56,831 research outputs found

    The headphones

    Get PDF
    Today it is almost impossible to walk around town or on campus and not to come across at least a few dozens of people in the headphones. They are both small miniature headphones-buttoned and huge headphones. When you are citing the document, use the following link http://essuir.sumdu.edu.ua/handle/123456789/3486

    Ergogenic effect of music during running performance

    Get PDF
    In running competitions portable music players and headphones are often banned. In some cases, runners have been disqualified after using such devices during competition. In this paper, it is discussed whether, aside from possible safety reasons, such competition regulations make sense and whether music can have an ergogenic effect on performance. Although a definitive conclusion on the regulation matter is not of our concern here, we review evidence of the fact that music is capable of enhancing performance in running and a range of different sports, predominantly for short duration exercise with low-to-medium intensity. The use of music players can be beneficial for training. However, it is reasonable to avoid these devices and headphones in case of championships for professional athletes

    What the Phub?

    Full text link
    “Nobody talks to each other anymore.” When my grandfather said this as we sped down the highway, I wondered what to make of it. Is he simply being a negative elderly man, or is there some truth to the statement? Considering that I had been trying to tune out his questions with my headphones the whole drive, I guess I deserved some type of scolding. As his questions were repeated, my mother pointed out to my grandfather that I could not hear him, to which he shook his head and said, “Nobody talks to each other anymore.” Finally, I put aside my sour mood and took off my headphones, answering his questions about college life and my general wellbeing. [excerpt

    An outdoor spatially-aware audio playback platform exemplified by a virtual zoo

    Get PDF
    Outlined in this short paper is a framework for the construction of outdoor location-and direction-aware audio applications along with an example application to showcase the strengths of the framework and to demonstrate how it works. Although there has been previous work in this area which has concentrated on the spatial presentation of sound through wireless headphones, typically such sounds are presented as though originating from specific, defined spatial locations within a 3D environment. Allowing a user to move freely within this space and adjusting the sound dynamically as we do here, further enhances the perceived reality of the virtual environment. Techniques to realise this are implemented by the real-time adjustment of the presented 2 channels of audio to the headphones, using readings of the user's head orientation and location which in turn are made possible by sensors mounted upon the headphones. Aside from proof of concept indoor applications, more user-responsive applications of spatial audio delivery have not been prototyped or explored. In this paper we present an audio-spatial presentation platform along with a primary demonstration application for an outdoor environment which we call a {\em virtual audio zoo}. This application explores our techniques to further improve the realism of the audio-spatial environments we can create, and to assess what types of future application are possible

    Private sound environments in public space: Use of headphones in public parks and public transit

    Get PDF
    The use of headphones is now so commonplace that it is almost second nature for many people to use them. Not only do these people use headphones all the time, but they use them nearly everywhere, including in urban public spaces. In using headphones, people create their own “private sound environments” in public space. This phenomenon merits attention from researchers since the creation of private sound environments may well alter people’s experiences of public space. This study answers five research questions about the use of headphones in parks and on transit: why people use them, when they begin using headphones and when they discontinue using them, what activities they engage in while using headphones, what they listen to, and how using headphones affects their experience. The study was conducted in three New York City parks - Washington, Tompkins, and Madison Square Parks - and on the PATH train that runs between New Jersey and New York City. Four data collection methods were used: focus groups, in-depth interviews, and online and on-site surveys. Findings indicate that the reasons why people use headphones vary depending on how they use them – whether they play audio or wear them without playing audio. People play audio to reminisce and for therapeutic purposes. People wear headphones without audio for insulation in cold weather and to keep their hands free. A majority of respondents begin using headphones when they depart from their homes and discontinue using headphones when they reach their homes or places of employment. While using headphones, people engage in various activities including relaxing, exercising, and observing surroundings. These activities vary depending on whether people are playing audio or not. For the most part, in parks and on transit, the type of audio people play on headphones is music. Respondents reported that the quality of their experiences in parks declines when they listen to audio and improves when they do not. In contrast, the quality of experience on transit improves when they listen to audio and declines when they do not

    Spatially augmented audio delivery: applications of spatial sound awareness in sensor-equipped indoor environments

    Get PDF
    Current mainstream audio playback paradigms do not take any account of a user's physical location or orientation in the delivery of audio through headphones or speakers. Thus audio is usually presented as a static perception whereby it is naturally a dynamic 3D phenomenon audio environment. It fails to take advantage of our innate psycho-acoustical perception that we have of sound source locations around us. Described in this paper is an operational platform which we have built to augment the sound from a generic set of wireless headphones. We do this in a way that overcomes the spatial awareness limitation of audio playback in indoor 3D environments which are both location-aware and sensor-equipped. This platform provides access to an audio-spatial presentation modality which by its nature lends itself to numerous cross-dissiplinary applications. In the paper we present the platform and two demonstration applications

    Design of Audio Headphones

    Get PDF
    Tato bakalářská práce se zabývá analýzou trhu a designem středně velkých až malých sluchátek s hlavovým mostem, které jsou s ohledem na maximální užitečnost zaměřena na skladnost a ovládání. Cílem práce je návrh, který respektuje ergonomii člověka a umožňuje skladnost, optimální ovladatelnost a nadčasovou estetiku produktu, která není zatížena trendy.The main theme of this bachelor thesis is analasis of market and design of medium or small headhones with headband. This design is focused on maximum value that is based on storability and control that respects human ergonomy and can be able to perform role of product with versatile aesthetics that isn‘t weight by trends.
    corecore