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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.
81

Effekten av ljud och ljudklisheér på människans uppfattningav en kultur / The effect of sound and sound clichés on the human perception of a culture.

Fahimi Zadeh, Morteza January 2021 (has links)
Culture and human backgrounds have a very big impact on how we see the world around usand most importantly how we see other cultures. In modern society, movies and pictures havehelped us to see the world around us better than ever and to gain an understanding of othercultures. Some of these commitments have become clichés, some are true and others are false.Using the design perspective "Situated knowledge" which in a short sentence, based on wherewe grow up, in what time and place or background, knowledge of everything around us issituated. This article focuses on the fact that sound and knowledge of sound clichés is alsosituated and sometimes it can lead to misconceptions about an foreign culture. / Kultur och människobakgrunder har en mycket stor inverkan på hur vi ser världen runt ossoch viktigast av allt hur vi ser andra kulturer. I det moderna samhället har filmer och bilderhjälpt oss att se världen runt oss bättre än någonsin och att få förståelse för andra kulturer,några av dessa åtaganden har blivit klisheér, vissa är sanna och andra är falska. Med hjälp avdesign perspektivet "Situated knowledge" som i kort mening, baserat på var vi växer upp, ivilken tid och plats eller bakgrund, kunskap om världen är situerad. Den här artikeln fokuserarpå att ljud och kunskap om ljudklishéer också är situerad och ibland kan det leda tillmissuppfattning om en främling kultur.
82

Tillförlitlighet hos information som hanteras av flera användare och genom flera system

Azad, Soma January 2015 (has links)
No description available.
83

How does binaural audio mixed for headphones translate to loudspeaker setups in terms of listener preferences?

Eiderbo, Ian January 2021 (has links)
While most of today’s music listening is being done through headphones, mixing techniques using binaural audio are still not widely implemented in modern music production. This study aims to help inform mixing engineers on the applicability of binaural processing for music production, with the specific focus on how binaurally processed audio translates to loudspeakers in terms of listener preference. In this study a listening test was performed where binaurally processed mixes where given preference ratings in relation to a reference mix. Each listener completed the test twice, once using headphones and once using loudspeakers. The test results for the two playback systems were then compared. Only one of 12 mixes showed a significant difference in preference ratings with playback system as the factor, but the reported ratings showed a large disagreement among the 13 test subjects. The results from the study are inconclusive, however they do not suggest that the binaural processing used for the stimuli suffers in terms of listener preference when played back over loudspeakers.
84

Hur hittar man vägen i spel? : En undersökning av vägledningshjälpmedel / How do you find the way in games? : A study of wayfinding tools

Söder Wikström, Emma January 2020 (has links)
Det finns många sätt att leda en spelare i ett spel, antingen genom tydliga vägmärken eller genom att begränsa spelarens val av väg. Detta arbete har tittat närmare på vilka vägledningshjälpmedel av skyltar, landmärken och en kompass som en spelare har föredragit att följa till ett mål och deras motivation till varför. För att svara på frågan skapades en artefakt med tre nivåer och en undersökning genomfördes i form av enkätinsamling samt intervjuer. Resultatet visade på att spelare föredrar att ledas av landmärken, trots att det inte var tydligt att det var vägmärken.
85

Can the use of subgroups in music mixing improve the preference of a mix and what perceived qualities are most prevalent in preferred mixes, as well as mixes with and without subgroups?

Björkman, Gustav January 2021 (has links)
Subgrouping is a mixing technique that most mix engineers use. Little research on perceptual evaluations of mixing techniques has been done and what little research that has, has been done on automatic mixing systems. When it comes to research on subgrouping in automatic mixing systems the results show a significant preference towards automatic mixes with subgroups over mixes without. This study aims to test the same notion that the use of subgroups improves listener preference but this time in mixes created by humans. A group of mix engineers created two mixes of one song, one with the use of subgroups and one without. These mixes were the stimuli of a listening experiment that was conducted to investigate listener preference of mixes with and without subgroups as well as what perceived qualities were most prevalent in preferred mixes and mixes with and without subgroups. The results showed that mixes without subgroups were preferred over mixes with subgroups, although, these results were not statistically significant. The results also showed that balance, frequency and clarity were the most prevalent sonic qualities that helped the listeners decide how to rank the mixes.
86

Arena Sports in Stereo Versus Binaural - Rating and Important Attributes

Allansson, Rasmus January 2021 (has links)
Although a majority of the listening is done on headphones today, most, if not all, televised arena sports is still mixed for loudspeakers. By providing binaural audio for headphones listening, the qualities of surround sound could potentially be experienced on headphones. To find out if this holds true, 13 subjects with experience of critical listening agreed to perform a listening test where they were asked to rate four attributes of which preference is one. To the rating of preference, they also had to argue for their thinking. Lastly, further attributes and qualities was collected to find what attributes seem to be of greatest importance for rating of arena sports in binaural. The results show no statistical significance when comparing the ratings of the binaural and stereo mix for each attribute, and the sample group is clearly disagreeing what stimuli to rate the highest. The collection of qualitative data gave better results and could be summarized to seven attributes of which four appeared in the data from more than half of the test subject. With this result it is clear that more research is needed to find what the most important aspects of binaural mixing are, and how binaural audio best can be used for televised arena sports.
87

Elanvändningen av Twitch : Hur mycket energi behövs för att överföra data under en stream? / The Electricity Consumption of Twitch : How much energy is needed to transfer data during a stream?

Reje, Alexandra, Renaudin, Alexander January 2020 (has links)
Med tillväxten av e-sport och online gaming har det blivit alltmer populärt att titta på streaming av datorspel. För detta måste stora mängder data överföras, vars energikostnad hittills har varit relativt outforskad. Denna studie har för avsikt att undersöka elanvändningen inom nätverk som uppkommer under streaming. Med fokus på plattformen Twitch och spelet League of Legends, utfördes mätningar av dataanvändningen för olika upplösningar som tittaren kan välja mellan. Des- sa mätningar konverterades sedan till effekt med hjälp av olika uppskattningar av energiförbrukning inom nät- verk och analysen som har gjorts kring dessa av tidigare forskning. Resultaten visade att energiförbrukning- en inom nätverk har samma storleksordning som den genomsnittliga elanvändningen av en användares enhet och nätverkutrustning. Vidare noterades de kunskapsluckor som finns och hur framtida forskning kan leda till en bättre uppskattning och en mer holistisk syn på energiförbukningen av streaming. / With the growth of e-sport and online gaming, it has become increasingly popular to watch streaming of computer games. As streaming requires large amounts of data to be transferred, there is a cost of energy which has been relatively unexplored in academia. The purpose of this study is to investigate the use of electricity in networks caused by streaming. Focusing on the platform Twitch and the game League of Legends, measurements of data usage were carried out for different resolutions available to the viewer. These measurements were then converted to effect with the help of different estimations of the energy consumption in networks as well as the analysis of these estimations that has been done in existing scholarly work. The study finds that energy usage in networks has the same order of magnitude as the average electricity consumption of a user’s unit and network equipment. Furthermore, existing gaps in knowledge were demonstrated, therefore, future research can lead to better estimations and a more holistic view of the energy consumption of streaming.
88

Analyzing performance for lighting of tessellated grass using LOD

Johansson, Emil January 2021 (has links)
BackgroundThere are different methods for rendering grass in real-time, for video games. This thesis looks at an algorithm that uses hardware tessellation to generate geometry during run time. These concepts are explained in more detail in the introduction chapter as well as the method chapter. The objectives problem that this thesis revolves around is this; When rendering grass using tessellation a lot of geometry is created. This means that the grass might be a bottleneck, meaning it eats too much performance. This applies especially when adding lighting to a scene dense with grass. Lighting requires a lot more computations, so adding this can create a difference, a "dip" in performance. To try and aid this dip, LOD in different forms will be added. Then tests will be carried out to see if the divide is lessened. This would allow for a lot of lighting to be used together with this expensive technique. LOD means a way to lessen the geometry being rendered through different algorithms so that the performance cost will not be as high. methods answer the relevant research questions, a literature review was carried out. This is to understand the relevant 3D techniques better. And also to learn more about rendering grass through tessellation. Then an implementation was conducted, with this experiment to test different LOD techniques with and without lighting. Each scenario was tested ten times and the average framerate was measured and put into charts.ResultsThe average framerate dropped when light sources were added in all of the tests. The binary tree consumed more RAM usage but aided the framerate more than the quadtree. The VRAM usage for the grass tessellation was around 100 MB.ConclusionsFor future work, it would be interesting to compare different ways of rendering grass for the sake of user value. Do people prefer tessellated grass when minimal lighting is applied? Or do people prefer quads to represent grass? The results did not showthat the LOD implemented solved the issue presented in this thesis.
89

Hur har digitala verktyg förändrat hur musikproduktion utövas idag?

Schwab, Alexander January 2022 (has links)
Detta forskningspapper har i syfte att besvara frågan om hur digitala verktyg har förändrat hur musikproduktion utövas idag. Jag har valt ämnet då det är något jag har fått upp ögonen för under senare år. Ett område jag tar upp omgående i uppsatsen är musikproduktion utifrån ett kreativt synsätt och hur digitala verktyg har förändrat ens kreativa förmåga. Vad gäller vägen jag har valt för att nå mitt resultat har jag valt att forska kring ämnet via litteraturstudier. Uppsatsen är byggd av andras synpunkter och citat samt att intervjuer och beskrivningar av musikaliska verk förkommer. Jag har även analyserat verktyg som har funnits sedan tidigare samt tillkommit på senare tid (Pitch- korrigering, Delay) för att se hur dessa har samt kommer att påverka musikproduktions-scenen i framtiden. Citat från bl.a. Rick Beato och Jonathan Strickland samt akademiska artiklar från bl.a. Simon Barber och Carsten Winter bygger upp en grund för hur jag har besvarat min forskningsfråga. Ett resultat jag hittade är att producenter och tekniker har blivit mer förlitade på den tekniska utrustningen i en studio, samtidigt som den moderna tekniken ständigt ”fasar” ut tidigare utrustning. Det har gjort att man kanske är kreativ men i ett annat område. Samtidigt finns det mycket som talar för digitalisering i det att t.ex. Pitch- korrigering och produkten Auto- tune som möjliggör ett konstnärligt val i mixning som inte tidigare var möjligt i den graden det är idag. I sin tur har det öppnat upp dörrar för nya möjligheter av olika slag vilket talar för att digitala verktyg har bidragit till ett nytt tankeperspektiv
90

Evaluating physiological phasic reaction and negative emotions in darkness within a video game setting : Using an EDA analysis and a game experience questionnaire

Bonnevier, Paulina January 2022 (has links)
Background. Electrodermal activity (EDA) is a method to measure variations in the electrical conductivity of the skin, and it is often used to help assess emotions like anxiety, or stress. However, it is not yet commonly used in video games, although emotions are an essential aspect to consider when developing a game. Objectives. By using EDA data and a questionnaire, the thesis aims to study the effect of darkness on the participant's skin conductance responses (SCR) and their potential correlation with negative emotions. Methods. Using the Shimmer3 GSR+ sensor and the Tobii Pro Lab software to measure and record the EDA data and handle the game, a within-participants experiment with 17 participants was conducted. Each participant played one daytime scene and one nighttime scene from the same game. During the experiment, the participant's EDA data was recorded by the Tobii Pro Lab software when the participant played the game. When the games were finished, the participant answered a questionnaire. The questionnaire presented multiple questions regarding their game experience based on negative emotions. Results. The EDA data point towards a rise in skin conductance responses (SCR) when playing the nighttime game compared to the daytime game. While the questionnaire data points towards a higher prominence of negative emotions during the nighttime game as well. Based on these results, playing the nighttime game made a majority of the participants experience a higher grade of reported negative emotions. Conclusions. The results suggest that darkness affects both SCR and negative emotions. Meaning that humans have a tendency to react in an emotionally negative way, and have a higher degree of measurable responses in the skin, to a dark environment.

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