نتایج جستجو برای: thing
تعداد نتایج: 16753 فیلتر نتایج به سال:
The aim of this paper is to investigate the possibility of using the spatial extent of sound sources as a mean of carrying information in sonification designs. To do so, we studied the accuracy of the perception of artificially produced sound source extent in a 3D audio environment. We found that the source extent perceived by subjects matched relatively well the intended source extent. Thus so...
The subjective spatial effect of continuous noise signals with interaural time difference fluctuations was investigated. These fluctuations were created by sinusoidal interchannel time difference fluctuations between signals that were presented over loudspeakers. Both verbal and non-verbal elicitation techniques were applied to examine the subjective effect. It was found that the predominant ef...
The subjective spatial effect of continuous noise signals with interaural time difference fluctuations was investigated. These fluctuations were created by sinusoidal interchannel time difference fluctuations between signals that were presented over loudspeakers. Both verbal and non-verbal elicitation techniques were applied to examine the subjective effect. It was found that the predominant ef...
We proposed a speaking aid system using statistical voice conversion for laryngectomees, whose vocal folds have been removed. This paper investigates the influence of various small sound sources on the voice conversion accuracy. Spectral envelopes and power of sound sources are controlled independently. In total 8 different kinds of sound source signals, e.g. pulse train, sierra wave and so on,...
Humans can easily segregate and recognize one sound source from an acoustic mixture, and recognize a certain voice from a busy background which includes other people talking and music. Sound event detection and classification aims to process an acoustic signal and convert it into descriptions of the corresponding sound events present at the scene. This is useful, e.g., for automatic tagging in ...
Despite the increasing popularity in the academic and practical fields of digital gaming, little has been explored and documented about gaming experience, especially firsthand account. This study uses Bruno Latour's concept of the Thing while investigating digital gaming experience from frequent gamers' standpoint using focus groups methodology. Additionally in-depth interviews were conducted w...
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