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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.
711

De l'usage des métadonnées dans l'objet sonore / The use of sound objects metadata

Debaecker, Jean 09 October 2012 (has links)
La reconnaissance des émotions dans la musique est un challenge industriel et académique. À l’heure de l’explosion des contenus multimédias, il nous importe de concevoir des ensembles structurés de termes, concepts et métadonnées facilitant l’organisation et l’accès aux connaissances. Notre problématique est la suivante : est-Il possible d'avoir une connaissance a priori de l'émotion en vue de son élicitation ? Autrement dit, dans quelles mesures est-Il possible d'inscrire les émotions ressenties à l'écoute d'une oeuvre musicale dans un régime de métadonnées et de bâtir une structure formelle algorithmique permettant d'isoler le mécanisme déclencheur des émotions ? Est-Il possible de connaître l'émotion que l'on ressentira à l'écoute d'une chanson, avant de l'écouter ? Suite à l'écoute, son élicitation est-Elle possible ? Est-Il possible de formaliser une émotion dans le but de la sauvegarder et de la partager ? Nous proposons un aperçu de l'existant et du contexte applicatif ainsi qu'une réflexion sur les enjeux épistémologiques intrinsèques et liés à l'indexation même de l'émotion : à travers lune démarche psychologique, physiologique et philosophique, nous proposerons un cadre conceptuel de cinq démonstrations faisant état de l'impossible mesure de l'émotion, en vue de son élicitation. Une fois dit à travers notre cadre théorique qu'il est formellement impossible d'indexer les émotions, il nous incombe de comprendre la mécanique d'indexation cependant proposée par les industriels et académiques. Nous proposons, via l'analyse d'enquêtes quantitatives et qualitatives, la production d'un algorithme effectuant des préconisationsd'écoute d’œuvres musicales. / Emotion recognition in music is an industrial and academic challenge. In the age of multimedia content explosion, we mean to design structured sets of terms, concepts and metadata facilitating access to organized knowledge. Here is our research question : can we have an a priori knowledge of emotion that could be elicited afterwards ? In other words, to what extent can we record emotions felt while listening to music, so as to turn them into metadata ? Can we create an algorithm enabling us to detect how emotions are released ? Are we likely to guess ad then elicit the emotion an individual will feel before listening to a particular song ? Can we formalize emotions to save, record and share them ? We are giving an overview of existing research, and tackling intrinsic epistemological issues related to emotion existing, recording and sharing out. Through a psychological, physiological ad philosophical approach, we are setting a theoretical framework, composed of five demonstrations which assert we cannot measure emotions in order to elicit them. Then, a practical approach will help us to understand the indexing process proposed in academic and industrial research environments. Through the analysis of quantitative and qualitative surveys, we are defining the production of an algorithm, enabling us to recommend musical works considering emotion.
712

Televisie as hulpmiddel by die onderrig van Afrikaans in swart stedelike skole

02 November 2015 (has links)
M.Ed. / Please refer to full text to view abstract
713

Control Synchronous Web-Based Training Using Web Services

Wei, Yanfang 08 May 2004 (has links)
With the rapidly advancing technologies, training has been vital to keep companies competitive. Web-based training grows rapidly and attracts more attention for its most flexible manner. Virtual classroom is a form of synchronous web-based training. It provides real-time interactivity in learning process. I have developed a virtual classroom that uses Web services to control the audio/video transmission, chat box, whiteboard, and synchronous HTML presentation. Compared to an early implementation of the virtual classroom based on the Jini network, my Web-service based implementation has a significantly different control structure. My implementation has better interoperability.
714

The effect of a primary school multi-media package and instruction on conceptual change in pre-service teachers

Mahapa, Sekgobokoane Shadrack January 1995 (has links)
A research report in partial fulfilment of the requirements for the degree of Master of Science in the School of Science Education of the Witwatersrand. Johannesburg, 1995. / This project is concerned with a multimedia package which incorporates comics, video and pupil workbooks. The intention as to determine the effectiveness of the package on the conceptual change of pre-service teachers, using an empirical research method and decriptive analysis of results. Logistical constraints experienced at colleges of education and schools led to an alternative evaluation of the packaqe with D.E.T. college lecturers at RADMASTE workshop. Results indicated that, if properly administered, the multimedia package can assist users in identifying and changing tneir interfering preconceptions and misconceptions while they are enjoying the story. / MT2017
715

A Visit to the Priory: An Interactive Audio Tour

Malone, Caitlin A 27 April 2016 (has links)
The chapter house of the Benedictine priory of Saint John Le Bas-Nueil, currently located in the Worcester Art Museum, is an impressive piece of architecture. However, visitors are currently restricted to admiring the structure and its restoration only, as there is limited information presented in the museum about the room’s original use. The purpose of this project was to produce a low-impact, narrative-driven audio experience designed to increase visitor interest in the museum in general and Benedictine life during the twelfth century in particular. The prototype produced combines elements of traditional audio tours, radio drama, and question-and-answer interaction sequences to provide a self-driven immersive experience.
716

The function of the visual in teaching English as an additional language the case of video

Archer, Arlene Hillary January 2016 (has links)
A research report submitted in partial fulfilment of the requirements of the Degree of Master of Arts in English Education for the Faculty of Arts, University of the Witwatersrand, Johannesburg. December 1997 / This research explore whether a theoretical justification can be made for using video in teaching English as an additional language, as it looks at ways in which video can best be used in this context. [Abbreviated Abstract. Open document to view full version] / GR 2016
717

Canal do Thiagson : olhar de artemídia musical sobre o funk e a musicologia como entretenimento /

Souza, Thiago Barbosa Alves de. January 2019 (has links)
Orientador(a): Pelopidas Cypriano de Oliveira / Banca: Kathya Maria Ayres de Godoy / Banca: Carlos Palombini / Resumo: No Brasil do século XXI, o que pode fazer um compositor para falar a todos, para ser visível, relevante socialmente e até mesmo voltar a ser uma figura pública? Uma das ideias que move esta pesquisa artística é que se o compositor quiser realmente falar para a sociedade em que vive, deve fazer outra coisa que não suas composições. Mas fazê-lo como compositor. Assim, esta dissertação de trabalho equivalente de mestrado traz a reflexão teórica do trabalho artístico que desenvolvi: uma série de vídeos para as plataformas digitais YouTube, Facebook e Instagram. Elegendo o Funk como conteúdo dos vídeos, gênero musical em voga no Brasil, trago elaborações artísticas e discussões musicológicas destinadas a todos os públicos̃ A meta principal não é somente repensar e minimizar o preconceito com este gênero e difundir amplamente a produção artística da universidade, mas, principalmente, dar um papel social relevante ao compositor de hoje. O resultado é uma soma do universo musical e artístico do Funk e da Música Clássica e Contemporânea associado à linguagem audiovisual de alguns YouTubers brasileiros, como Julio Cocielo e Whindersson Nunes, tomados como referência / Abstract: In Brazil of the 21st century, what can a composer do to talk to everyone, to be visible, socially relevant and even to be a public figure again? One of the ideas that moves this artistic research is that if the composer really wants to speak for the society in which he lives, he must do something other than his compositions But do it as a composer ̃ . In this way, this master's degree dissertation brings the theoretical reflection of the artwork I developed: a series of videos for the digital platforms YouTube, Facebook and Instagram. Choosing Funk as content of the videos, musical genre in vogue in Brazil, I bring artistic elaborations and musicological discussions aimed at all audiences. The main goal is not only to rethink and minimize prejudice with this genre and to widely disseminate the artistic production of the university, but mainly to give a relevant social role to the composer of today. The result is a sum of the musical and artistic universe of Classical and Contemporary Music associated with the audiovisual language of two Brazilian YouTubers like Julio Cocielo and Whindersson Nunes, taken as reference / Mestre
718

Hör-Ser-Gör : En utforskning inom ljudbaserade rörelsespel

Lindström, Edvard, Isaksson, Andréas January 2019 (has links)
Detta kandidatarbete handlar om utforskningen inom alternativa ljudspelsformer. Vi ville utforska vilken ny kunskap som kan hämtas från spelljudsteori när den applicerades i ett ljudbaserat rörelsespel. Vi försöker uppnå detta genom en iterativ och experimentell designprocess. Vi skapade två olika ljudbaserade spelprototyper där vi applicerade olika spelljudsteorier. Genom att designa prototyper och analysera dem, genom induktivt resonemang och deltagande observation, kunde vi observera att spelaren kunde använda icke-visuella gränssnitt i ett ljudbaserat rörelsespel. Som resultat presenterar vi processens mest avgörande designproblem. Utmaningen med att utveckla icke-visuella gränssnitten var att instruera spelaren i att använda dem genom icke-vokala ljud. Vi presenterar även ett nytt sätt att förstå akusmatiska ljud i icke-visuella ljudbaserade spel. Som avslutande del så diskuteras undersökningens relevans och framtida undersökningsområden föreslås. / This bachelor thesis is about exploration within alternative forms of audio game. We wanted to explore what new knowledge could be extracted from game audio theory when it is applied to a movement based audio game. We aim to do this through an iterative and experimental design process. We created two different audio game prototypes where different game audio theories were applied. By designing prototypes and analyzing them, through inductive reasoning and participant observation, we could observe that players were able to use non-visual interfaces in an non-visual audio game. As our results we present the process’s most critical design problems. The challenge in creating these non-visual interfaces was instructing the player on how to use them through non-vocal audio. We also present a new way of understanding acousmatic sound in non-visual audio games. Lastly the study’s relevance is discussed and future research areas are suggested.
719

Ljud och flow : En studie på hur ljud kan påverka flow i spel / Sound and flow : A study on how sound affects flow in games

Tornell, Christoffer January 2019 (has links)
Den här studien fokuserade på begreppet flow och hur detta tillstånd påverkas av två olika sorters ljudläggnigar. Flow är i studiens sammanhang en kondition som spelaren befinner sig i när den är bekant med spelets mekaniker och är medveten om dess mål och hinder. Genom att ta in information med hjälp av olika medel som exempelvis ljudeffekter och animationer kan spelaren göra snabba och reaktiva beslut. Tidigare forskning visade hur många audivitva källor av immersion påverkar flow negativt, som exempelvis ambienser. Samtidigt visade forskning hur en spelare som befinner sig i ett tillstånd av immersion lättare kommer in i ett ’flow’-tillstånd. För att förstå denna relation mellan flow och immersion, samt hur ljud kan påverka dessa tillstånd skapades ett enkelt ’first-person shooter’ spel med två olika ljudläggningar. Genom insamlad data kunde man se hur ljudläggningarna påverkade spelarens flow mycket annorlunda.
720

Performances musicais distribuídas através de Internet residencial / Network music performance over the residential Internet

Tomiyoshi, Marcio Masaki 27 May 2013 (has links)
A ideia de se permitir que diversos músicos possam interagir remotamente utilizando-se de redes de computadores não é nova, mas nunca se popularizou. O que antes era limitado tecnologicamente devido às condições disponibilizadas por conexões de internet pela linha telefônica, hoje apresenta-se muito mais viável tecnicamente com a massicação da internet de banda larga, seja por cabo ou por tecnologias DSL. Apesar disso, encontrar um ambiente virtual em que a performance musical pareça completamente natural para o músico é uma das maiores diculdades nesta área. Embora a latência obtida na conexão entre computadores esteja vinculada principalmente à distância entre os usuários e à qualidade do serviço oferecido pelos provedores de internet, outros aspectos, como a largura de banda, podem ser controlados pelo software. Para lidar com as limitações de largura de banda no acesso à internet disponíveis comercialmente, um método de compactação de áudio eciente e que alie baixa latência algorítmica com alta qualidade sonora é imprescindível. Para evitar que atrasos muito grandes na transmissão do áudio impossibilitem uma interação musical entre os participantes, uma técnica em que a própria resposta sonora do instrumento seja atrasada localmente torna-se uma alternativa válida na busca de um ambiente para performances musicais via rede. Esta dissertação busca apresentar uma alternativa exível e de fácil utilização para que a realização de performances musicais distribuídas por usuários caseiros seja possível, mesmo que estes não tenham acesso a redes dedicadas para tal nalidade. / The idea of allowing several musicians to interact remotely using computer networks is not new but it never became popular. What was once technologically limited because of the conditions available through dial up internet connections is now much more technically feasible with the massication of the broadband internet, whether by cable or by DSL technologies. In spite of that, nding a place where the music performance feels completely natural to the musicians is still one of the biggest challenges in this area. Even though the latency obtained in the connection between computers is mainly linked to the distance between users and to the quality of the service oered by internet providers, others aspects, like the network bandwidth, can be controlled by software. To deal with the limitations on the internet bandwidth commercially available, an ecient audio coding method that has both low algorithmic latency and high sound quality becomes essential. To avoid letting large audio transmission delays make it impossible for players to have a real musical interaction, a technique where the musical instruments own feedback is locally delayed represents a viable alternative in search of a favorable environment for network music performances. This project aims to oer a exible and easy-to-use alternative so that it is possible for home users to be part of network music performances even if they do not have access to networks dedicated to this end.

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