Results 121 to 130 of about 263,894 (285)
Spatial audio engineering: exploring height in acoustic space [PDF]
Techniques for recording and reproducing an authentic immersive 3D audio experience are evolving rapidly as new technologies and new delivery platforms emerge for sound art installations, museum and gallery exhibits, and immersive cinema formats.
Barbour, J
core
Stakeholder Perspectives on Therapeutic and Safe Building Design in Residential Care
ABSTRACT Residential care is a form of out‐of‐home care that plays a critical role in supporting vulnerable young people in Australia. However, there is an evidence gap regarding the built environment in this context. This research aimed to explore the perspectives of key stakeholders in residential care in Victoria, Australia, regarding design that ...
Carmen Schroder +3 more
wiley +1 more source
Severe, Non‐apneic Respiratory Dysfunction and Hypoxia following Generalized Convulsive Seizures
Objective Sudden unexpected death in epilepsy (SUDEP) is a devastating consequence of some generalized convulsive seizures (GCS). Recent work has focused on seizure related apnea as a biomarker of SUDEP risk, frequently without characterizing the adequacy of non‐apneic ventilation or identifying other dysfunctional breathing patterns.
Haley E. Pysick +9 more
wiley +1 more source
Minimum Audible Angle in 3rd-Order Ambisonics in Horizontal Plane for Different Ambisonic Decoders
As immersive audio is gaining popularity, the perceptual aspects of spatial sound reproduction become relevant. The authors investigate a measure related to spatial resolution, the Minimum Audible Angle (MAA), which is understudied in the context of ...
Katarzyna Sochaczewska +4 more
doaj +1 more source
Quantifying Spatial Audio Quality Impairment
Accepted to the 2024 IEEE International Conference on Acoustics, Speech, and Signal Processing (ICASSP)
Watcharasupat, Karn N., Lerch, Alexander
openaire +2 more sources
‘SOMS BrainSpace’: A digital serious game for undergraduate neuroscience
Abstract Neuroanatomy is challenging for many undergraduates, requiring strong visuospatial skills and a deep understanding of complex concepts. This study developed and evaluated SOMS BrainSpace, a digital serious game for neuroanatomy education, using a mixed methods approach.
Anthony Tran +3 more
wiley +1 more source
Abstract The practice of involving students in designing pedagogical resources, including gamified learning tools, is often underutilized. Traditionally, students are engaged in usability and efficacy testing of finalized learning tools, limiting their ability to shape the learning experience from inception.
Kristina Lisk, Judi Laprade
wiley +1 more source
Audio-Visual Speech Enhancement for Spatial Audio - Spatial-VisualVoice and the MAVE Database
Audio-visual speech enhancement (AVSE) has been found to be particularly useful at low signal-to-noise (SNR) ratios due to the immunity of the visual features to acoustic noise. However, a significant gap exists in AVSE methods tailored to enhance spatial audio under low-SNR conditions.
Yaffe, Danielle +4 more
openaire +2 more sources
Abstract Active learning strategies enhance medical education by fostering self‐directed learning, communication, and problem‐solving skills. The paper puzzle, a game‐based learning approach, provides an engaging way to reinforce anatomical knowledge and promote collaboration.
Ricardo Tello‐Mendoza +6 more
wiley +1 more source

