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Books > Computing & IT > Applications of computing > Audio processing
Over the last century, developments in electronic music and art have enabled new possibilities for creating audio and audio-visual artworks. With this new potential has come the possibility for representing subjective internal conscious states, such as the experience of hallucinations, using digital technology. Combined with immersive technologies such as virtual reality goggles and high-quality loudspeakers, the potential for accurate simulations of conscious encounters such as Altered States of Consciousness (ASCs) is rapidly advancing. In Inner Sound, author Jonathan Weinel traverses the creative influence of ASCs, from Amazonian chicha festivals to the synaesthetic assaults of neon raves; and from an immersive outdoor electroacoustic performance on an Athenian hilltop to a mushroom trip on a tropical island in virtual reality. Beginning with a discussion of consciousness, the book explores how our subjective realities may change during states of dream, psychedelic experience, meditation, and trance. Taking a broad view across a wide range of genres, Inner Sound draws connections between shamanic art and music, and the modern technoshamanism of psychedelic rock, electronic dance music, and electroacoustic music. Going beyond the sonic into the visual, the book also examines the role of altered states in film, visual music, VJ performances, interactive video games, and virtual reality applications. Through the analysis of these examples, Weinel uncovers common mechanisms, and ultimately proposes a conceptual model for Altered States of Consciousness Simulations (ASCSs). This theoretical model describes how sound can be used to simulate various subjective states of consciousness from a first-person perspective, in an interactive context. Throughout the book, the ethical issues regarding altered states of consciousness in electronic music and audio-visual media are also examined, ultimately allowing the reader not only to consider the design of ASCSs, but also the implications of their use for digital society.
About This Book Enable a full cost-effective unified communications server solution Go from a single server configuration to a multi-site deployment Implement the Call Center module and take advantage of all the VoIP and Unified Communications features available Who This Book Is ForThis book is aimed at those who want to learn how to set up an Elastix Unified Communications Server without losing ground on Unified Communications and Voice over IP.
"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.
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.
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.
Dragon NaturallySpeaking For Dummies, 4E will introduce readers to everything they need to know to get started with this advanced voice recognition software. Readers will get the most up-to-date information on the latest version of the software. PART I: Hatching and Launching Your Dragon Software Chapter 1: Preparing for Dragons Chapter 2: Basic Training Chapter 3: Launching and Controlling Your Dragon PART II: Fire-Breathing 101 Chapter 4: Basic Dictating Chapter 5: Selecting, Editing, and Correcting in the NaturallySpeaking Window Chapter 6: Fonts, Alignment, and All That: Formatting Your Document Chapter 7: Proofreading and Listening to Your Text Chapter 8: Using Recorded Speech Chapter 9: Mobile Edition and NaturallyMobile Recorder PART III: Giving Your Applications Wings Chapter 10: Dictating into Other Applications Chapter 11: Controlling Your Desktop and Windows by Voice Chapter 12: Using NaturalWord for Word and WordPerfect Chapter 13: A Dragon Online Chapter 14: Dragon Your Data Around Chapter 15: Staying Organized on the Move PART IV: Precision Flying Chapter 16: Feeding Your Dragon: RAM, Disk Space, and Speed Chapter 17: Speaking More Clearly to Your Dragon Chapter 18: Additional Training and Vocabulary Building Chapter 19: Improving Audio Input Chapter 20: Dealing with Change Chapter 21: Having Multiple Users or Vocabularies Chapter 22: Creating Your Own Commands Chapter 23: Taking Draconian Measures: Workarounds for Problems PART V: The Part of Tens Chapter 24: Ten Common Problems Chapter 25: Ten Time-and-Sanity-Saving Tips Chapter 26: Ten Mistakes to Avoid Chapter 27: Ten Stupid Dragon Tricks
"GarageBand X - 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 is the only manual available). This 321 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.
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.
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.
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. |
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