A Music Ally Primer Music and Virtual Reality in 2017 1 Introduction
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Surround Sound Auteurs and the Fragmenting of Genre
Alan Williams: Surround Sound Auteurs and the Fragmenting of Genre Proceedings of the 12th Art of Record Production Conference Mono: Stereo: Multi Williams, A. (2019). Surround Sound Auteurs and the Fragmenting of Genre. In J.-O. Gullö (Ed.), Proceedings of the 12th Art of Record Production Conference Mono: Stereo: Multi (pp. 319-328). Stockholm: Royal College of Music (KMH) & Art of Record Production. Alan Williams: Surround Sound Auteurs and the Fragmenting of Genre Abstract Multi-channel sonic experience is derived from a myriad of technological processes, shaped by market forces, configured by creative decision makers and translated through audience taste preferences. From the failed launch of quadrophonic sound in the 1970s, through the currently limited, yet sustained niche market for 5.1 music releases, a select number of mix engineers and producers established paradigms for defining expanded sound stages. Whe- reas stereophonic mix practices in popular music became ever more codified during the 1970s, the relative paucity of multi-channel releases has preserved the individual sonic fingerprint of mixers working in surround sound. More- over, market forces have constricted their work to musical genres that appeal to the audiophile community that supports the format. This study examines the work of Elliot Scheiner, Bob Clearmountain, Giles Martin, and Steven Wilson to not only analyze the sonic signatures of their mixes, but to address how their conceptions of the soundstage become associated with specific genres, and serve to establish micro-genres of their own. I conclude by ar- guing that auteurs such as Steven Wilson have amassed an audience for their mixes, with a catalog that crosses genre boundaries, establishing a mode of listening that in itself represents an emergent genre – surround rock. -
Getting Real with the Library
Getting Real with the Library Samuel Putnam, Sara Gonzalez Marston Science Library University of Florida Outline What is Augmented Reality (AR) & Virtual Reality (VR)? What can you do with AR/VR? How to Create AR/VR AR/VR in the Library Find Resources What is Augmented and Virtual Reality? Paul Milgram ; Haruo Takemura ; Akira Utsumi ; Fumio Kishino; Augmented reality: a class of displays on the reality- virtuality continuum. Proc. SPIE 2351, Telemanipulator and Telepresence Technologies, 282 (December 21, 1995) What is Virtual Reality? A computer-generated simulation of a lifelike environment that can be interacted with in a seemingly real or physical way by a person, esp. by means of responsive hardware such as a visor with screen or gloves with sensors. "virtual reality, n". OED Online 2017. Web. 16 May 2017. Head mounted display, U.S. Patent Number 8,605,008 VR in the 90s By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, Attribution, https://commons.wikimedia.org/w/index.php?curid=32899409 By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, By Dr. Waldern/Virtuality Group - Dr. Jonathan D. Waldern, Attribution, Attribution, https://commons.wikimedia.org/w/index.php?curid=32525338 https://commons.wikimedia.org/w/index.php?curid=32525505 1 2 3 VR with a Phone 1. Google Daydream View 2. Google Cardboard 3. Samsung Gear VR Oculus Rift ● Popular VR system: headset, hand controllers, headset tracker ($598) ● Headset has speakers -> immersive environment ● Requires a powerful PC for full VR OSVR Headset ● Open Source ● “Plug in, Play Everything” ● Discounts for Developers and Academics ● Requires a powerful PC for full VR Augmented Reality The use of technology which allows the perception of the physical world to be enhanced or modified by computer-generated stimuli perceived with the aid of special equipment. -
13 Cool Things You Can Do with Google Chromecast Chromecast
13 Cool Things You Can Do With Google Chromecast We bet you don't even know half of these Google Chromecast is a popular streaming dongle that makes for an easy and affordable way of throwing content from your smartphone, tablet, or computer to your television wirelessly. There’s so much you can do with it than just streaming Netflix, Hulu, Spotify, HBO and more from your mobile device and computer, to your TV. Our guide on How Does Google Chromecast Work explains more about what the device can do. The seemingly simple, ultraportable plug and play device has a few tricks up its sleeve that aren’t immediately apparent. Here’s a roundup of some of the hidden Chromecast tips and tricks you may not know that can make casting more magical. Chromecast Tips and Tricks You Didn’t Know 1. Enable Guest Mode 2. Make presentations 3. Play plenty of games 4. Cast videos using your voice 5. Stream live feeds from security cameras on your TV 6. Watch Amazon Prime Video on your TV 7. Create a casting queue 8. Cast Plex 9. Plug in your headphones 10. Share VR headset view with others 11. Cast on the go 12. Power on your TV 13. Get free movies and other perks Enable Guest Mode If you have guests over at your home, whether you’re hosting a family reunion, or have a party, you can let them cast their favorite music or TV shows onto your TV, without giving out your WiFi password. To do this, go to the Chromecast settings and enable Guest Mode. -
Psaudio Copper
Issue 77 JANUARY 28TH, 2019 Welcome to Copper #77! I hope you had a better view of the much-hyped lunar-eclipse than I did---the combination of clouds and sleep made it a non-event for me. Full moon or no, we're all Bozos on this bus---in the front seat is Larry Schenbeck, who brings us music to counterbalance the blah weather; Dan Schwartz brings us Burritos for lunch; Richard Murison brings us a non-Python Life of Brian; Jay Jay French chats with Giles Martin about the remastered White Album; Roy Hall tells us about an interesting day; Anne E. Johnson looks at lesser-known cuts from Steely Dan's long career; Christian James Hand deconstructs the timeless "Piano Man"; Woody Woodward is back with a piece on seminal blues guitarist Blind Blake; and I consider comfort music, and continue with a Vintage Whine look at Fairchild. Our reviewer friend Vade Forrester brings us his list of guidelines for reviewers. Industry News will return when there's something to write about other than Sears. Copper#77 wraps up with a look at the unthinkable from Charles Rodrigues, and an extraordinary Parting Shot taken in London by new contributor Rich Isaacs. Enjoy, and we’ll see you soon! Cheers, Leebs. Stay Warm TOO MUCH TCHAIKOVSKY Written by Lawrence Schenbeck It’s cold, it’s gray, it’s wet. Time for comfort food: Dvořák and German lieder and tuneful chamber music. No atonal scratching and heaving for a while! No earnest searches after our deepest, darkest emotions. What we need—musically, mind you—is something akin to a Canadian sitcom. -
Latin America Digital Transformation Report 2020
Latin America Digital Transformation Report 2020 October 1, 2020 Disclaimer This report, including the information contained herein, has been compiled for informational purposes only and does not constitute an offer to sell or a solicitation of an offer to purchase any security. Any such offer or solicitation shall only be made pursuant to the final offering documents related to such security. This report also does not constitute legal, strategic, accounting, tax, or other similar professional advice normally provided by licensed or certified practitioners. The report relies on data from a wide range of sources, including public and private companies, market research firms and government agencies. We cite specific sources where data are public; the presentation is also informed by non-public information and insights. We disclaim any and all warranties, express or implied, with respect to the presentation. Atlantico makes no representations or warranties regarding the accuracy or completeness of the information contained in this report and expressly disclaims any and all liabilities based on it. Atlantico shall not be obliged to maintain, update or correct the report, nor shall it be liable, in any event, for any losses suffered as a consequence of the use of this report by any third parties. 2 Readme.txt The genie is out of the bottle. Technology is transforming every sector, we highlight differences between countries (or include it in the data-rich region, and habit. It is no longer a question of if but only of when. Latin Appendix that accompanies this report). America’s experience is no different; the waves of digital transformation have been pounding our shores. -
Design Specification
SPACETALK DESIGN SPECIFICATION TEAM Brian Orlando Eugene Meng Edward Roberts Terrie Chan SPONSORS NASA Jet Propulsion Lab MHCI+D INTRO Introduction National Aeronautics and Space Administration Those with the SpaceTalk app installed on their (NASA) spacecraft missions require scientists and mobile device can request a VR talk with other users engineers across the country to share complex and discuss complex mission information in context. mission data with each other. Yet, data such We believe that the accessibility and immersion as scientific instrument schedules, spacecraft of mobile VR will enable scientists and engineers orientation, and orbital trajectory are difficult to to collaborate with each more efficiently and convey with static presentations, texts and charts. effectively than ever before, saving NASA precious Remotely located scientists and engineers need time and resources in missions. a quick and easy means of discussing complex mission-centric data in order to make decisions, or This Design Specification is meant to describe to gain a holistic understanding of the mission. the SpaceTalk application in full to create as little friction as possible during the development process. To solve this issue, we’ve designed SpaceTalk: a It is composed of an architecture, system flow, collaborative mobile virtual reality (VR) application interaction model and visual system to create a that creates an interactive and immersive simulation holistic definition of the application. of NASA spacecraft missions. With SpaceTalk, users can -
Introduction to Immersive Realities for Educators
Introduction to Immersive Realities for Educators Contents 1. Introduction 2. Resources & Examples 3. Recommendations 4. Getting Started 5. VR Applications 6. Recording in VR 7. Using Wander 8. VR Champions 9. FAQs 10. References Introduction How VR In Education Will Change How We Learn And Teach The ever-evolving nature of technology continues to influence teaching and learning. One area where advances have impacted educational settings is immersive technology. Virtual reality (VR) immersive technologies “support the creation of synthetic, highly interactive three dimensional (3D) spatial environments that represent real or non-real situations” (Mikropoulos and Natsis, 2010, p. 769). The usage of virtual reality can be traced to the 1960s when cinematographer and inventor Morton Heiling developed the Sensorama, a machine in which individuals watched a film while experiencing a variety of multi-sensory effects, such as wind and various smells related to the scenery. In the 1980’s VR moved into professional education and training. The integration of VR in higher education became apparent in the 1990’s, and continues to be explored within colleges and universities in the 21st century. Why does it all mean? VR, AR, MR and What Does Immersion Actually Mean? Terms such as "Virtual Reality"(VR), "Augmented Reality" (AR), "Mixed Reality" (MR), and "Immersive Content" are becoming increasingly common in education and are more user-friendly and affordable than ever. Like any other technology, IR is used to introduce, support, or reinforce course learning objectives not unlike a text, film, or field trip to a museum. The major difference is that learning can be much more immersive, interactive and engaging. -
Using Virtual Reality to Engage and Instruct: a Novel Tool for Outreach and Extension Age Group: All Ages! Dr. Geoffrey Attardo
Using Virtual Reality to Engage and Instruct: A novel tool for Outreach and Extension Age Group: All Ages! Dr. Geoffrey Attardo Email: [email protected] Assistant Professor Room 37 Briggs Hall Department of Entomology and Nematology University of California, Davis Davis, California 95616 Recent developments in computer and display technologies are providing novel ways to interact with information. One of these innovations is the development of Virtual Reality (VR) hardware. Innovations in hardware and software have made this technology broadly accessible with options ranging from cell phone based VR kits made of cardboard to dedicated headsets driven by computers using powerful graphical hardware. VR based educational experiences provide opportunities to present content in a form where they are experienced in 3 dimensions and are interactive. This is accomplished by placing users in virtual spaces with content of interest and allows for natural interactions where users can physically move within the space and use their hands to directly manipulate/experience content. VR also reduces the impact of external sensory distractions by completely immersing the user in the experience. These interactions are particularly compelling when content that is only observable through a microscope (or not at all) can be made large allowing the user to experience these things at scale. This has great potential for entomological education and outreach as students can experience animated models of insects and arthropods at impossible scales. VR has great potential as a new way to present entomological content including aspects of morphology, physiology, behavior and other aspects of insect biology. This demonstration allows users of all ages to view static and animated 3D models of insects and arthropods in virtual reality. -
Moving Web 3D Content Into Gearvr
Moving Web 3d Content into GearVR Mitch Williams Samsung / 3d-online GearVR Software Engineer August 1, 2017, Web 3D BOF SIGGRAPH 2017, Los Angeles Samsung GearVR s/w development goals • Build GearVRf (framework) • GearVR Java API to build apps (also works with JavaScript) • Play nice with other devices • Wands, Controllers, I/O devices • GearVR apps run on Google Daydream ! • Performance, New Features • Fight for every Millisecond: • Android OS, Oculus, GPU, CPU, Vulkun • Unity, Unreal, GearVRf (framework) • Enable content creation • Game developers, 3D artists, UI/UX people, Web designers Content Creation for GearVR • 360 movies • Game Editors: Unity, Unreal • GearVRf (framework) • Open source Java api, JavaScript bindings • WebVR • WebGL; frameworks: A-frame, Three.js, React, X3Dom • 3d file formats • Collada, .FBX, gltf, .OBJ &.mtl, etc. using Jassimp • Java binding for Assimp (Asset Import Library) • X3D Why implement X3D in GearVR • Samsung began this effort February, 2016 • X3D is a widely supported file format • Exported by 3DS Max, Blender, Maya, Moto • Or exports VRML and converts to X3D • No other file format had similar capabilities. • Interactivity via JavaScript • Declarative format easy to edit / visualize the scene. • GearVR is not just a VR game console like Sony PSVR • We are a phone, web access device, camera, apps platform • X3D enables web applications: • Compliments the game influence in GearVR from Unity, Unreal. • Enables new VR web apps including: Google Maps, Facebook, Yelp JavaScript API’s. GearVR app Build Runtime Live Demo Very daring for the presenter who possesses no art skills. • 3ds Max 1. Animated textured objects 2. Export VRML97, Convert with “Instant Reality” to X3D • Android Studio 1. -
Mobile AR/VR with Edge-Based Deep Learning Jiasi Chen Department of Computer Science & Engineering University of California, Riverside
Mobile AR/VR with Edge-based Deep Learning Jiasi Chen Department of Computer Science & Engineering University of California, Riverside CNSM Oct. 23, 2019 Outline • What is AR/VR? • Edge computing can provide... 1. Real-time object detection for mobile AR 2. Bandwidth-efficient VR streaming with deep learning • Future directions 2 What is AR/VR? 3 End users Multimedia is… Audio On-demand video Internet Live video Content creation Compression Storage Distribution Virtual and augmented reality 4 What is AR/VR? | | | | virtual reality augmented virtuality augmented reality reality mixed reality 5 Who’s Using Virtual Reality? Smartphone-based hardware: Google Cardboard Google Daydream High-end hardware: 6 Playstation VR HTC Vive Why VR now? Portability (1) Have to go somewhere (2) Watch it at home (3) Carry it with you Movies: VR: CAVE (1992) Virtuality gaming (1990s) Oculus Rift (2016) Similar portability trend for VR, driven by hardware advances from the smartphone revolution.7 Who’s Using Augmented Reality? Smartphone- based: Pokemon Go Google Translate (text processing) Snapchat filters (face detection) High-end hardware: Google Glasses Microsoft Hololens 8 Is it all just fun and games? • AR/VR has applications in many areas: Data visualization Education Public Safety • What are the engineering challenges? • AR: process input from the real world (related to computer vision, robotics) • VR: output the virtual world to your display (related to computer graphics) 9 How AR/VR Works 1. Virtual world 3. Render 4. Display VR: generation 2. Real object detection AR: 4. Render 5. Display 1. Device tracking 10 What systems functionality is currently available in AR/VR? 11 Systems Support for VR Game engines • Unity • Unreal 1. -
The Problem Faced and the Solution of Xiaomi Company in India
ISSN: 2278-3369 International Journal of Advances in Management and Economics Available online at: www.managementjournal.info RESEARCH ARTICLE The Problem Faced and the Solution of Xiaomi Company in India Li Kai-Sheng International Business School, Jinan University, Qianshan, Zhuhai, Guangdong, China. Abstract This paper mainly talked about the problem faced and the recommend solution of Xiaomi Company in India. The first two parts are introduction and why Xiaomi targeting at the India respectively. The third part is the three problems faced when Xiaomi operate on India, first is low brand awareness can’t attract consumes; second, lack of patent reserves and Standard Essential Patent which result in patent dispute; at last, the quality problems after-sales service problems which will influence the purchase intention and word of mouth. The fourth part analysis the cause of the problem by the SWOT analysis of Xiaomi. The fifth part is the decision criteria and alternative solutions for the problems proposed above. The last part has described the recommend solution, in short, firstly, make good use of original advantage and increase the advertising investment in spokesman and TV show; then, in long run, improve the its ability of research and development; next, increase the number of after-sales service staff and service centers, at the same, the quality of service; finally, train the local employee accept company’s culture, enhance the cross-culture management capability of managers, incentive different staff with different programs. Keywords: Cross-cultural Management, India, Mobile phone, Xiaomi. Introduction Xiaomi was founded in 2010 by serial faces different problem inevitably. -
XIAOMI a CHINESE SUCCESS STORY the ELECTRONIC GIANT – WHAT S BEHIND What Is Xiaomi?
XIAOMI A CHINESE SUCCESS STORY THE ELECTRONIC GIANT – WHATS BEHIND What is Xiaomi? A Chinese electronics manufacturer with focus on low price high end smartphones. Wide product range: Unique selling point among all smartphones & fashion, (Chinese) mobile phone manu- furniture & lifestyle, facturers – Xiaomi utilizes its home electronics & own operating system MIUI, e-mobility – Xiaomi which is based on Android. develops products for every situation in life. Competition to Apple: both companies are highly innovative and Rapid growth: rely on high-quality 2011 the first smartphone. design. But Xiaomi 2017 fifth place in worldwide appeals to a broader smartphone sales. audience because of lower prices. Attack on the global economy: Already number 1 seller of smartphones in India. Opening stores worldwide, first in Asia, now in North America and Europe. Xiaomi product range – more than just smartphones Smartphones Audio equipment Flagship: Xiaomi Mi Series (Mi 5/Mi 6) Headphones Popular budget model Redmi Note 4 Bluetooth speaker Top model: Xiaomi Mi MIX (2) Mi Home-Product Wearables with app of the same name, Fitness tracker Mi Band 1/1s e.g. for vacuum robots, & Mi Band 2 televisions and lamps Amazfit Smartwatches (by Huami) Cameras Xiaomi YI Cam YI 4K/4K+ (by YI Technology) Dashcams and IP-Cams Drones Mi Drone Mi Drone 4K Laptops & Tablets Xiaomi Mi Notebook Air/Pro E-Scooter Mi Pad 2/3 Ninebot Mini Xiaomi QICYCLE Xiaomi M365 electric scooters Mi Home – everything for everyday life The company produces products for all areas of life that are not only sold under the Xiaomi brand. On its own Chinese sales platform Youpin, household articles, fashion and even sofas and bicycles are sold.