1,721,043 research outputs found
Misure di rumore all'interno di abitazioni prodotto dal funzionamento di turbine eoliche
Noise's measure inside homes generated by the functioning of wind farm in southern Italy.
The acoustic of the Catacombs of “San Gennaro” in Naples
This paper reports the results of acoustic measurements made inside the Catacombs of "San Gennaro" in Naples. The Catacombs are underground places where the early Christians were buried. The Catacombs were used until the 5th century AD, they were abandoned when the bodies of Christian martyrs were moved inside the churches built in the cities. The Catacombs were rediscovered only towards the end of the 15th century, and used as a place of prayer and religious meeting. The Catacombs of "San Gennaro" have been excavated in a rock called "tufa", over the centuries the Catacombs has not changed, and the current configuration corresponds to that the 5th century AD. In origin the Catacombs were not only places of burial, but they were also performed sacred functions, but we don't know this type of function, if they were spoken, sung or psalm. The acoustic measurements were made using the impulse response method. By the analysis of the acoustic parameters as RT, EDT, C80, D50 and STI, we tried to understand the type of religious ceremony performe
Video games noise exposure in teenagers and young adults
Many teenagers’ free time is almost entirely devoted to video games. Unlike reality, in the virtual environment, adolescents feel themselves as protagonists by interacting with people and objects that are very far from the current living environments. Several authors in the literature have highlighted the risks associated with an intensive use of these technologies and the negative consequences for health. To make the gaming experience as exciting as possible, these applications are equipped with sound environments that stimulate attention and aggression. This study describes the noise exposure measurement activities for video game users. The damage caused by noise depends on both the acoustic power and the exposure time. For this reason, different noise exposure scenarios produced by video games have been simulated. The results show that the daily levels of exposure to noise are close to the limits imposed by the legislation. A game exceeds the lower exposure limit for two different time exposures. In the case of 4 h of exposure, the lower exposure limit is exceeded, although the other 4 h of rest have been passed in an environment with low background noise (46.0 dBA). The results suggest limiting the set sound level appropriately and to reduce users’ exposure times
Computer simulation of the acoustics of the Ear of Dionysius (Syracuse-Italy) in order to evaluate objective descriptors of speech intelligibility
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