An Introduction to Virtual Sound Barriers


Book Description

A virtual sound barrier is an active noise control system that uses arrays of loudspeakers and microphones to create a useful size of quiet zone and can be used to reduce sound propagation, radiation, or transmission from noise sources or to reduce noise level around people in a noisy environment. This book introduces the history, principle, and design methods of virtual sound barriers first, and then describes recent progress in research on the systems. Two virtual sound barrier systems, i.e., planar virtual sound barrier system and three-dimensional virtual sound barrier system, are discussed including applications, limitations and future direction discussions.




Virtual Sound


Book Description







Virtual Music


Book Description

Virtual Music: How the Web Got Wired for Sound is a personal story of how one composer has created new music on the web, a history of interactive music, and a guide for aspiring musicians who want to harness the new creative opportunities offered by web composing. Also includes a 4-page color insert.




Music, Sound and Multimedia


Book Description

This new series aims to explore the area of "e;screen music"e;. Volume topics will include multimedia music, music and television, Hollywood film music, and the music of Bollywood cinema.Music and other sound effects have been central to a whole host of media forms throughout the twentieth century, either as background, accompaniment, or main driving force. Such interactions will continue to mutate in new directions, with the widespread growth of digital technologies. Despite the expansion of research into the use of music and sound in film, the investigation of sonic interactions with other media forms has been a largely under-researched area. Music, Sound and Multimedia provides a unique study of how music and other sounds play a central part in our understandings and uses of a variety of communications media. It focuses on four areas of sound and music within broader multimedia forms - music videos, video game music, performance and presentation, and production and consumption - and addresses the centrality of such aural concerns within our everyday experiences. Charting historical developments, mapping contemporary patterns, and speculating on future possibilities, this book is essential for courses on sound and media within media and communications studies, cultural studies and popular music studies.Key features* Charts a number of key developments in music and multimedia interactions* Provides both historical overviews and theoretical analyses* Features a number of in-depth case studies of important issues.




Virtual Auditory Space: Generation and Applications


Book Description

An illusion of auditory space can be generated by the appropriate filtering of sounds presented over headphones: the so-called virtual auditory space (VAS). This book provides a bridge between many of the different disciplines that are involved in developing and exploiting this technology. The first part is fairly introductory in nature, while the second examines a number of issues relating to the generation of high fidelity virtual auditory space. The last two chapters review current research applications of VAS.




Virtual Reality Technology


Book Description

A groundbreaking Virtual Reality textbook is now even better Virtual reality is a very powerful and compelling computer application by which humans can interface and interact with computer-generated environments in a way that mimics real life and engages all the senses. Although its most widely known application is in the entertainment industry, the real promise of virtual reality lies in such fields as medicine, engineering, oil exploration and the military, to name just a few. Through virtual reality scientists can triple the rate of oil discovery, pilots can dogfight numerically-superior "bandits," and surgeons can improve their skills on virtual (rather than real) patients. This Second Edition of the first comprehensive technical book on the subject of virtual reality provides updated and expanded coverage of the technology--where it originated, how it has evolved, and where it is going. The authors cover all of the latest innovations and applications that are making virtual reality more important than ever before, including: * Coverage on input and output interfaces including touch and force feedback * Computing architecture (with emphasis on the rendering pipeline and task distribution) * Object modeling (including physical and behavioral aspects) * Programming for virtual reality * An in-depth look at human factors issues, user performance, and * sensorial conflict aspects of VR * Traditional and emerging VR applications The new edition of Virtual Reality Technology is specifically designed for use as a textbook. Thus it includes definitions, review questions, and a Laboratory Manual with homework and programming assignments. The accompanying CD-ROM also contains video clips that reinforce the topics covered in the textbook. The Second Edition will serve as a state-of-the-art resource for both graduate and undergraduate students in engineering, computer science, and other disciplines. GRIGORE C. BURDEA is a professor at Rutgers-the State University of New Jersey, and author of the book Force and Touch Feedback for Virtual Reality, also published by Wiley. PHILIPPE COIFFET is a Director of Research at CNRS (French National Scientific Research Center) and Member of the National Academy of Technologies of France. He authored 20 books on Robotics and VR translated into several languages.




Quality of Experience


Book Description

This pioneering book develops definitions and concepts related to Quality of Experience in the context of multimedia- and telecommunications-related applications, systems and services and applies these to various fields of communication and media technologies. The editors bring together numerous key-protagonists of the new discipline “Quality of Experience” and combine the state-of-the-art knowledge in one single volume.




A Professional Guide to Audio Plug-ins and Virtual Instruments


Book Description

If you are an audio professional needing a complete reference to the complex world of plug-ins and virtual instruments, look no further. Mike Collins, author of Pro Tools for Music Production, has meticulously surveyed the scene, showing what's available and how they integrate into the various host platforms. The book explains the differences between TDM, RTS, MAS and VST plug-ins, how they can be used with different MIDI + Audio programs and shows the range of options available. It also explains virtual instruments and how these can be used as either plug-ins or stand alone products. A must for every recording studio. The book combines explanations, overviews and key concepts with practical considerations and hands-on examples. The reader will gain a broad understanding of the options available, how they work and the possibilities for integration with systems as well as the end result. The book also includes a section on how to write your own plug-ins and a suggested standard plug-ins portfolio for those wanting to get started quickly.




Echoes of Other Worlds: Sound in Virtual Reality


Book Description

This book explores the nature and importance of sound in virtual reality (VR). Approaching the subject from a holistic perspective, the book delivers an emergent framework of VR sound. This framework brings together numerous elements that collectively determine the nature of sound in VR; from various aspects of VR technology, to the physiological and psychological complexities of the user, to the wider technological, historical and sociocultural issues. Garner asks, amongst other things: what is the meaning of sound? How have fictional visions of VR shaped our expectations for present technology? How can VR sound hope to evoke the desired responses for such an infinitely heterogeneous user base? This book if for those with an interest in sound and VR, who wish to learn more about the great complexities of the subject and discover the contemporary issues from which future VR will surely advance.