3 resultados para Android Fotografia SQLite CSV Virtual Dressing Room
em CentAUR: Central Archive University of Reading - UK
Resumo:
In a “busy” auditory environment listeners can selectively attend to one of several simultaneous messages by tracking one listener's voice characteristics. Here we ask how well other cues compete for attention with such characteristics, using variations in the spatial position of sound sources in a (virtual) seminar room. Listeners decided which of two simultaneous target words belonged in an attended “context” phrase when it was played with a simultaneous “distracter” context that had a different wording. Talker difference was in competition with a position difference, so that the target‐word chosen indicates which cue‐type the listener was tracking. The main findings are that room‐acoustic factors provide some tracking cues, whose salience increases with distance separation. This increase is more prominent in diotic conditions, indicating that these cues are largely monaural. The room‐acoustic factors might therefore be the spectral‐ and temporal‐envelope effects of reverberation on the timbre of speech. By contrast, the salience of cues associated with differences in sounds' bearings tends to decrease with distance, and these cues are more effective in dichotic conditions. In other conditions, where a distance and a bearing difference cooperate, they can completely override a talker difference at various distances.
Resumo:
This article presents three ethnographic tales of interactions with living room media to help recreate the experience of significant moments in time, of affective encounters at the interface in which there is a collision or confusion of situated and virtual worlds. It draws on a year-long video ethnography of the practice and performance of everyday interactions with living room media. By studying situated activity and the lived practice of (new) media, rather than taking an exclusive focus on the virtual as a detached space, this ethnographic work demonstrates how the situated and mediated clash, or are crafted into complex emotional encounters during everyday living room life.
Resumo:
Livestock are a key asset for the global poor. However, access to relevant information is a critical issue for both livestock development practitioners and the poor themselves. Therefore, the following paper details the creation of an on-line Animal Health Resource Room. The aim was to create an immersive environment, which mimics the benefits of a 3D Virtual Learning Environment without the constraints on download times. Therefore, in the following paper key issues in the dissemination of such a platform such as connectivity and speed are explored within the wider context of the development of the tool itself.