Sound designSound design is the art and practice of creating soundtracks for a variety of needs. It involves specifying, acquiring or creating auditory elements using audio production techniques and tools. It is employed in a variety of disciplines including filmmaking, television production, video game development, theatre, sound recording and reproduction, live performance, sound art, post-production, radio, new media and musical instrument development. Sound design commonly involves performing (see e.g.
Sound intensitySound intensity, also known as acoustic intensity, is defined as the power carried by sound waves per unit area in a direction perpendicular to that area. The SI unit of intensity, which includes sound intensity, is the watt per square meter (W/m2). One application is the noise measurement of sound intensity in the air at a listener's location as a sound energy quantity. Sound intensity is not the same physical quantity as sound pressure. Human hearing is sensitive to sound pressure which is related to sound intensity.
Concert pitchConcert pitch is the pitch reference to which a group of musical instruments are tuned for a performance. Concert pitch may vary from ensemble to ensemble, and has varied widely over time. The ISO defines international standard pitch as A440, setting 440 Hz as the frequency of the A above middle C. Frequencies of other notes are defined relative to this pitch. The written pitches for transposing instruments do not match those of non-transposing instruments. For example, a written C on a B clarinet or trumpet sounds as a non-transposing instrument's B.
EmpiricismIn philosophy, empiricism is an epistemological view that holds that true knowledge or justification comes only or primarily from sensory experience. It is one of several competing views within epistemology, along with rationalism and skepticism. Empiricism emphasizes the central role of empirical evidence in the formation of ideas, rather than innate ideas or traditions. However, empiricists may argue that traditions (or customs) arise due to relations of previous sensory experiences.
Sound artSound art is an artistic activity in which sound is utilized as a primary medium or material. Like many genres of contemporary art, sound art may be interdisciplinary in nature, or be used in hybrid forms. According to Brandon LaBelle, sound art as a practice "harnesses, describes, analyzes, performs, and interrogates the condition of sound and the process by which it operates." In Western art, early examples include Luigi Russolo's Intonarumori or noise intoners (1913), and subsequent experiments by dadaists, surrealists, the Situationist International, and in Fluxus events and other Happenings.
Pitch classIn music, a pitch class (p.c. or pc) is a set of all pitches that are a whole number of octaves apart; for example, the pitch class C consists of the Cs in all octaves. "The pitch class C stands for all possible Cs, in whatever octave position." Important to musical set theory, a pitch class is "all pitches related to each other by octave, enharmonic equivalence, or both." Thus, using scientific pitch notation, the pitch class "C" is the set {Cn : n is an integer} = {..., C−2, C−1, C0, C1, C2, C3 ...}.
Virtual realityVirtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.
Factorial experimentIn statistics, a full factorial experiment is an experiment whose design consists of two or more factors, each with discrete possible values or "levels", and whose experimental units take on all possible combinations of these levels across all such factors. A full factorial design may also be called a fully crossed design. Such an experiment allows the investigator to study the effect of each factor on the response variable, as well as the effects of interactions between factors on the response variable.
Optimal designIn the design of experiments, optimal designs (or optimum designs) are a class of experimental designs that are optimal with respect to some statistical criterion. The creation of this field of statistics has been credited to Danish statistician Kirstine Smith. In the design of experiments for estimating statistical models, optimal designs allow parameters to be estimated without bias and with minimum variance. A non-optimal design requires a greater number of experimental runs to estimate the parameters with the same precision as an optimal design.
Surround soundSurround sound is a technique for enriching the fidelity and depth of sound reproduction by using multiple audio channels from speakers that surround the listener (surround channels). Its first application was in movie theaters. Prior to surround sound, theater sound systems commonly had three screen channels of sound that played from three loudspeakers (left, center, and right) located in front of the audience.
RealityReality is the sum or aggregate of all that is real or existent within a system, as opposed to that which is only imaginary, nonexistent or nonactual. The term is also used to refer to the ontological status of things, indicating their existence. In physical terms, reality is the totality of a system, known and unknown. Philosophical questions about the nature of reality or existence or being are considered under the rubric of ontology, which is a major branch of metaphysics in the Western philosophical tradition.