The document discusses various technologies used for music programming. It begins by explaining how music was traditionally recorded using instruments and various recording devices. It then discusses how technology has advanced the music industry, allowing music to be created solely using computers by understanding how computers process music through recording, editing, filters and synthesizers. The document examines some challenges faced by musicians in learning music programming. It proceeds to summarize several programming languages and tools used for music programming, including Alda for text-based programming, SynthEdit SDK for developing synthesizers, Pure Data for graphical and visual programming, and JFugue Java library.
Simple User-Friendly MIDI Controller using Arduino.IRJET Journal
This document describes the design and implementation of a simple and affordable MIDI controller using an Arduino. It uses tactile switches, an IR sensor, and potentiometers as inputs that send MIDI signals to control a digital audio workstation software. The Arduino sends the input signals over USB to a computer using MIDI protocol. Software is used to create a virtual MIDI port and bridge communication between the Arduino and DAW software. The controller allows for controlling various instruments and parameters in the software in a cost-effective way to make electronic music production more accessible. Testing showed the buttons and sensors successfully triggered drum and piano sounds in the FL Studio DAW.
Automatic Music Generation Using Deep LearningIRJET Journal
This document discusses automatic music generation using deep learning. It begins with an abstract describing how music is generated in the form of a sequence of ABC notes using deep learning concepts. LSTM or GRUs are commonly used for music generation as recurrent neural networks that can efficiently model sequences. The main purpose of the project described is to generate melodious and rhythmic music automatically using a recurrent neural network. It reviews approaches like WaveNet and LSTM for music generation and tools like Magenta and DeepJazz. The design uses a character RNN and LSTM network to classify and predict the next character in an ABC notation sequence to generate music.
Audio Classification using Artificial Neural Network with Denoising Algorithm...IRJET Journal
This document describes the development of an intelligent music player application using audio classification and a noise filtering algorithm. The application uses an artificial neural network trained on audio features to classify music files into categories like beats and melodies. It also includes a music jockey plugin to mix songs and a noise filtering algorithm to improve audio quality. The goal is to enhance the user experience of music players by intelligently organizing music libraries and improving sound quality. Key aspects of the application include a graphical user interface, neural network training process, audio analysis modules, and noise filtering algorithm implementation.
IRJET- Implementation of Emotion based Music Recommendation System using SVM ...IRJET Journal
This document describes a proposed emotion-based music recommendation system that uses facial expression recognition and an SVM algorithm. The system aims to suggest songs to users based on their detected emotion state in order to save them time in manually selecting songs. It would use computer vision components like OpenCV to determine a user's emotion from facial expressions. Once an emotion is recognized, the SVM model would suggest a song matching that emotion. The system aims to automate mood-based playlist creation and improve the music enjoyment experience. It outlines the methodology, including using OpenCV for facial recognition, an SVM algorithm to classify emotions detected, natural language processing for chatbot responses, and IFTTT for response recording.
ARTIFICIAL INTELLIGENCE DESKTOP VOICE ASSISTANT IN PYTHONIRJET Journal
This document describes a desktop voice assistant created in Python named JARVIS. The assistant uses speech recognition and text-to-speech to respond to voice commands. It was created by students to be helpful, harmless, and honest. The assistant can perform tasks like answering questions, managing to-do lists, and automating home devices using voice commands. It was built using Python libraries like Pyttsx3, speech recognition, and Selenium.
The document proposes developing a complete music player application that integrates multiple music-related features into a single application. It discusses developing features like emotion recognition using neural networks to play music matching a user's mood, song mixing, YouTube linking to related music videos, karaoke, and lyrics display. The application would use technologies like Android Studio, MongoDB database, and APIs from other applications to consolidate functions currently found across multiple separate apps. This would provide a more unified music experience for users.
MIDI-LAB, a Powerful Visual Basic Program for Creating MIDI Musicijseajournal
Creating MIDI music can be a practical challenge. In the past, working with it was difficult and frustrating
to all but the most accomplished and determined. Now, however, we are offering a powerful Visual Basic
program called MIDI-LAB, that is easy to learn, and instantly rewarding to even the newest users. MIDILAB has been developed to give users the ability to quickly create music with a limitless variety of tunes,
tempos, speeds, volumes, instruments, rhythms and major scales. This program has a simple, intuitive, and
user-friendly interface, which provides a straightforward way to enter musical data with Numbered Musical
Notation (NMN) and immediately create MIDI music. The key feature of this program is the digitalization
of music input. It vastly simplifies creating, editing, and saving MIDI music. MIDI-LAB can be used
virtually anywhere to write music for entertainment, teaching, computer games, and mobile phone
ringtones
Simple User-Friendly MIDI Controller using Arduino.IRJET Journal
This document describes the design and implementation of a simple and affordable MIDI controller using an Arduino. It uses tactile switches, an IR sensor, and potentiometers as inputs that send MIDI signals to control a digital audio workstation software. The Arduino sends the input signals over USB to a computer using MIDI protocol. Software is used to create a virtual MIDI port and bridge communication between the Arduino and DAW software. The controller allows for controlling various instruments and parameters in the software in a cost-effective way to make electronic music production more accessible. Testing showed the buttons and sensors successfully triggered drum and piano sounds in the FL Studio DAW.
Automatic Music Generation Using Deep LearningIRJET Journal
This document discusses automatic music generation using deep learning. It begins with an abstract describing how music is generated in the form of a sequence of ABC notes using deep learning concepts. LSTM or GRUs are commonly used for music generation as recurrent neural networks that can efficiently model sequences. The main purpose of the project described is to generate melodious and rhythmic music automatically using a recurrent neural network. It reviews approaches like WaveNet and LSTM for music generation and tools like Magenta and DeepJazz. The design uses a character RNN and LSTM network to classify and predict the next character in an ABC notation sequence to generate music.
Audio Classification using Artificial Neural Network with Denoising Algorithm...IRJET Journal
This document describes the development of an intelligent music player application using audio classification and a noise filtering algorithm. The application uses an artificial neural network trained on audio features to classify music files into categories like beats and melodies. It also includes a music jockey plugin to mix songs and a noise filtering algorithm to improve audio quality. The goal is to enhance the user experience of music players by intelligently organizing music libraries and improving sound quality. Key aspects of the application include a graphical user interface, neural network training process, audio analysis modules, and noise filtering algorithm implementation.
IRJET- Implementation of Emotion based Music Recommendation System using SVM ...IRJET Journal
This document describes a proposed emotion-based music recommendation system that uses facial expression recognition and an SVM algorithm. The system aims to suggest songs to users based on their detected emotion state in order to save them time in manually selecting songs. It would use computer vision components like OpenCV to determine a user's emotion from facial expressions. Once an emotion is recognized, the SVM model would suggest a song matching that emotion. The system aims to automate mood-based playlist creation and improve the music enjoyment experience. It outlines the methodology, including using OpenCV for facial recognition, an SVM algorithm to classify emotions detected, natural language processing for chatbot responses, and IFTTT for response recording.
ARTIFICIAL INTELLIGENCE DESKTOP VOICE ASSISTANT IN PYTHONIRJET Journal
This document describes a desktop voice assistant created in Python named JARVIS. The assistant uses speech recognition and text-to-speech to respond to voice commands. It was created by students to be helpful, harmless, and honest. The assistant can perform tasks like answering questions, managing to-do lists, and automating home devices using voice commands. It was built using Python libraries like Pyttsx3, speech recognition, and Selenium.
The document proposes developing a complete music player application that integrates multiple music-related features into a single application. It discusses developing features like emotion recognition using neural networks to play music matching a user's mood, song mixing, YouTube linking to related music videos, karaoke, and lyrics display. The application would use technologies like Android Studio, MongoDB database, and APIs from other applications to consolidate functions currently found across multiple separate apps. This would provide a more unified music experience for users.
MIDI-LAB, a Powerful Visual Basic Program for Creating MIDI Musicijseajournal
Creating MIDI music can be a practical challenge. In the past, working with it was difficult and frustrating
to all but the most accomplished and determined. Now, however, we are offering a powerful Visual Basic
program called MIDI-LAB, that is easy to learn, and instantly rewarding to even the newest users. MIDILAB has been developed to give users the ability to quickly create music with a limitless variety of tunes,
tempos, speeds, volumes, instruments, rhythms and major scales. This program has a simple, intuitive, and
user-friendly interface, which provides a straightforward way to enter musical data with Numbered Musical
Notation (NMN) and immediately create MIDI music. The key feature of this program is the digitalization
of music input. It vastly simplifies creating, editing, and saving MIDI music. MIDI-LAB can be used
virtually anywhere to write music for entertainment, teaching, computer games, and mobile phone
ringtones
IRJET - Sign Language Recognition SystemIRJET Journal
1) The document describes a sign language recognition system that uses AI and a camera to detect hand signs and convert them to either voice commands or text display.
2) The system is intended to help the deaf and hearing impaired communicate more easily by recognizing common sign language gestures and converting them.
3) The proposed system uses a Raspberry Pi computer along with a camera for sign input detection and either a voice module or LCD display for output of the recognized sign as text or voice.
IRJET - V-IDE: Voice Controlled IDE using Natural Language Processing and...IRJET Journal
This document describes a voice-controlled integrated development environment (IDE) called V-IDE that uses natural language processing and artificial intelligence. V-IDE allows users to code through voice commands rather than typing, improving efficiency. It takes voice inputs in the form of commands defined in a user manual and generates code accordingly. Code can be saved, compiled, and run through an online compiler. The IDE works on multiple programming languages and technologies. It aims to increase productivity for developers and allow non-technical users to code through simple voice commands.
This document contains a glossary of terms related to sound design and production for computer games. It defines terms like foley artistry, sound libraries, file formats like .wav and .mp3, limitations like memory and channels, recording systems like analog and MIDI, sampling concepts like bit-depth and sample rate, and other audio technology. For each term, it provides a short definition from an online source and describes how the term relates to the author's own production practice, such as using sample libraries to organize sounds or recording in analog format for high quality.
_ ig2 game audio cut sequence production_2014 to 2015davidhall1415
The document provides an assignment brief for a qualification in creative media production focusing on games design. The purpose is to produce audio cut sequences for computer game franchises. Tasks include researching sound design principles, analyzing existing game audio, scriptwriting, recording dialogue, creating sound effects using VST plugins, and programming the audio into a game. Students will gain skills in audio production and post-production technologies to deliver technically proficient sound assets for computer games.
This document provides an assignment brief for a computer games design qualification. The assignment involves producing audio assets and a cut sequence for a computer game. It includes 11 tasks that cover sound design principles, script writing, recording audio, editing audio using effects, and programming sounds into a game. The tasks aim to develop skills across 3 units on sound design, pre-production techniques, and communication skills. Learners will research sound design, analyze existing game audio, write and record a script, and use software to edit, manipulate and synthesize sounds to create a 2-minute cut sequence. They will then program sounds from the sequence into their own computer game. The deadline for completion is June 5th, 2015.
The document provides an assignment brief for a student to complete units in creative media production related to computer game audio. The assignment involves researching sound design principles, analyzing existing game cut sequences, scriptwriting, budgeting, pitching an audio project, recording audio, editing with effects, creating sound assets, and programming sounds into a game. The student will produce a glossary, analyses, scripts, cost report, pitch materials, raw recordings, edited audio, sound effects, a game cut sequence, blog posts demonstrating sounds programmed into a game. The assignment aims to develop the student's technical and professional skills in audio production for computer games.
MPH 2 ig2 game audio cut sequence production_2014 to 2015Mike Hughes
The document provides an assignment brief for a student to complete units in creative media production related to computer game audio. The assignment involves researching sound design principles, analyzing existing game cut sequences, scriptwriting, budgeting, pitching an audio project, recording audio, editing sounds using effects, creating sound assets, and programming sounds into a game engine. The student will produce a glossary, analyses, scripts, cost report, pitch materials, raw recordings, edited sounds, a 2-minute cut sequence, programmed sounds, and documentation of the programming process. The assignment aims to introduce the student to audio production and post-production skills needed for computer game development.
_ ig2 game audio cut sequence production_2014 to 2015Ben Atherton
This document provides an assignment brief for a qualification in creative media production focusing on games design. The assignment involves producing audio assets for computer game cut sequences, including field recordings, script writing, sound editing, and implementing sounds into a game. It outlines 11 tasks to demonstrate understanding of sound design principles, analyze existing game audio, write a script, create a budget, pitch an idea, record dialogue, apply effects, generate sounds, assemble a cut sequence, select sounds for a game, and document sound implementation. The deadline is June 5th, 2015.
This document provides an assignment brief for a qualification in creative media production. The assignment involves producing audio assets for computer game cut sequences, including recording dialogue and sound effects, and editing them together. It consists of 11 tasks, such as researching sound design terms, analyzing existing game audio, scriptwriting, recording dialogue in a studio, editing sounds using software, and programming the finished audio into a game. The tasks assess learning outcomes related to understanding sound design, producing and applying audio assets, and pre-production documentation and planning. The deadline for completion is June 5th, 2015.
_ ig2 game audio cut sequence production_2014 to 2015 colin dColinjason Dockerty
This document provides an assignment brief for a computer games design qualification. The assignment involves producing audio assets and a cut sequence for a computer game. It includes 11 tasks that cover sound design principles, script writing, recording audio, editing audio using effects, and programming sounds into a game. The tasks aim to develop skills across 3 units on sound design, pre-production techniques, and communication skills. Students will research sound design, analyze existing game audio, record a script, edit audio, create a pitch, and integrate audio into a completed game project. The assignment must be completed individually and documented in blog posts, with deadlines from January to June 2015.
This document provides an assignment brief for a qualification in creative media production. The assignment involves producing audio assets for computer game cut sequences, including recording dialogue and sound effects, and editing them together. It consists of 11 tasks, such as researching sound design terms, analyzing existing game audio, scriptwriting, recording dialogue in a studio, editing sounds using software, and programming the finished audio into a game. The tasks assess learning outcomes related to understanding sound design, pre-production documentation, communication skills, and applying audio production skills to industry standards. The deadline for completion is June 5th, 2015.
Ig2 game audio cut sequence production 2014 to 2015 (2)CameronMcRae901
The document provides an assignment brief for a qualification in creative media production focusing on games design. The purpose is to produce audio cut sequences for computer game franchises. Tasks include researching sound design principles, analyzing existing game audio, scriptwriting, recording dialogue, creating sound effects using VST plugins, and programming the audio into a game. Students will gain skills in audio production and post-production technologies to create technically proficient sound assets for computer games.
_ ig2 game audio cut sequence production_2014 to 2015rwbybomb21
The document provides an assignment brief for a qualification in creative media production focusing on games design. The purpose is to produce audio cut sequences for computer game franchises. Tasks include researching sound design principles, analyzing existing game audio, scriptwriting, recording dialogue, creating sound effects using VST plugins, and programming the audio into a game. Students will gain skills in audio production and post-production technologies to create technically proficient sound assets for computer games.
_ ig2 game audio cut sequence production_2014 to 2015 (1)kieranowens1997
This document provides an assignment brief for a computer games design qualification. The assignment involves producing audio assets and a cut sequence for a computer game. It includes 11 tasks that cover topics like sound design principles, script writing, recording audio, and implementing sounds in a game. The tasks aim to develop skills and meet learning outcomes related to sound design, pre-production, and communication. Students will research sound terms, analyze existing game audio, write and record a script, and use software to edit sounds and implement them in a game. The deadline for completing all tasks is June 5th, 2015.
This document provides an assignment brief for a qualification in creative media production. The assignment involves producing audio assets for computer game cut sequences, including recording dialogue and sound effects, and editing them together. It consists of 11 tasks, such as researching sound design terms, analyzing existing game audio, scriptwriting, recording dialogue in a studio, editing sounds using software, and programming the finished audio into a game. The tasks assess learning outcomes related to understanding sound design, pre-production documentation, communication skills, and applying audio production skills to industry standards. The deadline for completion is June 5th, 2015.
_ ig2 game audio cut sequence production_2014 to 2015NeilRogero
The document provides an assignment brief for a qualification in creative media production focusing on games design. The purpose is to produce audio cut sequences for computer game franchises. Tasks include researching sound design principles, analyzing existing game audio, scriptwriting, recording dialogue, creating sound effects using VST plugins, and programming the audio into a game. Students will gain skills in audio production and post-production technologies to deliver technically proficient sound assets for computer games.
ig2 game audio cut sequence production_2014 to 2015PaulinaKucharska
This document provides an assignment brief for a qualification in creative media production. The assignment involves producing audio assets for computer game cut sequences, including recording dialogue and sound effects, and editing them together. It consists of 11 tasks, such as researching sound design terms, analyzing existing game audio, scriptwriting, recording dialogue in a studio, editing sounds using software, and programming the finished audio into a game. The tasks assess learning outcomes related to understanding sound design, pre-production documentation, communication skills, and applying audio production skills to industry standards. The deadline for completion is June 5th, 2015.
This document provides an assignment brief for a computer games design qualification. The assignment involves producing audio assets and a cut sequence for a computer game. It will assess learning outcomes related to understanding sound design, creating sound assets, and applying sounds to a game. The tasks include researching sound design terms, analyzing existing game audio, scriptwriting, recording dialogue, editing sounds using effects, creating sound effects, and programming sounds into a game. The deadline for completion is June 5th, 2015.
_ ig2 game audio cut sequence production_2014 to 2015NeilRogero
The document provides an assignment brief for a qualification in creative media production focusing on games design. The purpose is to produce audio cut sequences for computer game franchises. Tasks include researching sound design principles, analyzing existing game audio, scriptwriting, recording dialogue, creating sound effects using VST plugins, and programming the audio into a game. Students will gain skills in audio production and post-production technologies to deliver technically proficient sound assets for computer games.
_ ig2 game audio cut sequence production_2014 to 2015j-roche
This document provides an assignment brief for a computer games design course. The assignment involves producing audio assets and a cut sequence for a computer game. It includes 11 tasks that cover sound design principles, script writing, recording audio, editing audio with effects, and implementing sounds into a game. The tasks aim to develop skills across 3 units on sound design, pre-production techniques, and communication skills. Students will analyze game audio, record a script, edit sounds, create a pitch, and program sounds into their own game. The deadline for the assignment is June 5th, 2015.
TUNNELING IN HIMALAYAS WITH NATM METHOD: A SPECIAL REFERENCES TO SUNGAL TUNNE...IRJET Journal
1) The document discusses the Sungal Tunnel project in Jammu and Kashmir, India, which is being constructed using the New Austrian Tunneling Method (NATM).
2) NATM involves continuous monitoring during construction to adapt to changing ground conditions, and makes extensive use of shotcrete for temporary tunnel support.
3) The methodology section outlines the systematic geotechnical design process for tunnels according to Austrian guidelines, and describes the various steps of NATM tunnel construction including initial and secondary tunnel support.
STUDY THE EFFECT OF RESPONSE REDUCTION FACTOR ON RC FRAMED STRUCTUREIRJET Journal
This study examines the effect of response reduction factors (R factors) on reinforced concrete (RC) framed structures through nonlinear dynamic analysis. Three RC frame models with varying heights (4, 8, and 12 stories) were analyzed in ETABS software under different R factors ranging from 1 to 5. The results showed that displacement increased as the R factor decreased, indicating less linear behavior for lower R factors. Drift also decreased proportionally with increasing R factors from 1 to 5. Shear forces in the frames decreased with higher R factors. In general, R factors of 3 to 5 produced more satisfactory performance with less displacement and drift. The displacement variations between different building heights were consistent at different R factors. This study evaluated how R factors influence
IRJET - Sign Language Recognition SystemIRJET Journal
1) The document describes a sign language recognition system that uses AI and a camera to detect hand signs and convert them to either voice commands or text display.
2) The system is intended to help the deaf and hearing impaired communicate more easily by recognizing common sign language gestures and converting them.
3) The proposed system uses a Raspberry Pi computer along with a camera for sign input detection and either a voice module or LCD display for output of the recognized sign as text or voice.
IRJET - V-IDE: Voice Controlled IDE using Natural Language Processing and...IRJET Journal
This document describes a voice-controlled integrated development environment (IDE) called V-IDE that uses natural language processing and artificial intelligence. V-IDE allows users to code through voice commands rather than typing, improving efficiency. It takes voice inputs in the form of commands defined in a user manual and generates code accordingly. Code can be saved, compiled, and run through an online compiler. The IDE works on multiple programming languages and technologies. It aims to increase productivity for developers and allow non-technical users to code through simple voice commands.
This document contains a glossary of terms related to sound design and production for computer games. It defines terms like foley artistry, sound libraries, file formats like .wav and .mp3, limitations like memory and channels, recording systems like analog and MIDI, sampling concepts like bit-depth and sample rate, and other audio technology. For each term, it provides a short definition from an online source and describes how the term relates to the author's own production practice, such as using sample libraries to organize sounds or recording in analog format for high quality.
_ ig2 game audio cut sequence production_2014 to 2015davidhall1415
The document provides an assignment brief for a qualification in creative media production focusing on games design. The purpose is to produce audio cut sequences for computer game franchises. Tasks include researching sound design principles, analyzing existing game audio, scriptwriting, recording dialogue, creating sound effects using VST plugins, and programming the audio into a game. Students will gain skills in audio production and post-production technologies to deliver technically proficient sound assets for computer games.
This document provides an assignment brief for a computer games design qualification. The assignment involves producing audio assets and a cut sequence for a computer game. It includes 11 tasks that cover sound design principles, script writing, recording audio, editing audio using effects, and programming sounds into a game. The tasks aim to develop skills across 3 units on sound design, pre-production techniques, and communication skills. Learners will research sound design, analyze existing game audio, write and record a script, and use software to edit, manipulate and synthesize sounds to create a 2-minute cut sequence. They will then program sounds from the sequence into their own computer game. The deadline for completion is June 5th, 2015.
The document provides an assignment brief for a student to complete units in creative media production related to computer game audio. The assignment involves researching sound design principles, analyzing existing game cut sequences, scriptwriting, budgeting, pitching an audio project, recording audio, editing with effects, creating sound assets, and programming sounds into a game. The student will produce a glossary, analyses, scripts, cost report, pitch materials, raw recordings, edited audio, sound effects, a game cut sequence, blog posts demonstrating sounds programmed into a game. The assignment aims to develop the student's technical and professional skills in audio production for computer games.
MPH 2 ig2 game audio cut sequence production_2014 to 2015Mike Hughes
The document provides an assignment brief for a student to complete units in creative media production related to computer game audio. The assignment involves researching sound design principles, analyzing existing game cut sequences, scriptwriting, budgeting, pitching an audio project, recording audio, editing sounds using effects, creating sound assets, and programming sounds into a game engine. The student will produce a glossary, analyses, scripts, cost report, pitch materials, raw recordings, edited sounds, a 2-minute cut sequence, programmed sounds, and documentation of the programming process. The assignment aims to introduce the student to audio production and post-production skills needed for computer game development.
_ ig2 game audio cut sequence production_2014 to 2015Ben Atherton
This document provides an assignment brief for a qualification in creative media production focusing on games design. The assignment involves producing audio assets for computer game cut sequences, including field recordings, script writing, sound editing, and implementing sounds into a game. It outlines 11 tasks to demonstrate understanding of sound design principles, analyze existing game audio, write a script, create a budget, pitch an idea, record dialogue, apply effects, generate sounds, assemble a cut sequence, select sounds for a game, and document sound implementation. The deadline is June 5th, 2015.
This document provides an assignment brief for a qualification in creative media production. The assignment involves producing audio assets for computer game cut sequences, including recording dialogue and sound effects, and editing them together. It consists of 11 tasks, such as researching sound design terms, analyzing existing game audio, scriptwriting, recording dialogue in a studio, editing sounds using software, and programming the finished audio into a game. The tasks assess learning outcomes related to understanding sound design, producing and applying audio assets, and pre-production documentation and planning. The deadline for completion is June 5th, 2015.
_ ig2 game audio cut sequence production_2014 to 2015 colin dColinjason Dockerty
This document provides an assignment brief for a computer games design qualification. The assignment involves producing audio assets and a cut sequence for a computer game. It includes 11 tasks that cover sound design principles, script writing, recording audio, editing audio using effects, and programming sounds into a game. The tasks aim to develop skills across 3 units on sound design, pre-production techniques, and communication skills. Students will research sound design, analyze existing game audio, record a script, edit audio, create a pitch, and integrate audio into a completed game project. The assignment must be completed individually and documented in blog posts, with deadlines from January to June 2015.
This document provides an assignment brief for a qualification in creative media production. The assignment involves producing audio assets for computer game cut sequences, including recording dialogue and sound effects, and editing them together. It consists of 11 tasks, such as researching sound design terms, analyzing existing game audio, scriptwriting, recording dialogue in a studio, editing sounds using software, and programming the finished audio into a game. The tasks assess learning outcomes related to understanding sound design, pre-production documentation, communication skills, and applying audio production skills to industry standards. The deadline for completion is June 5th, 2015.
Ig2 game audio cut sequence production 2014 to 2015 (2)CameronMcRae901
The document provides an assignment brief for a qualification in creative media production focusing on games design. The purpose is to produce audio cut sequences for computer game franchises. Tasks include researching sound design principles, analyzing existing game audio, scriptwriting, recording dialogue, creating sound effects using VST plugins, and programming the audio into a game. Students will gain skills in audio production and post-production technologies to create technically proficient sound assets for computer games.
_ ig2 game audio cut sequence production_2014 to 2015rwbybomb21
The document provides an assignment brief for a qualification in creative media production focusing on games design. The purpose is to produce audio cut sequences for computer game franchises. Tasks include researching sound design principles, analyzing existing game audio, scriptwriting, recording dialogue, creating sound effects using VST plugins, and programming the audio into a game. Students will gain skills in audio production and post-production technologies to create technically proficient sound assets for computer games.
_ ig2 game audio cut sequence production_2014 to 2015 (1)kieranowens1997
This document provides an assignment brief for a computer games design qualification. The assignment involves producing audio assets and a cut sequence for a computer game. It includes 11 tasks that cover topics like sound design principles, script writing, recording audio, and implementing sounds in a game. The tasks aim to develop skills and meet learning outcomes related to sound design, pre-production, and communication. Students will research sound terms, analyze existing game audio, write and record a script, and use software to edit sounds and implement them in a game. The deadline for completing all tasks is June 5th, 2015.
This document provides an assignment brief for a qualification in creative media production. The assignment involves producing audio assets for computer game cut sequences, including recording dialogue and sound effects, and editing them together. It consists of 11 tasks, such as researching sound design terms, analyzing existing game audio, scriptwriting, recording dialogue in a studio, editing sounds using software, and programming the finished audio into a game. The tasks assess learning outcomes related to understanding sound design, pre-production documentation, communication skills, and applying audio production skills to industry standards. The deadline for completion is June 5th, 2015.
_ ig2 game audio cut sequence production_2014 to 2015NeilRogero
The document provides an assignment brief for a qualification in creative media production focusing on games design. The purpose is to produce audio cut sequences for computer game franchises. Tasks include researching sound design principles, analyzing existing game audio, scriptwriting, recording dialogue, creating sound effects using VST plugins, and programming the audio into a game. Students will gain skills in audio production and post-production technologies to deliver technically proficient sound assets for computer games.
ig2 game audio cut sequence production_2014 to 2015PaulinaKucharska
This document provides an assignment brief for a qualification in creative media production. The assignment involves producing audio assets for computer game cut sequences, including recording dialogue and sound effects, and editing them together. It consists of 11 tasks, such as researching sound design terms, analyzing existing game audio, scriptwriting, recording dialogue in a studio, editing sounds using software, and programming the finished audio into a game. The tasks assess learning outcomes related to understanding sound design, pre-production documentation, communication skills, and applying audio production skills to industry standards. The deadline for completion is June 5th, 2015.
This document provides an assignment brief for a computer games design qualification. The assignment involves producing audio assets and a cut sequence for a computer game. It will assess learning outcomes related to understanding sound design, creating sound assets, and applying sounds to a game. The tasks include researching sound design terms, analyzing existing game audio, scriptwriting, recording dialogue, editing sounds using effects, creating sound effects, and programming sounds into a game. The deadline for completion is June 5th, 2015.
_ ig2 game audio cut sequence production_2014 to 2015NeilRogero
The document provides an assignment brief for a qualification in creative media production focusing on games design. The purpose is to produce audio cut sequences for computer game franchises. Tasks include researching sound design principles, analyzing existing game audio, scriptwriting, recording dialogue, creating sound effects using VST plugins, and programming the audio into a game. Students will gain skills in audio production and post-production technologies to deliver technically proficient sound assets for computer games.
_ ig2 game audio cut sequence production_2014 to 2015j-roche
This document provides an assignment brief for a computer games design course. The assignment involves producing audio assets and a cut sequence for a computer game. It includes 11 tasks that cover sound design principles, script writing, recording audio, editing audio with effects, and implementing sounds into a game. The tasks aim to develop skills across 3 units on sound design, pre-production techniques, and communication skills. Students will analyze game audio, record a script, edit sounds, create a pitch, and program sounds into their own game. The deadline for the assignment is June 5th, 2015.
TUNNELING IN HIMALAYAS WITH NATM METHOD: A SPECIAL REFERENCES TO SUNGAL TUNNE...IRJET Journal
1) The document discusses the Sungal Tunnel project in Jammu and Kashmir, India, which is being constructed using the New Austrian Tunneling Method (NATM).
2) NATM involves continuous monitoring during construction to adapt to changing ground conditions, and makes extensive use of shotcrete for temporary tunnel support.
3) The methodology section outlines the systematic geotechnical design process for tunnels according to Austrian guidelines, and describes the various steps of NATM tunnel construction including initial and secondary tunnel support.
STUDY THE EFFECT OF RESPONSE REDUCTION FACTOR ON RC FRAMED STRUCTUREIRJET Journal
This study examines the effect of response reduction factors (R factors) on reinforced concrete (RC) framed structures through nonlinear dynamic analysis. Three RC frame models with varying heights (4, 8, and 12 stories) were analyzed in ETABS software under different R factors ranging from 1 to 5. The results showed that displacement increased as the R factor decreased, indicating less linear behavior for lower R factors. Drift also decreased proportionally with increasing R factors from 1 to 5. Shear forces in the frames decreased with higher R factors. In general, R factors of 3 to 5 produced more satisfactory performance with less displacement and drift. The displacement variations between different building heights were consistent at different R factors. This study evaluated how R factors influence
A COMPARATIVE ANALYSIS OF RCC ELEMENT OF SLAB WITH STARK STEEL (HYSD STEEL) A...IRJET Journal
This study compares the use of Stark Steel and TMT Steel as reinforcement materials in a two-way reinforced concrete slab. Mechanical testing is conducted to determine the tensile strength, yield strength, and other properties of each material. A two-way slab design adhering to codes and standards is executed with both materials. The performance is analyzed in terms of deflection, stability under loads, and displacement. Cost analyses accounting for material, durability, maintenance, and life cycle costs are also conducted. The findings provide insights into the economic and structural implications of each material for reinforcement selection and recommendations on the most suitable material based on the analysis.
Effect of Camber and Angles of Attack on Airfoil CharacteristicsIRJET Journal
This document discusses a study analyzing the effect of camber, position of camber, and angle of attack on the aerodynamic characteristics of airfoils. Sixteen modified asymmetric NACA airfoils were analyzed using computational fluid dynamics (CFD) by varying the camber, camber position, and angle of attack. The results showed the relationship between these parameters and the lift coefficient, drag coefficient, and lift to drag ratio. This provides insight into how changes in airfoil geometry impact aerodynamic performance.
A Review on the Progress and Challenges of Aluminum-Based Metal Matrix Compos...IRJET Journal
This document reviews the progress and challenges of aluminum-based metal matrix composites (MMCs), focusing on their fabrication processes and applications. It discusses how various aluminum MMCs have been developed using reinforcements like borides, carbides, oxides, and nitrides to improve mechanical and wear properties. These composites have gained prominence for their lightweight, high-strength and corrosion resistance properties. The document also examines recent advancements in fabrication techniques for aluminum MMCs and their growing applications in industries such as aerospace and automotive. However, it notes that challenges remain around issues like improper mixing of reinforcements and reducing reinforcement agglomeration.
Dynamic Urban Transit Optimization: A Graph Neural Network Approach for Real-...IRJET Journal
This document discusses research on using graph neural networks (GNNs) for dynamic optimization of public transportation networks in real-time. GNNs represent transit networks as graphs with nodes as stops and edges as connections. The GNN model aims to optimize networks using real-time data on vehicle locations, arrival times, and passenger loads. This helps increase mobility, decrease traffic, and improve efficiency. The system continuously trains and infers to adapt to changing transit conditions, providing decision support tools. While research has focused on performance, more work is needed on security, socio-economic impacts, contextual generalization of models, continuous learning approaches, and effective real-time visualization.
Structural Analysis and Design of Multi-Storey Symmetric and Asymmetric Shape...IRJET Journal
This document summarizes a research project that aims to compare the structural performance of conventional slab and grid slab systems in multi-story buildings using ETABS software. The study will analyze both symmetric and asymmetric building models under various loading conditions. Parameters like deflections, moments, shears, and stresses will be examined to evaluate the structural effectiveness of each slab type. The results will provide insights into the comparative behavior of conventional and grid slabs to help engineers and architects select appropriate slab systems based on building layouts and design requirements.
A Review of “Seismic Response of RC Structures Having Plan and Vertical Irreg...IRJET Journal
This document summarizes and reviews a research paper on the seismic response of reinforced concrete (RC) structures with plan and vertical irregularities, with and without infill walls. It discusses how infill walls can improve or reduce the seismic performance of RC buildings, depending on factors like wall layout, height distribution, connection to the frame, and relative stiffness of walls and frames. The reviewed research paper analyzes the behavior of infill walls, effects of vertical irregularities, and seismic performance of high-rise structures under linear static and dynamic analysis. It studies response characteristics like story drift, deflection and shear. The document also provides literature on similar research investigating the effects of infill walls, soft stories, plan irregularities, and different
This document provides a review of machine learning techniques used in Advanced Driver Assistance Systems (ADAS). It begins with an abstract that summarizes key applications of machine learning in ADAS, including object detection, recognition, and decision-making. The introduction discusses the integration of machine learning in ADAS and how it is transforming vehicle safety. The literature review then examines several research papers on topics like lightweight deep learning models for object detection and lane detection models using image processing. It concludes by discussing challenges and opportunities in the field, such as improving algorithm robustness and adaptability.
Long Term Trend Analysis of Precipitation and Temperature for Asosa district,...IRJET Journal
The document analyzes temperature and precipitation trends in Asosa District, Benishangul Gumuz Region, Ethiopia from 1993 to 2022 based on data from the local meteorological station. The results show:
1) The average maximum and minimum annual temperatures have generally decreased over time, with maximum temperatures decreasing by a factor of -0.0341 and minimum by -0.0152.
2) Mann-Kendall tests found the decreasing temperature trends to be statistically significant for annual maximum temperatures but not for annual minimum temperatures.
3) Annual precipitation in Asosa District showed a statistically significant increasing trend.
The conclusions recommend development planners account for rising summer precipitation and declining temperatures in
P.E.B. Framed Structure Design and Analysis Using STAAD ProIRJET Journal
This document discusses the design and analysis of pre-engineered building (PEB) framed structures using STAAD Pro software. It provides an overview of PEBs, including that they are designed off-site with building trusses and beams produced in a factory. STAAD Pro is identified as a key tool for modeling, analyzing, and designing PEBs to ensure their performance and safety under various load scenarios. The document outlines modeling structural parts in STAAD Pro, evaluating structural reactions, assigning loads, and following international design codes and standards. In summary, STAAD Pro is used to design and analyze PEB framed structures to ensure safety and code compliance.
A Review on Innovative Fiber Integration for Enhanced Reinforcement of Concre...IRJET Journal
This document provides a review of research on innovative fiber integration methods for reinforcing concrete structures. It discusses studies that have explored using carbon fiber reinforced polymer (CFRP) composites with recycled plastic aggregates to develop more sustainable strengthening techniques. It also examines using ultra-high performance fiber reinforced concrete to improve shear strength in beams. Additional topics covered include the dynamic responses of FRP-strengthened beams under static and impact loads, and the performance of preloaded CFRP-strengthened fiber reinforced concrete beams. The review highlights the potential of fiber composites to enable more sustainable and resilient construction practices.
Survey Paper on Cloud-Based Secured Healthcare SystemIRJET Journal
This document summarizes a survey on securing patient healthcare data in cloud-based systems. It discusses using technologies like facial recognition, smart cards, and cloud computing combined with strong encryption to securely store patient data. The survey found that healthcare professionals believe digitizing patient records and storing them in a centralized cloud system would improve access during emergencies and enable more efficient care compared to paper-based systems. However, ensuring privacy and security of patient data is paramount as healthcare incorporates these digital technologies.
Review on studies and research on widening of existing concrete bridgesIRJET Journal
This document summarizes several studies that have been conducted on widening existing concrete bridges. It describes a study from China that examined load distribution factors for a bridge widened with composite steel-concrete girders. It also outlines challenges and solutions for widening a bridge in the UAE, including replacing bearings and stitching the new and existing structures. Additionally, it discusses two bridge widening projects in New Zealand that involved adding precast beams and stitching to connect structures. Finally, safety measures and challenges for strengthening a historic bridge in Switzerland under live traffic are presented.
React based fullstack edtech web applicationIRJET Journal
The document describes the architecture of an educational technology web application built using the MERN stack. It discusses the frontend developed with ReactJS, backend with NodeJS and ExpressJS, and MongoDB database. The frontend provides dynamic user interfaces, while the backend offers APIs for authentication, course management, and other functions. MongoDB enables flexible data storage. The architecture aims to provide a scalable, responsive platform for online learning.
A Comprehensive Review of Integrating IoT and Blockchain Technologies in the ...IRJET Journal
This paper proposes integrating Internet of Things (IoT) and blockchain technologies to help implement objectives of India's National Education Policy (NEP) in the education sector. The paper discusses how blockchain could be used for secure student data management, credential verification, and decentralized learning platforms. IoT devices could create smart classrooms, automate attendance tracking, and enable real-time monitoring. Blockchain would ensure integrity of exam processes and resource allocation, while smart contracts automate agreements. The paper argues this integration has potential to revolutionize education by making it more secure, transparent and efficient, in alignment with NEP goals. However, challenges like infrastructure needs, data privacy, and collaborative efforts are also discussed.
A REVIEW ON THE PERFORMANCE OF COCONUT FIBRE REINFORCED CONCRETE.IRJET Journal
This document provides a review of research on the performance of coconut fibre reinforced concrete. It summarizes several studies that tested different volume fractions and lengths of coconut fibres in concrete mixtures with varying compressive strengths. The studies found that coconut fibre improved properties like tensile strength, toughness, crack resistance, and spalling resistance compared to plain concrete. Volume fractions of 2-5% and fibre lengths of 20-50mm produced the best results. The document concludes that using a 4-5% volume fraction of coconut fibres 30-40mm in length with M30-M60 grade concrete would provide benefits based on previous research.
Optimizing Business Management Process Workflows: The Dynamic Influence of Mi...IRJET Journal
The document discusses optimizing business management processes through automation using Microsoft Power Automate and artificial intelligence. It provides an overview of Power Automate's key components and features for automating workflows across various apps and services. The document then presents several scenarios applying automation solutions to common business processes like data entry, monitoring, HR, finance, customer support, and more. It estimates the potential time and cost savings from implementing automation for each scenario. Finally, the conclusion emphasizes the transformative impact of AI and automation tools on business processes and the need for ongoing optimization.
Multistoried and Multi Bay Steel Building Frame by using Seismic DesignIRJET Journal
The document describes the seismic design of a G+5 steel building frame located in Roorkee, India according to Indian codes IS 1893-2002 and IS 800. The frame was analyzed using the equivalent static load method and response spectrum method, and its response in terms of displacements and shear forces were compared. Based on the analysis, the frame was designed as a seismic-resistant steel structure according to IS 800:2007. The software STAAD Pro was used for the analysis and design.
Cost Optimization of Construction Using Plastic Waste as a Sustainable Constr...IRJET Journal
This research paper explores using plastic waste as a sustainable and cost-effective construction material. The study focuses on manufacturing pavers and bricks using recycled plastic and partially replacing concrete with plastic alternatives. Initial results found that pavers and bricks made from recycled plastic demonstrate comparable strength and durability to traditional materials while providing environmental and cost benefits. Additionally, preliminary research indicates incorporating plastic waste as a partial concrete replacement significantly reduces construction costs without compromising structural integrity. The outcomes suggest adopting plastic waste in construction can address plastic pollution while optimizing costs, promoting more sustainable building practices.
ACEP Magazine edition 4th launched on 05.06.2024Rahul
This document provides information about the third edition of the magazine "Sthapatya" published by the Association of Civil Engineers (Practicing) Aurangabad. It includes messages from current and past presidents of ACEP, memories and photos from past ACEP events, information on life time achievement awards given by ACEP, and a technical article on concrete maintenance, repairs and strengthening. The document highlights activities of ACEP and provides a technical educational article for members.
Optimizing Gradle Builds - Gradle DPE Tour Berlin 2024Sinan KOZAK
Sinan from the Delivery Hero mobile infrastructure engineering team shares a deep dive into performance acceleration with Gradle build cache optimizations. Sinan shares their journey into solving complex build-cache problems that affect Gradle builds. By understanding the challenges and solutions found in our journey, we aim to demonstrate the possibilities for faster builds. The case study reveals how overlapping outputs and cache misconfigurations led to significant increases in build times, especially as the project scaled up with numerous modules using Paparazzi tests. The journey from diagnosing to defeating cache issues offers invaluable lessons on maintaining cache integrity without sacrificing functionality.
Literature Review Basics and Understanding Reference Management.pptxDr Ramhari Poudyal
Three-day training on academic research focuses on analytical tools at United Technical College, supported by the University Grant Commission, Nepal. 24-26 May 2024
Harnessing WebAssembly for Real-time Stateless Streaming PipelinesChristina Lin
Traditionally, dealing with real-time data pipelines has involved significant overhead, even for straightforward tasks like data transformation or masking. However, in this talk, we’ll venture into the dynamic realm of WebAssembly (WASM) and discover how it can revolutionize the creation of stateless streaming pipelines within a Kafka (Redpanda) broker. These pipelines are adept at managing low-latency, high-data-volume scenarios.
Redefining brain tumor segmentation: a cutting-edge convolutional neural netw...IJECEIAES
Medical image analysis has witnessed significant advancements with deep learning techniques. In the domain of brain tumor segmentation, the ability to
precisely delineate tumor boundaries from magnetic resonance imaging (MRI)
scans holds profound implications for diagnosis. This study presents an ensemble convolutional neural network (CNN) with transfer learning, integrating
the state-of-the-art Deeplabv3+ architecture with the ResNet18 backbone. The
model is rigorously trained and evaluated, exhibiting remarkable performance
metrics, including an impressive global accuracy of 99.286%, a high-class accuracy of 82.191%, a mean intersection over union (IoU) of 79.900%, a weighted
IoU of 98.620%, and a Boundary F1 (BF) score of 83.303%. Notably, a detailed comparative analysis with existing methods showcases the superiority of
our proposed model. These findings underscore the model’s competence in precise brain tumor localization, underscoring its potential to revolutionize medical
image analysis and enhance healthcare outcomes. This research paves the way
for future exploration and optimization of advanced CNN models in medical
imaging, emphasizing addressing false positives and resource efficiency.
Introduction- e - waste – definition - sources of e-waste– hazardous substances in e-waste - effects of e-waste on environment and human health- need for e-waste management– e-waste handling rules - waste minimization techniques for managing e-waste – recycling of e-waste - disposal treatment methods of e- waste – mechanism of extraction of precious metal from leaching solution-global Scenario of E-waste – E-waste in India- case studies.
International Conference on NLP, Artificial Intelligence, Machine Learning an...gerogepatton
International Conference on NLP, Artificial Intelligence, Machine Learning and Applications (NLAIM 2024) offers a premier global platform for exchanging insights and findings in the theory, methodology, and applications of NLP, Artificial Intelligence, Machine Learning, and their applications. The conference seeks substantial contributions across all key domains of NLP, Artificial Intelligence, Machine Learning, and their practical applications, aiming to foster both theoretical advancements and real-world implementations. With a focus on facilitating collaboration between researchers and practitioners from academia and industry, the conference serves as a nexus for sharing the latest developments in the field.
Embedded machine learning-based road conditions and driving behavior monitoringIJECEIAES
Car accident rates have increased in recent years, resulting in losses in human lives, properties, and other financial costs. An embedded machine learning-based system is developed to address this critical issue. The system can monitor road conditions, detect driving patterns, and identify aggressive driving behaviors. The system is based on neural networks trained on a comprehensive dataset of driving events, driving styles, and road conditions. The system effectively detects potential risks and helps mitigate the frequency and impact of accidents. The primary goal is to ensure the safety of drivers and vehicles. Collecting data involved gathering information on three key road events: normal street and normal drive, speed bumps, circular yellow speed bumps, and three aggressive driving actions: sudden start, sudden stop, and sudden entry. The gathered data is processed and analyzed using a machine learning system designed for limited power and memory devices. The developed system resulted in 91.9% accuracy, 93.6% precision, and 92% recall. The achieved inference time on an Arduino Nano 33 BLE Sense with a 32-bit CPU running at 64 MHz is 34 ms and requires 2.6 kB peak RAM and 139.9 kB program flash memory, making it suitable for resource-constrained embedded systems.
Comparative analysis between traditional aquaponics and reconstructed aquapon...bijceesjournal
The aquaponic system of planting is a method that does not require soil usage. It is a method that only needs water, fish, lava rocks (a substitute for soil), and plants. Aquaponic systems are sustainable and environmentally friendly. Its use not only helps to plant in small spaces but also helps reduce artificial chemical use and minimizes excess water use, as aquaponics consumes 90% less water than soil-based gardening. The study applied a descriptive and experimental design to assess and compare conventional and reconstructed aquaponic methods for reproducing tomatoes. The researchers created an observation checklist to determine the significant factors of the study. The study aims to determine the significant difference between traditional aquaponics and reconstructed aquaponics systems propagating tomatoes in terms of height, weight, girth, and number of fruits. The reconstructed aquaponics system’s higher growth yield results in a much more nourished crop than the traditional aquaponics system. It is superior in its number of fruits, height, weight, and girth measurement. Moreover, the reconstructed aquaponics system is proven to eliminate all the hindrances present in the traditional aquaponics system, which are overcrowding of fish, algae growth, pest problems, contaminated water, and dead fish.