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Surround sound : ウィキペディア英語版
Surround sound

Surround sound is a technique for enriching the sound reproduction quality of an audio source with additional audio channels from speakers that surround the listener (surround channels), providing sound from a 360° radius in the horizontal plane (2D) as opposed to "screen channels" (centre, () left, and () right) originating only from the listener's forward arc.
Surround sound is characterized by a listener location or sweet spot where the audio effects work best, and presents a fixed or forward perspective of the sound field to the listener at this location. The technique enhances the perception of sound spatialization by exploiting sound localization; a listener's ability to identify the location or origin of a detected sound in direction and distance. Typically this is achieved by using multiple discrete audio channels routed to an array of loudspeakers.〔(【引用サイトリンク】title=Home Theater Glossary of Terms and Terminology )
There are various surround sound based formats and techniques, varying in reproduction and recording methods along with the number and positioning of additional channels.
== Fields of application ==
Though cinema and soundtracks represent the major uses of surround techniques, its scope of application is broader than that as surround sound permits creation of an audio-environment for all sorts of purposes. Multichannel audio techniques may be used to reproduce contents as varied as music, speech, natural or synthetic sounds for cinema, television, broadcasting, or computers. In terms of music content for example, a live performance may use multichannel techniques in the context of an open-air concert, of a musical theatre or for broadcasting;〔Mick M Sawaguchi, and Akira Fukada (1999), ''Multichannel sound mixing practice for broadcasting''. IBC Conference, 1999 (Article )〕 for a film specific techniques are adapted to movie theater, or to home (e.g. home cinema systems).〔Graham Healy, and Alan F. Smeaton (2009). ''Spatially augmented audio delivery: applications of spatial sound awareness in sensor-equipped indoor environments''. In: ISA 2009: First International Workshop on Indoor Spatial Awareness, 18 May 2009, Taipei, Taiwan. ISBN 978-1-4244-4153-2. (Abstract )〕 The narrative space is also a content that can be enhanced through multichannel techniques. This applies mainly to cinema narratives, for example the speech of the characters of a film,〔Christos Manolas, and Sandra Pauletto (2009). "Enlarging the Diegetic Space: Uses of the Multi-channel Soundtrack in Cinematic Narrative". ''The soundtrack'', 2(1), August 2009, pp. 39–55, , Print ISSN: 1751-4193 , Electronic ISSN: 1751-4207, (Abstract )〕〔Josephine Anstey, Dave Pape, Daniel J. Sandin (2000). ''Building a VR Narrative''. Proc. SPIE, Vol. 3957, 370, . (Abstract )〕〔Mark Kerins (2006). "Narration in the Cinema of Digital Sound". University of Texas Press, ''The Velvet Light Trap'', 58, Fall 2006, pp. 41–54. . (Abstract )〕 but may also be applied to plays for theatre, to a conference, or to integrate voice-based comments in an archeological site or monument. For example, an exhibition may be enhanced with topical ambient sound of water, birds, train or machine noise. Topical natural sounds may also be used in educational applications.〔Marc S. Dantzker (2004). ''Acoustics in the Cetaceans Environment: A Multimedia Educational Package''. (Article )〕 Other fields of application include video game consoles, personal computers and other platforms.〔Dan Gärdenfors (2003). ''Designing sound-based computer games". ''Digital Creativity'', 14, 2, June 2003 , pp. 111–114. . (Abstract )〕〔Timothy Roden, Ian Parberry (2005). ''Designing a narrative-based audio only 3D game engine''. ACM International Conference Proceeding Series; Vol. 265, Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology, Valencia, Spain, pp. 274–277, ISBN 1-59593-110-4. (Abstract )〕〔Stephan Schütze (2003). "The creation of an audio environment as part of a computer game world: the design for Jurassic Park – Operation Genesis on the XBOX as a broad concept for surround installation creation". Cambridge University Press, ''Organised Sound'', 8 : 171–180. . (Abstract )〕〔Mike Jones (2000). "Composing Space: Cinema and Computer Gaming. The Macro-Mise En Scene and Spatial Composition". (Article )〕 In such applications, the content would typically be synthetic noise produced by the computer device in interaction with its user. Significant work has also been done using surround sound for enhanced situation awareness in military and public safety applications.〔Durand Begault et al (2005). "Audio-Visual Communication Monitoring System for Enhanced Situational Awareness" ()〕

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