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Books > Computing & IT > Applications of computing > Audio processing > General
This book is a revised version of my doctoral thesis which was submitted in April 1993. The main extension is a chapter on evaluation of the system de scribed in Chapter 8 as this is clearly an issue which was not treated in the original version. This required the collection of data, the development of a concept for diagnostic evaluation of linguistic word recognition systems and, of course, the actual evaluation of the system itself. The revisions made primarily concern the presentation of the latest version of the SILPA system described in an additional Subsection 8. 3, the development environment for SILPA in Sec tion 8. 4, the diagnostic evaluation of the system as an additional Chapter 9. Some updates are included in the discussion of phonology and computation in Chapter 2 and finite state techniques in computational phonology in Chapter 3. The thesis was designed primarily as a contribution to the area of compu tational phonology. However, it addresses issues which are relevant within the disciplines of general linguistics, computational linguistics and, in particular, speech technology, in providing a detailed declarative, computationally inter preted linguistic model for application in spoken language processing. Time Map Phonology is a novel, constraint-based approach based on a two-stage temporal interpretation of phonological categories as events."
The mathematical theory of counterpoint was originally aimed at simulating the composition rules described in Johann Joseph Fux's Gradus ad Parnassum. It soon became apparent that the algebraic apparatus used in this model could also serve to define entirely new systems of rules for composition, generated by new choices of consonances and dissonances, which in turn lead to new restrictions governing the succession of intervals. This is the first book bringing together recent developments and perspectives on mathematical counterpoint theory in detail. The authors include recent theoretical results on counterpoint worlds, the extension of counterpoint to microtonal pitch systems, the singular homology of counterpoint models, and the software implementation of contrapuntal models. The book is suitable for graduates and researchers. A good command of algebra is a prerequisite for understanding the construction of the model.
Metal Music Manual shows you the creative and technical processes involved in producing contemporary heavy music for maximum sonic impact. From pre-production to final mastered product, and fundamental concepts to advanced production techniques, this book contains a world of invaluable practical information. Assisted by clear discussion of critical audio principles and theory, and a comprehensive array of illustrations, photos, and screen grabs, Metal Music Manual is the essential guide to achieving professional production standards. The extensive companion website features multi-track recordings, final mixes, processing examples, audio stems, etc., so you can download the relevant content and experiment with the techniques you read about. The website also features video interviews the author conducted with the following acclaimed producers, who share their expertise, experience, and insight into the processes involved: Fredrik Nordstroem (Dimmu Borgir, At The Gates, In Flames) Matt Hyde (Slayer, Parkway Drive, Children of Bodom) Ross Robinson (Slipknot, Sepultura, Machine Head) Logan Mader (Gojira, DevilDriver, Fear Factory) Andy Sneap (Megadeth, Killswitch Engage, Testament) Jens Bogren (Opeth, Kreator, Arch Enemy) Daniel Bergstrand (Meshuggah, Soilwork, Behemoth) Nick Raskulinecz (Mastodon, Death Angel, Trivium) Quotes from these interviews are featured throughout Metal Music Manual, with additional contributions from: Ross "Drum Doctor" Garfield (one of the world's top drum sound specialists, with Metallica and Slipknot amongst his credits) Andrew Scheps (Black Sabbath, Linkin Park, Metallica) Maor Appelbaum (Sepultura, Faith No More, Halford)
Robust Speech Recognition in Embedded Systems and PC Applications provides a link between the technology and the application worlds. As speech recognition technology is now good enough for a number of applications and the core technology is well established around hidden Markov models many of the differences between systems found in the field are related to implementation variants. We distinguish between embedded systems and PC-based applications. Embedded applications are usually cost sensitive and require very simple and optimized methods to be viable. Robust Speech Recognition in Embedded Systems and PC Applications reviews the problems of robust speech recognition, summarizes the current state of the art of robust speech recognition while providing some perspectives, and goes over the complementary technologies that are necessary to build an application, such as dialog and user interface technologies. Robust Speech Recognition in Embedded Systems and PC Applications is divided into five chapters. The first one reviews the main difficulties encountered in automatic speech recognition when the type of communication is unknown. The second chapter focuses on environment-independent/adaptive speech recognition approaches and on the mainstream methods applicable to noise robust speech recognition. The third chapter discusses several critical technologies that contribute to making an application usable. It also provides some design recommendations on how to design prompts, generate user feedback and develop speech user interfaces. The fourth chapter reviews several techniques that are particularly useful for embedded systems or to decrease computational complexity. It also presents some case studies for embedded applications and PC-based systems. Finally, the fifth chapter provides a future outlook for robust speech recognition, emphasizing the areas that the author sees as the most promising for the future. Robust Speech Recognition in Embedded Systems and PC Applications serves as a valuable reference and although not intended as a formal University textbook, contains some material that can be used for a course at the graduate or undergraduate level. It is a good complement for the book entitled Robustness in Automatic Speech Recognition: Fundamentals and Applications co-authored by the same author.
Stochastically-Based Semantic Analysis investigates the problem of automatic natural language understanding in a spoken language dialog system. The focus is on the design of a stochastic parser and its evaluation with respect to a conventional rule-based method. Stochastically-Based Semantic Analysis will be of most interest to researchers in artificial intelligence, especially those in natural language processing, computational linguistics, and speech recognition. It will also appeal to practicing engineers who work in the area of interactive speech systems.
The availability of increased computational power and the proliferation of the Internet have facilitated the production and distribution of unauthorized copies of multimedia information. As a result, the problem of copyright protection has attracted the interest of worldwide scientific and business communities. Signal Processing, Perceptual Coding and Watermarking of Digital Audio: Advanced Technologies and Models focuses on watermarking, in which data is marked with hidden ownership information, as a promising solution to copyright protection issues. Compared to embedding watermarks into still images, hiding data in audio is much more challenging due to the extreme sensitivity of the human auditory system to changes in the audio signal. This book focuses on understanding human perception processes and including them in effective psychoacoustic models, as well as synchronization, which is an important component of a successful watermarking system.
Mathematical Music offers a concise and easily accessible history of how mathematics was used to create music. The story presented in this short, engaging volume ranges from ratios in antiquity to random combinations in the 17th century, 20th-century statistics, and contemporary artificial intelligence. This book provides a fascinating panorama of the gradual mechanization of thought processes involved in the creation of music. How did Baroque authors envision a composition system based on combinatorics? What was it like to create musical algorithms at the beginning of the 20th century, before the computer became a reality? And how does this all explain today's use of artificial intelligence and machine learning in music? In addition to discussing the history and the present state of mathematical music, Braguinski also takes a look at what possibilities the near future of music AI might hold for listeners, musicians, and the society. Grounded in research findings from musicology and the history of technology, and written for the non-specialist general audience, this book helps both student and professional readers to make sense of today's music AI by situating it in a continuous historical context.
Introduction to Digital Music with Python Programming provides a foundation in music and code for the beginner. It shows how coding empowers new forms of creative expression while simplifying and automating many of the tedious aspects of production and composition. With the help of online, interactive examples, this book covers the fundamentals of rhythm, chord structure, and melodic composition alongside the basics of digital production. Each new concept is anchored in a real-world musical example that will have you making beats in a matter of minutes. Music is also a great way to learn core programming concepts such as loops, variables, lists, and functions, Introduction to Digital Music with Python Programming is designed for beginners of all backgrounds, including high school students, undergraduates, and aspiring professionals, and requires no previous experience with music or code.
This illuminating, engaging book offers an introduction to the art of sound design and postproduction audio, written especially for for directors, producers, sound designers, and teachers without a technical background in sound. Building on over 50 years of combined expertise in teaching, filmmaking, and sound design, experienced instructor and author Peter Rea and sound designer Matthew Polis offer a cogent, clear, and practical overview of sound design principles and practices, from exploring the language and vocabulary of sound to teaching readers how to work with sound professionals, and later to overseeing the edit, mix, and finishing processes. In this book, Rea and Polis focus on creative and practical ways to utilize sound in order to achieve the filmmaker's vision and elevate their films. Balancing practical, experienced-based insight, numerous examples, and unique concepts like storyboarding for sound, A Filmmaker’s Guide to Sound Design arms students, filmmakers, and educators with the knowledge to creatively and confidently navigate their film through the post audio process.
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.
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.
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
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 |
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