. In this thesis we report our recent efforts in extending the ALISP approach developed for speech as a generic method for audio indexing, retrieval and recognition. The particularity of ALISP tools is that no textual transcriptions are needed during the learning step. Any input speech data is transformed into a sequence of arbitrary symbols. These symbols can be used for indexing purposes. The main contribution of this thesis is the exploitation of the ALISP approach as a generic method for audio indexing. The proposed system consists of three steps; an unsupervised training to model and acquire the ALISP HMM models, ALISP segmentation of audio data using the ALISP HMM models and a comparison of ALISP symbols using the BLAST algorithm and Levenshtein distance. The evaluations of the proposed systems are done on the YACAST and other publicly available corpora for several tasks of audio indexing.
327

Modèles hybrides pour la réverbération sonore / Hybrid models for acoustic reverberation

Bai, Hequn 08 February 2016 (has links)
Grâce au diverse applications prévues dans le divertissement, l’éducation et les domaines professionnels, la création d’un monde virtuel interactif a intéressé beaucoup de chercheurs dans l’académie et l’industrie. L’espace acoustique trois-dimensionnelle peut être synthétisé à partir de deux perspectives : les approches physiques et les approches perceptives. Méthode de transfert de rayonnement acoustique est une méthode efficace pour modéliser les réflexions diffuses et la réverbération tardive. Une extension de la méthode de transfert de rayonnement est proposée dans cette thèse, qui permet de modéliser les réflexions précoces et spéculaires, en conservant son avantage pour la simulation de réverbération tardive. Les approches perceptives utilisent des paramètres acoustiques pour modéliser la perception acoustique principale de l’environnement modélisé. Des réseaux récursifs de lignes à retard sont beaucoup utilisés pour générer de la réverbération tardive. Dans cette thèse, une nouvelle méthode est présentée, qui hérite l’efficacité de la structure des réseaux récursifs de lignes à retard, mais en le même temps, relie les paramètres des réseaux directement à la géométrie de l’environnement modélisé. Puis, l’approche physique et l’approche perceptive ont été combinées. La méthode de transfert de rayonnement acoustique simplifiée, avec extension à modéliser les réflexions spéculaires et diffuses, est incorporée à la structure des réseaux récursifs de lignes à retard. Le nouveau filtre réverbérant, en dépit de la modélisation des réfections diffuses et la réverbération tardive, est également capable de simuler les réflexions précoces et spéculaires avec précision. / There is an increasing interest in creating interactive virtual worlds due to the wide variety of potential applications in entertainment and education. The 3D acoustic scene can be synthesized from two perspectives : the physical approaches and the perceptual approaches. Acoustic radiance transfer method is an efficient ray-based method to model the diffuse reflections and the late reverberation. An extension of the Radiance Transfer Method (RTM) is proposed in this thesis, which allows modeling the early part of specular reflections while keeping the advantage of the original model for the late reverberation simulation. Feedback delay networks are widely used structures to generate the late reverberation. A new method is presented in this thesis, which inherits the efficiency of the Feedback Delay Network (FDN) structure, but aims at linking the parameters of the FDN directly to the geometries of the modeled environment. The relation is achieved by assigning a physical meaning to each delay line and studying the sound energy exchange between them. Then the physical approachand the perceptual approach are combined. The simplified acoustic Radiance Transfer Method, with extension for both specular and diffuse reflections, is incorporated with the Feedback Delay Networks. The new reverberator, despite of modeling the diffuse and late reverberation, is also capable of simulating the early and specular reflections with accuracy.
328

Effekten av audio-haptisk feedback på simulerad körning

Modin, Sara, Garrido Velasquez, Simon January 2023 (has links)
Den teknologiska utvecklingen går i full fart i dagens samhälle och detta påverkar även utvecklandet av utbildningar och dess tillvägagångssätt. Simulatorer och simulerad inlärning tar allt mer plats inom allt från medicinsk utbildning till golfsport och har länge använts inom pilotutbildning. Implementeringen av simulatorer kan i framtiden komma att ersätta stora delar av den traditionella utbildningen då simulatorerna blir allt mer effektiva. Detta är särskilt aktuellt inom farliga och mer komplicerade situationer där felsteg kan vara kritiska. Ett exempel där kritiska tillfällen kan uppstå är inom bilkörning och körsimulatorer har därför börjat bli ett allt vanligare komplement hos trafikskolor. Denna studie hade därför som mål att undersöka körförmågan och körsäkerheten hos nybörjarförare i en simulator, för att se om auditiv och haptisk feedback har någon effekt på dessa. Till studien rekryterades 12 deltagare av låg körerfarenhet, varav fem kvinnor och sju män. Studien var experimentell med inomgruppsdesign där hälften av deltagarna började köra utan feedback medan andra halvan började med feedback. Deltagarna bytte sedan betingelse. Feedback under körning visade ingen signifikant påverkan av körförmåga eller körsäkerhet. Detta kan bero på det låga antalet deltagare då de sammanlagda avvikelserna var högre vid avsaknad av feedback. Detta resultat antyder även att nya förare inte använder sig av audio-haptiska ledtrådar i lika stor utsträckning som mer erfarna förare. / Technological advancement is traveling at high speeds in today's society and this has had a big impact on education and its approaches. Simulators and simulated learning have become more prevalent in everything from medical training to golf sports and have been used for a long time in the aviation field by training pilots. The implementation of simulators could come to replace big parts of the traditional approach in the educational field because of their high rise in effectiveness. Simulators are especially topical in dangerous and more complex situations where mishaps could be critical. One example would be driving, and driving simulators seems to be on the rise in traffic education. This study had as a goal to examine driving skills and safety in novice drivers in a driving simulator to see if audio and haptic feedback had an impact. 12 participants with little to no driving experience were recruited, five women and seven men. The study was an experiment of within-group design where half of the participants started driving with feedback, while the other half started driving without feedback and then they switched condition. Feedback during driving showed no significant effects on driving skill or safety. This could be due to the low sample size because even though there was no significant effect measured, there was a bigger amount of deviations in the no feedback test group. The results suggest that novice drivers don’t use audio haptic clues as part of their driving as much as experienced drivers do.
329

Multiplayer Functionality In HRTF (Head-Related Transfer Function) Audio Games To Increase Players' Interest

Ali, Saad January 2022 (has links)
Mainstream video games retain players' interest with dynamic updates of graphics such as game characters, levels, themes and other game inventory items. For visually impaired players, updates in graphics for player retention are not very efficient. Video games for people with serious visual impairment rely heavily on audio. The players are presented with either frequent audio instructions or 3D audio to be able to roughly judge the state of the game. In both cases, the players could either overwhelmed by frequent audio instructions or might lose interest in the game after some time. A possible reason could be that there are limited ways to evolve these games to keep the players interested as compared to games developed for sighted players. Multiplayer functionality can potentially bring a continuous stream of challenges and competitive situations in games. The research question investigated in this thesis focuses on whether the addition of multiplayer functionality in 3D audio game will increase the level of player interest. The hypothesis was evaluated by performing an experiment. The results of the study showed that multiplayer functionality can significantly increase the level of player interest and enjoyment in 3D audio based game for people with serious visual impairment.
330

Libby in Limbo

Hall, Moriah Claire 01 May 2023 (has links) (PDF)
Libby in Limbo is a scripted narrative podcast that follows Libby as she moves back to her small hometown, gets a job as a librarian, and learns to navigate life in a small, tight-knit community. This podcast serves two main purposes: to create entertainment media about a library that does not promote harmful stereotypes about libraries and to create awareness and accessibility of scripted podcasts.

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