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Books > Computing & IT > Applications of computing > Audio processing
The only manual for Logic Remote, covering all the features of this
companion app for the new "Logic Pro X." "Logic Remote (iPad) - How
it Works" from the GEM series (Graphically Enhanced Manuals)
explains Apple's brand new iPad app "Logic Remote" with rich
illustrations and diagrams that are not found in any other manual
or even in Apple's own documentation. This 68 pages letter size
book presents this software application in great detail with that
easy to understand, visual approach. This book is in fact the only
comprehensive manual for this app.
Spoken Dialogue Systems Technology and Design covers key topics in the field of spoken language dialogue interaction from a variety of leading researchers. It brings together several perspectives in the areas of corpus annotation and analysis, dialogue system construction, as well as theoretical perspectives on communicative intention, context-based generation, and modelling of discourse structure. These topics are all part of the general research and development within the area of discourse and dialogue with an emphasis on dialogue systems; corpora and corpus tools and semantic and pragmatic modelling of discourse and dialogue.
The book includes a series of step-by-step illustrated tutorials supported by detailed explanations for building a multimodal user interface based on Kinect for Windows. Kinect in Motion - Audio and Visual Tracking by Example is great for developers new to the Kinect for Windows SDK, and who are looking to get a good grounding in how to master video and audio tracking. It's assumed that you have some experience in C# and XAML already.
"GarageBand 11 - How it Works" from the GEM series (Graphically Enhanced Manuals) explains Apple's popular music production application "GarageBand" with rich illustrations and diagrams that are not found in any other manual. This 161 pages letter size book presents this software application in great detail with that easy to understand, visual approach.- What are Graphically Enhanced Manuals (GEM)? They're a new type of manual with a visual approach that helps you UNDERSTAND a program, not just LEARN it. No need to read through 500 of pages of dry text explanations. Rich graphics and diagrams help you to get that "aha" effect and make it easy to comprehend difficult concepts. The Graphically Enhanced Manuals help you master a program much faster with a much deeper understanding of concepts, features and workflows in a very intuitive way that is easy to understand.
Video games open portals into fantastical worlds where imaginative play prevails. The virtual medium seemingly provides us with ample opportunities to behave and act out with relative safety and impunity. Or does it? Sound Play explores the aesthetic, ethical, and sociopolitical stakes of our engagements with gaming's audio phenomena-from sonic violence to synthesized operas, from democratic music-making to vocal sexual harassment. Author William Cheng shows how the simulated environments of games empower designers, composers, players, and scholars to test and tinker with music, noise, speech, and silence in ways that might not be prudent or possible in the real world. In negotiating utopian and alarmist stereotypes of video games, Sound Play synthesizes insights from across musicology, sociology, anthropology, communications, literary theory, and philosophy. With case studies that span Final Fantasy VI, Silent Hill, Fallout 3, The Lord of the Rings Online, and Team Fortress 2, this book insists that what we do in there-in the safe, sound spaces of games-can ultimately teach us a great deal about who we are and what we value (musically, culturally, humanly) out here.
This book is a standard guide with numerous code examples of practical applications. It will help you advance your skills in creating sophisticated visualizations while working with audio-visual systems. This book is ideal for digital artists and sound artists who are familiar with SuperCollider and who wish to expand their technical and practical knowledge of mapping and visualization. It is assumed that you already have some experience with the SuperCollider programming language and are familiar with the fundamental audio synthesis techniques.
Written in a step by step tutorial style, learning comes as a result of creating a complete dance music track, along with the explanations that follow each stage. You have a computer and a love for dance and electronic music. Maybe you've been to some clubs, and the energy of electronic dance music has you completely under its spell. You see a DJ spinning, and everyone is dancing. It's infectious. You want to make music that affects people that way. Today the open source community has offered you LMMS. Read this book, and you'll be shown a process to creating great dance music. This book is going to connect the dots if you have already started making dance music, and provide a very solid foundation if you are just getting started - no matter what your skill level is.
"Logic Pro X - How it Works" from the GEM series (Graphically Enhanced Manuals) explains Apple's popular music production application "Logic Pro" with rich illustrations and diagrams that are not found in any other manual. This nnn pages letter size book presents this software application in great detail with that easy to understand, visual approach.- What are Graphically Enhanced Manuals (GEM)? They're a new type of manual with a visual approach that helps you UNDERSTAND a program, not just LEARN it. No need to read through 500 of pages of dry text explanations. Rich graphics and diagrams help you to get that "aha" effect and make it easy to comprehend difficult concepts. The Graphically Enhanced Manuals help you master a program much faster with a much deeper understanding of concepts, features and workflows in a very intuitive way that is easy to understand.
You've heard of publish or perish. For years this has been the mantra of the academic world. Now it is also true of entrepreneurs. It is a fact Your market is looking for information and the fact is that if you don't give it to them, your competitors are going to and then they'll get there first. This book is a powerful tool that helps you do that. Before buying products, the public wants information. Information is important and as a writer, coach, consultant, entrepreneur, business owner, Internet Marketer, you need to be providing your market with information before your competitors do. When a consumer goes into the grocery store, they read the labels; they want to know what food they're consuming. When they purchase any electronic device, any appliance, clothes, shoes, any item, they want to read about that item so they know what they are purchasing. And the same is true of your business. This book demonstrates ways in which you can provide information to your market with little or no effort in a fast, efficient way.
(Second Edition updated for MAX 6) Structured for use in university courses, the book is an overview of the theory and practice of Max/MSP, with a glossary of terms and suggested tests that allow students to evaluate their progress. Comprehensive online support, running parallel to the explanations in the book, includes hundreds of sample patches, analyses, interactive sound-building exercises, and reverse engineering exercises. This book will provide a reader with skill and understanding in using Max/MSP for sound design and musical composition.
The only full featured manual for GarageBand for the iPad (not just a quick start guide). - "GarageBand for iPad - How it Works" from the GEM series (Graphically Enhanced Manuals) explains Apple's popular music production application "GarageBand for iPad" with rich illustrations and diagrams that are not found in any other manual. This 117 pages letter size book presents this software application in great detail with that easy to understand, visual approach. This book is in fact the only comprehensive manual for the iPad version of GarageBand. It covers all the features of the apps plus getting into great details about iCloud and iTunes File Sharing.- What are Graphically Enhanced Manuals (GEM)? They're a new type of manual with a visual approach that helps you UNDERSTAND a program, not just LEARN it. No need to read through 500 of pages of dry text explanations. Rich graphics and diagrams help you to get that "aha" effect and make it easy to comprehend difficult concepts. The Graphically Enhanced Manuals help you master a program much faster with a much deeper understanding of concepts, features and workflows in a very intuitive way that is easy to understand.
NEW MEDIA THEORY SERIES EDITOR: BYRON HAWK MICS, CAMERAS, SYMBOLIC ACTION: AUDIO-VISUAL RHETORIC FOR WRITING TEACHERS addresses the current technological challenges and opportunities of writing teachers through a conceptualization of writing and reading that could not have been imagined by many writing teachers at the turn of the twenty-first century. While MICS, CAMERAS, SYMBOLIC ACTION looks forward to emerging writing technologies, it finds its theoretical foundations by looking back to Kenneth Burke's concept of symbolic action. MICS, CAMERAS, SYMBOLIC ACTION situates its pedagogy for engaging the multidimensional rhetoric of audio-visual writing to help new and experienced writing teachers select, create, and engage productive models for designing audio-visual writing assignments and curricula. MICS, CAMERAS, SYMBOLIC ACTION draws upon Erika Lindemann and her pioneering work in A Rhetoric for Writing Teachers, as well as the educational theory of John Dewey, the multiliteracy theory of Stuart Selber, and the design philosophy of Robin Williams. Rather than look to the creation and critique of audio-visual texts as the goal of its pedagogy, MICS, CAMERAS, SYMBOLIC ACTION looks for ways to use the creation and critique of audio-visual texts as a means for realizing a variety of learning goals for writing students. Bump HALBRITTER establishes not only the theoretical foundation for that work but also discusses, in depth, the material demands of working with audio-visual assets that writing teachers have not typically been trained to use: microphones, video cameras, and an array of other peripheral technologies for collecting, storing, and exchanging audio-visual information. BUMP HALBRITTER is Associate Professor of Rhetoric and Writing at Michigan State University and is Editor of CCC ONLINE. His work on aural rhetoric and audio-visual writing pedagogy has appeared in KAIROS, ENCULTURATION, COMPUTERS AND COMPOSITION, COLLEGE ENGLISH, and in the edited collection, DIGITAL TOOLS. Halbritter and Julie Lindquist are co-PIs of the long-term research project LiteracyCorps Michigan, a multi-phase research project that uses digital video to investigate and document the literate lives of college students. "The voice and style are one of the Mics, Cameras, Symbolic Action's great strengths, as they render the subject approachable and readable to those who might not yet consider themselves a part of rhetoric and composition culture. Halbritter makes a compelling argument for why we should become engaged in the (symbolic) action of multimedia composing." - ERIN KARPER
An examination of more than sixty years of successes and failures in developing technologies that allow computers to understand human spoken language. Stanley Kubrick's 1968 film 2001: A Space Odyssey famously featured HAL, a computer with the ability to hold lengthy conversations with his fellow space travelers. More than forty years later, we have advanced computer technology that Kubrick never imagined, but we do not have computers that talk and understand speech as HAL did. Is it a failure of our technology that we have not gotten much further than an automated voice that tells us to "say or press 1"? Or is there something fundamental in human language and speech that we do not yet understand deeply enough to be able to replicate in a computer? In The Voice in the Machine, Roberto Pieraccini examines six decades of work in science and technology to develop computers that can interact with humans using speech and the industry that has arisen around the quest for these technologies. He shows that although the computers today that understand speech may not have HAL's capacity for conversation, they have capabilities that make them usable in many applications today and are on a fast track of improvement and innovation. Pieraccini describes the evolution of speech recognition and speech understanding processes from waveform methods to artificial intelligence approaches to statistical learning and modeling of human speech based on a rigorous mathematical model-specifically, Hidden Markov Models (HMM). He details the development of dialog systems, the ability to produce speech, and the process of bringing talking machines to the market. Finally, he asks a question that only the future can answer: will we end up with HAL-like computers or something completely unexpected?
"Advances in Non-Linear Modeling for Speech Processing" includes
advanced topics in non-linear estimation and modeling techniques
along with their applications to speaker recognition.
The first work to propose a comprehensive musicological framework to study sound-based music, a rapidly developing body of work that includes electroacoustic art music, turntable composition, and acoustic and digital sound installations. The art of sound organization, also known as electroacoustic music, uses sounds not available to traditional music making, including prerecorded, synthesized, and processed sounds. The body of work of such sound-based music (which includes electroacoustic art music, turntable composition, computer games, and acoustic and digital sound installations) has developed more rapidly than its musicology. Understanding the Art of Sound Organization proposes the first general foundational framework for the study of the art of sound organization, defining terms, discussing relevant forms of music, categorizing works, and setting sound-based music in interdisciplinary contexts. Leigh Landy's goal in this book is not only to create a theoretical framework but also to make the work more accessible-to suggest a way to understand sound-based music, to give a listener what he terms "something to hold on to," for example, by connecting elements in a work to everyday experience. Landy considers the difficulties of categorizing works and discusses such types of works as sonic art and electroacoustic music, pointing out where they overlap and how they are distinctive. He proposes a "sound-based music paradigm" that transcends such traditional categories as art and pop music. Landy defines patterns that suggest a general framework and places the studies of sound-based music into interdisciplinary contexts, from acoustics to semiotics, proposing a holistic research approach that considers the interconnectedness of a given work's history, theory, technological aspects, and social impact. The author's ElectroAcoustic Resource Site (EARS, www.ears.dmu.ac.uk), the architecture of which parallels this book's structure, offers updated bibliographic resource abstracts and related information.
How interactive voice-based technology can tap into the automatic and powerful responses all speech-whether from human or machine-evokes. Interfaces that talk and listen are populating computers, cars, call centers, and even home appliances and toys, but voice interfaces invariably frustrate rather than help. In Wired for Speech, Clifford Nass and Scott Brave reveal how interactive voice technologies can readily and effectively tap into the automatic responses all speech-whether from human or machine-evokes. Wired for Speech demonstrates that people are "voice-activated": we respond to voice technologies as we respond to actual people and behave as we would in any social situation. By leveraging this powerful finding, voice interfaces can truly emerge as the next frontier for efficient, user-friendly technology. Wired for Speech presents new theories and experiments and applies them to critical issues concerning how people interact with technology-based voices. It considers how people respond to a female voice in e-commerce (does stereotyping matter?), how a car's voice can promote safer driving (are "happy" cars better cars?), whether synthetic voices have personality and emotion (is sounding like a person always good?), whether an automated call center should apologize when it cannot understand a spoken request ("To Err is Interface; To Blame, Complex"), and much more. Nass and Brave's deep understanding of both social science and design, drawn from ten years of research at Nass's Stanford laboratory, produces results that often challenge conventional wisdom and common design practices. These insights will help designers and marketers build better interfaces, scientists construct better theories, and everyone gain better understandings of the future of the machines that speak with us.
Learn the perfect way to rip, copy, record, and burn your favorite songs, using free or open-source software. From mash-ups that combine existing hits, to remixes of your favorite songs, you’ll be ready to tackle it all—even if you start as a novice who doesn’t know BPM from MP3.
This book is intended to be an easy-to-use, practical guide to all that Pro Tools has to offer. If you are a beginner, you should have absolutely no problem setting up your system and getting started. If you already use Pro Tools regularly, you should find the answers to questions you have always wanted to know. Either way, the ultimate goal is to give all Pro Tools users a reliable reference guide to any issues they may encounter.
Publisher's Note: Products purchased from Third Party sellers are not guaranteed by the publisher for quality, authenticity, or access to any online entitlements included with the product. The first edition of this book was written six years ago. Since then, there have been some significant developments in the area of car audio (and video). In addition, many of the products featured in the first edition are now obsolete. While the first edition of the book continues to sell, we have seen a bit of a slow-down at major accounts. This edition promises to be even more successful than the last.Car Stereo Cookbook, 2e is a completely revamped edition of a hugely successful title that continues to sell. This revised book will include new information on mobile video, satellite radio, mp3, wma, digital broadcast radio, and will eliminate the out-of-date products that are no longer pertinent.
Winner of the 2003 Emerging Scholar Award, presented by the Society for Music Theory In this book, David Temperley addresses a fundamental question about music cognition: how do we extract basic kinds of musical information, such as meter, phrase structure, counterpoint, pitch spelling, harmony, and key from music as we hear it? Taking a computational approach, Temperley develops models for generating these aspects of musical structure. The models he proposes are based on "preference rules," which are criteria for evaluating a possible structural analysis of a piece of music. A preference rule system evaluates many possible interpretations and chooses the one that best satisfies the rules. After an introductory chapter, Temperley presents preference rule systems for generating six basic kinds of musical structure: meter, phrase structure, contrapuntal structure, harmony, and key, as well as pitch spelling (the labeling of pitch events with spellings such as A flat or G sharp). He suggests that preference rule systems not only show how musical structures are inferred, but also shed light on other aspects of music. He substantiates this claim with discussions of musical ambiguity, retrospective revision, expectation, and music outside the Western canon (rock and traditional African music). He proposes a framework for the description of musical styles based on preference rule systems and explores the relevance of preference rule systems to higher-level aspects of music, such as musical schemata, narrative and drama, and musical tension.
"Virtual Music "is about artificial creativity. Focusing on the author's Experiments in Musical Intelligence computer music composing program, the author and a distinguished group of experts discuss many of the issues surrounding the program, including artificial intelligence, music cognition, and aesthetics. The book is divided into four parts. The first part provides a historical background to Experiments in Musical Intelligence, including examples of historical antecedents, followed by an overview of the program by Douglas Hofstadter. The second part follows the composition of an Experiments in Musical Intelligence work, from the creation of a database to the completion of a new work in the style of Mozart. It includes, in sophisticated lay terms, relatively detailed explanations of how each step in the process contributes to the final composition. The third part consists of perspectives and analyses by Jonathan Berger, Daniel Dennett, Bernard Greenberg, Douglas R. Hofstadter, Steve Larson, and Eleanor Selfridge-Field. The fourth part presents the author's responses to these commentaries, as well as his thoughts on the implications of artificial creativity. The book (and corresponding Web site) includes an appendix providing extended musical examples referred to and discussed in the book, including composers such as Scarlatti, Bach, Mozart, Beethoven, Schubert, Chopin, Puccini, Rachmaninoff, Prokofiev, Debussy, Bartok, and others. It is also accompanied by a CD containing performances of the music in the text.
Imagine being able to carry your entire music library with you everywhere you go. You can do all of this and more with the Dell DJ, and this resource shows you how to harness its power. Get set up and purchase music from Musicmatch and other online music stores, then learn to build a digital audio library from your CDs, cassettes, and LPs. Next, discover advanced topics such as choosing accessories that meet your needs, troubleshooting problems, and even how to use your Dell DJ to back up and store your important documents. From the basics to more advanced topics, you'll get expert tips and invaluable tricks to enhance your Dell DJ experience.Install Dell DJ software and connect your Dell DJ to your PC Find your way around Musicmatch Jukebox and load tunes into its library Create a playlist with Musicmatch or directly with your Dell DJ Rip songs from CDs, LPs, and cassettes Load songs onto your Dell DJ from your Musicmatch library Control the quality of sound files Optimize sound with the DJ's equalizer and create custom equalizer settings Learn about digital rights management Troubleshoot your Dell DJ and find help online About the authors: Rick Broida is a freelance writer and regular contributor to CNET, Computer Shopper, and MobilePC Magazine. He is the founder and former editor of Handheld Computing Magazine and co-author of the best-selling books "How to Do Everything with Your Palm Handheld" and "How to Do Everything with Your Sony CLIE."Dave Johnson is the former editor of Mobility magazine and a popular technology journalist. He is author of the best-selling book "How to Do Everything with Your Digital Camera" and co-author of "How to Do Everything with Your PalmHandheld."
Your Definitive Professional Resource Develop real-world voice-based applications using this authoritative one-of-a-kind guide. Featuring in-depth coverage of both core and emerging topics within voice-enabled technology, this book explains everything from setting up a simple voice mail system to developing advanced multi-model voice applications using the newest Web telephony engine. You'll learn how to integrate VoiceXML with other key technologies such as ASP, JSP, ColdFusion, CCXML, and SALT. All examples are based on today's most current hardware. Containing project specifications, guidelines, deployment procedures--as well as actual case studies with all source code--this practical resource will change the way you develop next-generation voice-based applications.Design dialog flow and navigation architecture and learn guidelines for voice applications Manage content and identify target audience Learn VoiceXML document structure and execute multi-document-based applications Develop voice mail and voice banking systems using ASP and VoiceXML Identify the scope and role of grammars in VoiceXML 2.0 Use JSP to interact with databases and write code for front-end dialogs Understand the benefits and components of the Microsoft Web telephony engine Write CCXML programs and integrate CCXML with VoiceXML applications Produce speech output and speech input in SALT
Get downloading and get down! This step-by-step resource teaches you techniques for making the most of iTunes. Manage a library of music, automate playback of your favorite music, burn audio CDs, and load and unload songs from Apple's iPod or another external MP3 player. Discover the multitude of ways you can search and browse the iTunes Music Store. Record, edit, and share audio over a local network. Author Todd Stauffer provides plenty of information and instruction in a smartly written style that communicates clearly in non-technical language. Make musical magic with help from "How to Do Everything with iTunes for Macintosh and Windows."Organize, manipulate, and manage your music Instantly buy and download music from the iTunes Music Store Encode, translate, and record your own audio Share music within the same household Add and view album artwork Search by title, style, artist, genre, album, and more Create archives, libraries, and playlists Use iTunes with other iLife '04 applications Customize the Visualizer and hook iTunes to your stereo Run iTunes like a DJ and keep your party thumping Import and work with AAC, MP3, AIFF, and WAV audio files About the author: Todd Stauffer is the best-selling author of all three editions of "How to Do Everything with Your iMac," and the originator of the "How to Do Everything" series. |
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