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Books > Computing & IT > Applications of computing > Audio processing
Dialect Accent Features for Establishing Speaker Identity: A Case Study discusses the subject of forensic voice identification and speaker profiling. Specifically focusing on speaker profiling and using dialects of the Hindi language, widely used in India, the authors have contributed to the body of research on speaker identification by using accent feature as the discriminating factor. This case study contributes to the understanding of the speaker identification process in a situation where unknown speech samples are in different language/dialect than the recording of a suspect. The authors' data establishes that vowel quality, quantity, intonation and tone of a speaker as compared to Khariboli (standard Hindi) could be the potential features for identification of dialect accent.
Introduction to Digital Audio Coding and Standards provides a
detailed introduction to the methods, implementations, and official
standards of state-of-the-art audio coding technology. In the book,
the theory and implementation of each of the basic coder building
blocks is addressed. The building blocks are then fit together into
a full coder and the reader is shown how to judge the performance
of such a coder. Finally, the authors discuss the features,
choices, and performance of the main state-of-the-art coders
defined in the ISO/IEC MPEG and HDTV standards and in commercial
use today.
While the use of technology to compensate for individual shortcomings is nothing new, there has been tremendous progress in the application of technology toward assisting individuals with disabilities, particularly with the use of computer synthesized speech (CSS) to help speech impaired people communicate using voice. Computer Synthesized Speech Technologies: Tools for Aiding Impairment provides information to current and future practitioners that will allow them to better assist speech disabled individuals who wish to utilize CSS technology. Just as important as the practitioner's knowledge of the latest advances in speech technology, so, too, is the practitioner's understanding of how specific client needs affect the use of CSS, how cognitive factors related to comprehension of CSS affect its use, and how social factors related to perceptions of the CSS user affect their interaction with others. This cutting edge book addresses those topics pertinent to understanding the myriad of concerns involved with the implementation of CSS so that CSS technologies may continue to evolve and improve for speech impaired individuals.
This revised and updated book describes how to reduce costs, and covers the basic techniques, products and applications of the technology. It also gives information and access to over 400 organizations that provide services in the voice processing area.
Game Audio Fundamentals takes the reader on a journey through game audio design: from analog and digital audio basics, to the art and execution of sound effects, soundtracks, and voice production, as well as learning how to make sense of a truly effective soundscape. Presuming no pre-existing knowledge, this accessible guide is accompanied by online resources - including practical examples and incremental DAW exercises - and presents the theory and practice of game audio in detail, and in a format anyone can understand. This is essential reading for any aspiring game audio designer, as well as students and professionals from a range of backgrounds, including music, audio engineering, and game design.
Working with Sound is an exploration of the ever-changing working practices of audio development in the era of hybrid collaboration in the games industry. Through learnings from the pre-pandemic remote and isolated worlds of audio work, sound designers, composers and dialogue designers find themselves equipped uniquely to thrive in the hybrid, remote, and studio-based realms of today's fast-evolving working landscapes. With unique insights into navigating the worlds of isolation and collaboration, this book explores ways of thinking and working in this world, equipping the reader with inspiration to sustainably tackle the many stages of the development process. Working with Sound is an essential guide for professionals working in dynamic audio teams of all sizes, as well as the designers, producers, artists, animators and programmers who collaborate closely with their colleagues working on game audio and sound.
This book is one outcome of the NATO Advanced Studies Institute (ASI) Workshop, "Speechreading by Man and Machine," held at the Chateau de Bonas, Castera-Verduzan (near Auch, France) from August 28 to Septem ber 8, 1995 - the first interdisciplinary meeting devoted the subject of speechreading ("lipreading"). The forty-five attendees from twelve countries covered the gamut of speechreading research, from brain scans of humans processing bi-modal stimuli, to psychophysical experiments and illusions, to statistics of comprehension by the normal and deaf communities, to models of human perception, to computer vision and learning algorithms and hardware for automated speechreading machines. The first week focussed on speechreading by humans, the second week by machines, a general organization that is preserved in this volume. After the in evitable difficulties in clarifying language and terminology across disciplines as diverse as human neurophysiology, audiology, psychology, electrical en gineering, mathematics, and computer science, the participants engaged in lively discussion and debate. We think it is fair to say that there was an atmosphere of excitement and optimism for a field that is both fascinating and potentially lucrative. Of the many general results that can be taken from the workshop, two of the key ones are these: * The ways in which humans employ visual image for speech recogni tion are manifold and complex, and depend upon the talker-perceiver pair, severity and age of onset of any hearing loss, whether the topic of conversation is known or unknown, the level of noise, and so forth.
Corpus-based methods will be found at the heart of many language and speech processing systems. This book provides an in-depth introduction to these technologies through chapters describing basic statistical modeling techniques for language and speech, the use of Hidden Markov Models in continuous speech recognition, the development of dialogue systems, part-of-speech tagging and partial parsing, data-oriented parsing and n-gram language modeling. The book attempts to give both a clear overview of the main technologies used in language and speech processing, along with sufficient mathematics to understand the underlying principles. There is also an extensive bibliography to enable topics of interest to be pursued further. Overall, we believe that the book will give newcomers a solid introduction to the field and it will give existing practitioners a concise review of the principal technologies used in state-of-the-art language and speech processing systems. Corpus-Based Methods in Language and Speech Processing is an initiative of ELSNET, the European Network in Language and Speech. In its activities, ELSNET attaches great importance to the integration of language and speech, both in research and in education. The need for and the potential of this integration are well demonstrated by this publication.
This work addresses the evaluation of the human and the automatic speaker recognition performances under different channel distortions caused by bandwidth limitation, codecs, and electro-acoustic user interfaces, among other impairments. Its main contribution is the demonstration of the benefits of communication channels of extended bandwidth, together with an insight into how speaker-specific characteristics of speech are preserved through different transmissions. It provides sufficient motivation for considering speaker recognition as a criterion for the migration from narrowband to enhanced bandwidths, such as wideband and super-wideband.
The advances in computing and networking have sparked an enormous interest in deploying automatic speech recognition on mobile devices and over communication networks. This book brings together academic researchers and industrial practitioners to address the issues in this emerging realm and presents the reader with a comprehensive introduction to the subject of speech recognition in devices and networks. It covers network, distributed and embedded speech recognition systems.
This volume in the NATO Special Programme on Advanced Educational Technology addresses fundamental principles in the design of a dialogue component in intelligent tutoring systems. The purpose of the book is to link fundamental issues of communication and interaction to the more restricted domain of instructional dialogue. The papers are grouped into parts on: theoretical issues in instructional dialogue; theory into practice - interaction in learning environments; natural dialogue and interaction theory; and feedback and control in human-machine communication. The book originates from a NATO Advanced Research Workshop held in Italy in 1992 and the authors are leading researchers in educational technology, dialogue research and user-interface design.
This new Springer volume provides a comprehensive and detailed look at current approaches to automated question answering. The level of presentation is suitable for newcomers to the field as well as for professionals wishing to study this area and/or to build practical QA systems. The book can serve as a "how-to" handbook for IT practitioners and system developers. It can also be used to teach graduate courses in Computer Science, Information Science and related disciplines.
The Game Music Toolbox provides readers with the tools, models and techniques to create and expand a compositional toolbox, through a collection of 20 iconic case studies taken from different eras of game music. Discover many of the composition and production techniques behind popular music themes from games such as Cyberpunk 2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo, Shadow of the Tomb Raider, The Last of Us, and many others. The Game Music Toolbox features: Exclusive interviews from industry experts Transcriptions and harmonic analyses 101 music theory introductions for beginners Career development ideas and strategies Copyright and business fundamentals An introduction to audio implementation for composers Practical takeaway tasks to equip readers with techniques for their own game music The Game Music Toolbox is crucial reading for game music composers and audio professionals of all backgrounds, as well as undergraduates looking to forge a career in the video game industry.
Rhythm and Transforms is a book that explores rhythm in music, its structure and how we perceive it. The book will be bought by engineers interested in acoustic signal processing as well as musicians, composers and computer scientists. Anyone interested in the scientific basis of music from psychologists to the designers of electronic musical instruments will be interested in this book.
- This is the first book for academic podcasters. With theoretical background as well as detailed practical instructions, this book explores the what, why and how of academic podcasting. - Podcasting is becoming an ever-more popular form of both creating knowledge and disseminating research to reach both academic and non-academic audiences. - Competing titles are solely concerned with podcasting as an object of study or as a how-to guide. This book is unique in that it brings together research into a subfield of podcasting, with arguments about why it is a normatively good thing for academia before synthesising this knowledge by detailing how to do it. This is the only book specifically about academic podcasting.
This book is a theoretical and practical deep dive into the craft of worldbuilding for video games, with an explicit focus on how different job disciplines contribute to worldbuilding. In addition to providing lenses for recognizing the various components in creating fictional and digital worlds, the author positions worldbuilding as a reciprocal and dynamic process, a process which acknowledges that worldbuilding is both created by and instrumental in the design of narrative, gameplay, art, audio, and more. Collaborative Worldbuilding for Video Games encourages mutual respect and collaboration among teams and provides game writers and narrative designers tools for effectively incorporating other job roles into their own worldbuilding practice and vice versa. Features: Provides in-depth exploration of worldbuilding via respective job disciplines Deep dives and case studies into a variety of games, both AAA and indie Includes boxed articles for deeper interrogation and exploration of key ideas Contains templates and checklists for practical tips on worldbuilding
Audio production is an incredibly rewarding craft. To take the raw, basic tracks of a fledgling idea and shape them into one glorious stereophonic sound wave is an amazing feat. The transformation from analogue to digital dominance has brought many advances in sound quality and new techniques, but producing digital music with only a standard computer and DAW can be problematic, time-consuming and sometimes disappointing without the right approach and skills. In Template Mixing and Mastering, renowned mix engineer Billy Decker tackles the challenges of in-the-box production through his innovative template approach. He shares his passion and knowledge from over twenty years of industry experience, including an introduction to templates and a step-by-step guide to their set-up and a discussion of drum replacement technology. Channel and setting information for each of the drum, instrument and vocal sections of his template is discussed along with the master channel and his methodology of mixing and mastering. Finally, he gives professional advice and best practice. This book features the full template used on sixteen No 1 records!
This is the third edition of Character Development and Storytelling for Games, a standard work in the field that brings all of the teaching from the first two books up to date and tackles the new challenges of today. Professional game writer and designer Lee Sheldon combines his experience and expertise in this updated edition. New examples, new game types, and new challenges throughout the text highlight the fundamentals of character writing and storytelling. But this book is not just a box of techniques for writers of video games. It is an exploration of the roots of character development and storytelling that readers can trace from Homer to Chaucer to Cervantes to Dickens and even Mozart. Many contemporary writers also contribute insights from books, plays, television, films, and, yes, games. Sheldon and his contributors emphasize the importance of creative instinct and listening to the inner voice that guides successful game writers and designers. Join him on his quest to instruct, inform, and maybe even inspire your next great game.
* The book will include high quality contributions from practitioners and researchers that consider the ethics and aesthetics of the work, investigating the role of sound in community building, wellbeing, education, and social or environmental justice. * Would be recommended reading in leading applied and socially engaged theatre courses, in sound studies and sonic art courses and in media and communication courses. * The closest competitors are more a broad survey of sound art while this book looks to the future, building possibilities, and imagining what might be through the creative acts of inquiry and sound. Contribution from Brandon LaBelle (key theorist in sound studies) First book to address community engaged arts through a sound studies lens An area of community engaged arts that has exploded recently since the COVID-19 pandemic
Prepare yourself to be a great producer when using Pro Tools in your studio. Pro Tools 9 for Music Production is the definitive guide to the software for new and professional users, providing you with all the vital skills you need to know. Covering both the Pro Tools HD and LE this book is extensively illustrated in color and packed with time saving hints and tips, it is a great reference to keep on hand as a constant source of information. Detailed chapters on the user interface, the MIDI and scoring features, recording, editing, signal processing and mixing blend essential knowledge with tutorials and practical examples from actual recordings. New and updated materials include: *Pro Tools 9 software described in detail *Details of the new functions and features of PT9 *Full color screen shots and equipment photos Pro Tools 9 for Music Production is a vital source of reference, for the working professional or serious hobbyist looking for professional results.
Sounds of the Pandemic offers one of the first critical analyses of the changes in sonic environments, artistic practice, and listening behaviour caused by the Coronavirus outbreak. This multifaceted collection provides a detailed picture of a wide array of phenomena related to sound and music, including soundscapes, music production, music performance, and mediatisation processes in the context of COVID-19. It represents a first step to understanding how the pandemic and its by-products affected sound domains in terms of experiences and practices, representations, collective imaginaries, and socio-political manipulations. This book is essential reading for students, researchers, and practitioners working in the realms of music production and performance, musicology and ethnomusicology, sound studies, and media and cultural studies.
People engage in discourse every day - from writing letters and presenting papers to simple discussions. Yet discourse is a complex and fascinating phenomenon that is not well understood. This volume stems from a multidisciplinary workshop in which eminent scholars in linguistics, sociology and computational linguistics presented various aspects of discourse. The topics treated range from multi-party conversational interactions to deconstructing text from various perspectives, considering topic-focus development and discourse structure, and an empirical study of discourse segmentation. The chapters not only describe each author's favorite burning issue in discourse but also provide a fascinating view of the research methodology and style of argumentation in each field.
This book presents details of a text-to-speech synthesis procedure using epoch synchronous overlap add (ESOLA), and provides a solution for development of a text-to-speech system using minimum data resources compared to existing solutions. It also examines most natural speech signals including random perturbation in synthesis. The book is intended for students, researchers and industrial practitioners in the field of text-to-speech synthesis. |
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