https://en.wikipedia.org/wiki/Rate%E2%80%93distortion_theory
https://en.wikipedia.org/wiki/Entropy_(information_theory)
https://en.wikipedia.org/wiki/Deblocking_filter
https://en.wikipedia.org/wiki/Video_quality
https://en.wikipedia.org/wiki/Video#Characteristics_of_video_streams
https://en.wikipedia.org/wiki/Interlaced_video
https://en.wikipedia.org/wiki/Video_compression_picture_types
https://en.wikipedia.org/wiki/Film_frame
https://en.wikipedia.org/wiki/Display_resolution
https://en.wikipedia.org/wiki/Wavelet_transform
https://en.wikipedia.org/wiki/Image_resolution
https://en.wikipedia.org/wiki/Compression_artifact
https://en.wikipedia.org/wiki/Sampling_(signal_processing)
https://en.wikipedia.org/wiki/Sub-band_coding
https://en.wikipedia.org/wiki/Speech_coding
https://en.wikipedia.org/wiki/Dynamic_range
https://en.wikipedia.org/wiki/Latency_(audio)
https://en.wikipedia.org/wiki/Convolution
https://en.wikipedia.org/wiki/Companding
https://en.wikipedia.org/wiki/Line_spectral_pairs
https://en.wikipedia.org/wiki/Log_area_ratio
https://en.wikipedia.org/wiki/Linear_predictive_coding
https://en.wikipedia.org/wiki/Psychoacoustics
https://en.wikipedia.org/wiki/Motion_estimation
https://en.wikipedia.org/wiki/Byte_pair_encoding
https://en.wikipedia.org/wiki/Unary_coding
https://en.wikipedia.org/wiki/Elias_gamma_coding
https://en.wikipedia.org/wiki/Golomb_coding
https://en.wikipedia.org/wiki/Reference_implementation
https://en.wikipedia.org/wiki/Key_frame
https://en.wikipedia.org/wiki/Global_motion_compensation
https://en.wikipedia.org/wiki/Scan-Line_Interleave
https://en.wikipedia.org/wiki/Interlaced_video
https://en.wikipedia.org/wiki/Intra-frame_coding
https://en.wikipedia.org/wiki/Inter_frame
https://en.wikipedia.org/wiki/Film_frame#Video_frames
https://en.wikipedia.org/wiki/Akinetopsia
https://en.wikipedia.org/wiki/Frame_line
https://en.wikipedia.org/wiki/Fourth_wall
https://en.wikipedia.org/wiki/Magnetic_resonance_imaging
https://en.wikipedia.org/wiki/Freeze-frame_shot
https://en.wikipedia.org/wiki/Screenshot
https://en.wikipedia.org/wiki/Analog_signal
https://en.wikipedia.org/wiki/SMPTE_timecode
Psychoacoustics is the branch of psychophysics involving the scientific study of sound perception and audiology—how human auditory system perceives various sounds. More specifically, it is the branch of science studying the psychological responses associated with sound (including noise, speech, and music). Psychoacoustics is an interdisciplinary field of many areas, including psychology, acoustics, electronic engineering, physics, biology, physiology, and computer science.[1]
Background
Hearing is not a purely mechanical phenomenon of wave propagation, but is also a sensory and perceptual event; in other words, when a person hears something, that something arrives at the ear as a mechanical sound wave traveling through the air, but within the ear it is transformed into neural action potentials. The outer hair cells (OHC) of a mammalian cochlea give rise to enhanced sensitivity and better[clarification needed] frequency resolution of the mechanical response of the cochlear partition. These nerve pulses then travel to the brain where they are perceived. Hence, in many problems in acoustics, such as for audio processing, it is advantageous to take into account not just the mechanics of the environment, but also the fact that both the ear and the brain are involved in a person's listening experience.[clarification needed][citation needed]
The inner ear, for example, does significant signal processing in converting sound waveforms into neural stimuli, so certain differences between waveforms may be imperceptible.[2] Data compression techniques, such as MP3, make use of this fact.[3] In addition, the ear has a nonlinear response to sounds of different intensity levels; this nonlinear response is called loudness. Telephone networks and audio noise reduction systems make use of this fact by nonlinearly compressing data samples before transmission and then expanding them for playback.[4] Another effect of the ear's nonlinear response is that sounds that are close in frequency produce phantom beat notes, or intermodulation distortion products.[5]
The term psychoacoustics also arises in discussions about cognitive psychology and the effects that personal expectations, prejudices, and predispositions may have on listeners' relative evaluations and comparisons of sonic aesthetics and acuity and on listeners' varying determinations about the relative qualities of various musical instruments and performers. The expression that one "hears what one wants (or expects) to hear" may pertain in such discussions.[citation needed]
Limits of perception
The human ear can nominally hear sounds in the range 20 Hz (0.02 kHz) to 20,000 Hz (20 kHz). The upper limit tends to decrease with age; most adults are unable to hear above 16 kHz. The lowest frequency that has been identified as a musical tone is 12 Hz under ideal laboratory conditions.[6] Tones between 4 and 16 Hz can be perceived via the body's sense of touch.
Frequency resolution of the ear is about 3.6 Hz within the octave of 1000–2000 Hz. That is, changes in pitch larger than 3.6 Hz can be perceived in a clinical setting.[6] However, even smaller pitch differences can be perceived through other means. For example, the interference of two pitches can often be heard as a repetitive variation in the volume of the tone. This amplitude modulation occurs with a frequency equal to the difference in frequencies of the two tones and is known as beating.
The semitone scale used in Western musical notation is not a linear frequency scale but logarithmic. Other scales have been derived directly from experiments on human hearing perception, such as the mel scale and Bark scale (these are used in studying perception, but not usually in musical composition), and these are approximately logarithmic in frequency at the high-frequency end, but nearly linear at the low-frequency end.
The intensity range of audible sounds is enormous. Human eardrums are sensitive to variations in the sound pressure and can detect pressure changes from as small as a few micropascals (μPa) to greater than 100 kPa. For this reason, sound pressure level is also measured logarithmically, with all pressures referenced to 20 μPa (or 1.97385×10−10 atm). The lower limit of audibility is therefore defined as 0 dB, but the upper limit is not as clearly defined. The upper limit is more a question of the limit where the ear will be physically harmed or with the potential to cause noise-induced hearing loss.
A more rigorous exploration of the lower limits of audibility determines that the minimum threshold at which a sound can be heard is frequency dependent. By measuring this minimum intensity for testing tones of various frequencies, a frequency-dependent absolute threshold of hearing (ATH) curve may be derived. Typically, the ear shows a peak of sensitivity (i.e., its lowest ATH) between 1–5 kHz, though the threshold changes with age, with older ears showing decreased sensitivity above 2 kHz.[7]
The ATH is the lowest of the equal-loudness contours. Equal-loudness contours indicate the sound pressure level (dB SPL), over the range of audible frequencies, that are perceived as being of equal loudness. Equal-loudness contours were first measured by Fletcher and Munson at Bell Labs in 1933 using pure tones reproduced via headphones, and the data they collected are called Fletcher–Munson curves. Because subjective loudness was difficult to measure, the Fletcher–Munson curves were averaged over many subjects.
Robinson and Dadson refined the process in 1956 to obtain a new set of equal-loudness curves for a frontal sound source measured in an anechoic chamber. The Robinson-Dadson curves were standardized as ISO 226 in 1986. In 2003, ISO 226 was revised as equal-loudness contour using data collected from 12 international studies.
Sound localization
Sound localization is the process of determining the location of a sound source. The brain utilizes subtle differences in loudness, tone and timing between the two ears to allow us to localize sound sources.[8] Localization can be described in terms of three-dimensional position: the azimuth or horizontal angle, the zenith or vertical angle, and the distance (for static sounds) or velocity (for moving sounds).[9] Humans, as most four-legged animals, are adept at detecting direction in the horizontal, but less so in the vertical directions due to the ears being placed symmetrically. Some species of owls have their ears placed asymmetrically and can detect sound in all three planes, an adaption to hunt small mammals in the dark.[10]
Masking effects
Suppose a listener can hear a given acoustical signal under silent conditions. When a signal is playing while another sound is being played (a masker), the signal has to be stronger for the listener to hear it. The masker does not need to have the frequency components of the original signal for masking to happen. A masked signal can be heard even though it is weaker than the masker. Masking happens when a signal and a masker are played together—for instance, when one person whispers while another person shouts—and the listener doesn't hear the weaker signal as it has been masked by the louder masker. Masking can also happen to a signal before a masker starts or after a masker stops. For example, a single sudden loud clap sound can make sounds inaudible that immediately precede or follow. The effects of backward masking is weaker than forward masking. The masking effect has been widely studied in psychoacoustical research. One can change the level of the masker and measure the threshold, then create a diagram of a psychophysical tuning curve that will reveal similar features. Masking effects are also used in lossy audio encoding, such as MP3.
Missing fundamental
When presented with a harmonic series of frequencies in the relationship 2f, 3f, 4f, 5f, etc. (where f is a specific frequency), humans tend to perceive that the pitch is f. An audible example can be found on YouTube.[11]
Software
The psychoacoustic model provides for high quality lossy signal compression by describing which parts of a given digital audio signal can be removed (or aggressively compressed) safely—that is, without significant losses in the (consciously) perceived quality of the sound.
It can explain how a sharp clap of the hands might seem painfully loud in a quiet library but is hardly noticeable after a car backfires on a busy, urban street. This provides great benefit to the overall compression ratio, and psychoacoustic analysis routinely leads to compressed music files that are one-tenth to one-twelfth the size of high-quality masters, but with discernibly less proportional quality loss. Such compression is a feature of nearly all modern lossy audio compression formats. Some of these formats include Dolby Digital (AC-3), MP3, Opus, Ogg Vorbis, AAC, WMA, MPEG-1 Layer II (used for digital audio broadcasting in several countries) and ATRAC, the compression used in MiniDisc and some Walkman models.
Psychoacoustics is based heavily on human anatomy, especially the ear's limitations in perceiving sound as outlined previously. To summarize, these limitations are:
- High-frequency limit
- Absolute threshold of hearing
- Temporal masking (forward masking, backward masking)
- Simultaneous masking (also known as spectral masking)
A compression algorithm can assign a lower priority to sounds outside the range of human hearing. By carefully shifting bits away from the unimportant components and toward the important ones, the algorithm ensures that the sounds a listener is most likely to perceive are most accurately represented.
Music
Psychoacoustics includes topics and studies that are relevant to music psychology and music therapy. Theorists such as Benjamin Boretz consider some of the results of psychoacoustics to be meaningful only in a musical context.[12]
Irv Teibel's Environments series LPs (1969–79) are an early example of commercially available sounds released expressly for enhancing psychological abilities.[13]
Applied psychoacoustics
Psychoacoustics has long enjoyed a symbiotic relationship with computer science. Internet pioneers J. C. R. Licklider and Bob Taylor both completed graduate-level work in psychoacoustics, while BBN Technologies originally specialized in consulting on acoustics issues before it began building the first packet-switched network.
Licklider wrote a paper entitled "A duplex theory of pitch perception".[14]
Psychoacoustics is applied within many fields of software development, where developers map proven and experimental mathematical patterns in digital signal processing. Many audio compression codecs such as MP3 and Opus use a psychoacoustic model to increase compression ratios. The success of conventional audio systems for the reproduction of music in theatres and homes can be attributed to psychoacoustics[15] and psychoacoustic considerations gave rise to novel audio systems, such as psychoacoustic sound field synthesis.[16] Furthermore, scientists have experimented with limited success in creating new acoustic weapons, which emit frequencies that may impair, harm, or kill.[17] Psychoacoustics are also leveraged in sonification to make multiple independent data dimensions audible and easily interpretable.[18] This enables auditory guidance without the need for spatial audio and in sonification computer games[19] and other applications, such as drone flying and image-guided surgery.[20] It is also applied today within music, where musicians and artists continue to create new auditory experiences by masking unwanted frequencies of instruments, causing other frequencies to be enhanced. Yet another application is in the design of small or lower-quality loudspeakers, which can use the phenomenon of missing fundamentals to give the effect of bass notes at lower frequencies than the loudspeakers are physically able to produce (see references).
Automobile manufacturers engineer their engines and even doors to have a certain sound.[21]
See also
Related fields
Psychoacoustic topics
- A-weighting, a commonly used perceptual loudness transfer function
- ABX test
- Auditory illusions
- Auditory scene analysis incl. 3D-sound perception, localization
- Binaural beats
- Blind signal separation
- Combination tone (also Tartini tone)
- Deutsch's Scale illusion
- Equivalent rectangular bandwidth (ERB)
- Franssen effect
- Glissando illusion
- Hypersonic effect
- Language processing
- Levitin effect
- Misophonia
- Musical tuning
- Noise health effects
- Octave illusion
- Pitch (music)
- Precedence effect
- Psycholinguistics
- Rate-distortion theory
- Sound localization
- Sound of fingernails scraping chalkboard
- Sound masking
- Speech perception
- Speech recognition
- Timbre
- Tritone paradox
References
Notes
- Tarmy, James (5 August 2014). "Mercedes Doors Have a Signature Sound: Here's How". Bloomberg Business. Retrieved 10 August 2020.
Sources
- E. Larsen and R.M. Aarts (2004), Audio Bandwidth extension. Application of Psychoacoustics, Signal Processing and Loudspeaker Design., J. Wiley.
- Larsen E.; Aarts R.M. (March 2002). "Reproducing Low-pitched Signals through Small Loudspeakers" (PDF). Journal of the Audio Engineering Society. 50 (3): 147–64.[dead link]
- Oohashi T.; Kawai N.; Nishina E.; Honda M.; Yagi R.; Nakamura S.; Morimoto M.; Maekawa T.; Yonekura Y.; Shibasaki H. (February 2006). "The Role of Biological System other Than Auditory Air-conduction in the Emergence of the Hypersonic Effect". Brain Research. 1073–1074: 339–347. doi:10.1016/j.brainres.2005.12.096. PMID 16458271.
External links
- The Musical Ear—Perception of Sound Archived 2005-12-25 at the Wayback Machine
- Müller C, Schnider P, Persterer A, Opitz M, Nefjodova MV, Berger M (1993). "[Applied psychoacoustics in space flight]". Wien Med Wochenschr (in German). 143 (23–24): 633–5. PMID 8178525.—Simulation of Free-field Hearing by Head Phones
- GPSYCHO—An Open-source Psycho-Acoustic and Noise-Shaping Model for ISO-Based MP3 Encoders.
- Definition of: perceptual audio coding
- Java appletdemonstrating masking
- Temporal Masking
- HyperPhysics Concepts—Sound and Hearing
- The MP3 as Standard Object
https://en.wikipedia.org/wiki/Psychoacoustics
https://en.wikipedia.org/wiki/Category:Psychoacoustics
https://en.wikipedia.org/wiki/Institute_of_Higher_Nervous_Activity_and_Neurophysiology
https://en.wikipedia.org/wiki/Recall_(memory)
https://en.wikipedia.org/wiki/Amodal_perception
https://en.wikipedia.org/wiki/Illusory_contours
https://en.wikipedia.org/wiki/Optical_illusion
https://en.wikipedia.org/wiki/Motion_aftereffect
https://en.wikipedia.org/wiki/Auditory_illusion
https://en.wikipedia.org/wiki/Sound_recording_and_reproduction
https://en.wikipedia.org/wiki/Atmospheric_pressure
https://en.wikipedia.org/wiki/Program_(machine)
https://en.wikipedia.org/wiki/Music_roll
https://en.wikipedia.org/wiki/Pneumatics
https://en.wikipedia.org/wiki/Hydraulic_cylinder
A clevis fastener is a two-piece fastener system consisting of a clevis and a clevis pin head. The clevis is a U-shaped piece that has holes at the end of the prongs to accept the clevis pin. The clevis pin is similar to a bolt, but is either partially threaded or unthreaded with a cross-hole for a split pin. A tang is a piece that is sometimes fitted in the space within the clevis and is held in place by the clevis pin.[1] The combination of a simple clevis fitted with a pin is commonly called a shackle, although a clevis and pin is only one of the many forms a shackle may take.
Clevises are used in a wide variety of fasteners used in farming equipment and sailboat rigging, as well as the automotive, aircraft and construction industries. They are also widely used to attach control surfaces and other accessories to servo controls in airworthy model aircraft. As a part of a fastener, a clevis provides a method of allowing rotation in some axes while restricting rotation in others.
A clevis used to attach a bar and chain
https://en.wikipedia.org/wiki/Clevis_fastener
https://en.wikipedia.org/wiki/Split_pin
https://en.wikipedia.org/wiki/Failure_rate
https://en.wikipedia.org/wiki/Shackle#Twist_shackle
https://en.wikipedia.org/wiki/Shear_force
https://en.wikipedia.org/wiki/Compression_(physics)
https://en.wikipedia.org/wiki/Sound#Waves
https://en.wikipedia.org/wiki/Action_potential
https://en.wikipedia.org/wiki/Telephone_network
https://en.wikipedia.org/wiki/Cochlea
https://en.wikipedia.org/wiki/Auditory_masking#Temporal_masking
https://en.wikipedia.org/wiki/Hearing_range
https://en.wikipedia.org/wiki/Lossy_compression
https://en.wikipedia.org/wiki/Missing_fundamental
https://en.wikipedia.org/wiki/Backward_masking
https://en.wikipedia.org/wiki/Auditory_masking
https://en.wikipedia.org/wiki/Anechoic_chamber
https://en.wikipedia.org/wiki/Absolute_threshold_of_hearing
https://en.wikipedia.org/wiki/Tritone_paradox
https://en.wikipedia.org/wiki/Sound_masking
https://en.wikipedia.org/wiki/Sound_localization
https://en.wikipedia.org/wiki/Rate%E2%80%93distortion_theory
https://en.wikipedia.org/wiki/Psycholinguistics
https://en.wikipedia.org/wiki/Precedence_effect
https://en.wikipedia.org/wiki/Musical_tuning
https://en.wikipedia.org/wiki/Misophonia
https://en.wikipedia.org/wiki/Equivalent_rectangular_bandwidth
https://en.wikipedia.org/wiki/Signal_separation
https://en.wikipedia.org/wiki/Auditory_scene_analysis
https://en.wikipedia.org/wiki/Auditory_illusion
https://en.wikipedia.org/wiki/Wave_field_synthesis
https://en.wikipedia.org/wiki/Image-guided_surgery
https://en.wikipedia.org/wiki/Microsoft_HoloLens
https://en.wikipedia.org/wiki/Endovenous_laser_treatment
https://en.wikipedia.org/wiki/Category:Laser_medicine
https://en.wikipedia.org/wiki/Data_sonification
In 1913, Dr. Edmund Fournier d'Albe of University of Birmingham invented the optophone, which used selenium photosensors to detect black print and convert it into an audible output.[4] A blind reader could hold a book up to the device and hold an apparatus to the area she wanted to read. The optophone played a set group of notes: g c' d' e' g' b' c e. Each note corresponded with a position on the optophone's reading area, and that note was silenced if black ink was sensed. Thus, the missing notes indicated the positions where black ink was on the page and could be used to read.
https://en.wikipedia.org/wiki/Sonification
https://en.wikipedia.org/wiki/Optophone
https://en.wikipedia.org/wiki/Sonification
https://en.wikipedia.org/wiki/Category:Auditory_displays
https://en.wikipedia.org/wiki/Category:User_interface_techniques
https://en.wikipedia.org/wiki/Category:Display_technology
https://en.wikipedia.org/wiki/Category:Flexible_displays
https://en.wikipedia.org/wiki/Category:Vacuum_tube_displays
https://en.wikipedia.org/wiki/RCA_Dimensia
https://en.wikipedia.org/wiki/Magic_eye_tube
https://en.wikipedia.org/wiki/Optoelectronics
https://en.wikipedia.org/wiki/Category:Display_technology
https://en.wikipedia.org/wiki/Category:Multimodal_interaction
https://en.wikipedia.org/wiki/Sonar
https://en.wikipedia.org/wiki/Auditory_display
https://en.wikipedia.org/wiki/Architectural_acoustics
https://en.wikipedia.org/wiki/Monochord
https://en.wikipedia.org/wiki/Graduation_(scale)
https://en.wikipedia.org/wiki/Clock_face
https://en.wikipedia.org/wiki/Armillary_sphere
https://en.wikipedia.org/wiki/Resonator
https://en.wikipedia.org/wiki/Endpin
https://en.wikipedia.org/wiki/Tuning_mechanisms_for_stringed_instruments
https://en.wikipedia.org/wiki/Forth_Dimension_Displays
https://en.wikipedia.org/wiki/Grating_light_valve
https://en.wikipedia.org/wiki/Monochrome
https://en.wikipedia.org/wiki/Nine-segment_display
https://en.wikipedia.org/wiki/Open_Pluggable_Specification
https://en.wikipedia.org/wiki/Optoelectronics
https://en.wikipedia.org/wiki/Fog_display
https://en.wikipedia.org/wiki/Focus-plus-context_screen
https://en.wikipedia.org/wiki/Flight_instruments
https://en.wikipedia.org/wiki/Flicker-free
https://en.wikipedia.org/wiki/Flicker_(screen)
https://en.wikipedia.org/wiki/Flexible_organic_light-emitting_diode
https://en.wikipedia.org/wiki/Film-type_patterned_retarder
https://en.wikipedia.org/wiki/Fiber-optic_display
https://en.wikipedia.org/wiki/Ferroelectric_liquid_crystal_display
https://en.wikipedia.org/wiki/Electrowetting
https://en.wikipedia.org/wiki/Electronic_paper
https://en.wikipedia.org/wiki/Electronic_flight_instrument_system
https://en.wikipedia.org/wiki/Electroluminescent_wire
https://en.wikipedia.org/wiki/Electrofluidic_display_technology
https://en.wikipedia.org/wiki/EBeam
https://en.wikipedia.org/wiki/Digital_paper
https://en.wikipedia.org/wiki/Crystal_LED
https://en.wikipedia.org/wiki/Comparison_of_CRT,_LCD,_plasma,_and_OLED_displays
https://en.wikipedia.org/wiki/Burst_dimming
https://en.wikipedia.org/wiki/Broadcast_reference_monitor
https://en.wikipedia.org/wiki/Broadcast_reference_monitor
https://en.wikipedia.org/wiki/Lower_third
https://en.wikipedia.org/wiki/Contrast_ratio#Dynamic_contrast_(DC)
https://en.wikipedia.org/wiki/Deinterlacing
https://en.wikipedia.org/wiki/Video_post-processing
https://en.wikipedia.org/wiki/Image_scaling
https://en.wikipedia.org/wiki/Image_scaling
https://en.wikipedia.org/wiki/Video_scaler
https://en.wikipedia.org/wiki/Blue_only_mode
https://en.wikipedia.org/wiki/Black_Widow_(paint_mix)
https://en.wikipedia.org/wiki/Black_level
https://en.wikipedia.org/wiki/Autostereoscopy
https://en.wikipedia.org/wiki/Audification
https://en.wikipedia.org/wiki/Alternate_lighting_of_surfaces
https://en.wikipedia.org/wiki/Active_matrix
https://en.wikipedia.org/wiki/3D_display
https://en.wikipedia.org/wiki/Gain_(projection_screens)
https://en.wikipedia.org/wiki/Holographic_screen
https://en.wikipedia.org/wiki/Laser_TV
https://en.wikipedia.org/wiki/LCD_crosstalk
https://en.wikipedia.org/wiki/Light-emitting_diode
https://en.wikipedia.org/wiki/Light-emitting_electrochemical_cell
https://en.wikipedia.org/wiki/Liquid_vapor_display
https://en.wikipedia.org/wiki/Liquid_crystal_on_silicon
https://en.wikipedia.org/wiki/Magic_lantern
https://en.wikipedia.org/wiki/List_of_glossy_display_branding_manufacturers
https://en.wikipedia.org/wiki/Matte_display
https://en.wikipedia.org/wiki/MicroLED
https://en.wikipedia.org/wiki/MicroTiles
https://en.wikipedia.org/wiki/Monitor_filter
https://en.wikipedia.org/wiki/Monoscope
https://en.wikipedia.org/wiki/Moving_panorama
https://en.wikipedia.org/wiki/Nanotextured_surface
https://en.wikipedia.org/wiki/Time-multiplexed_optical_shutter
https://en.wikipedia.org/wiki/Transflective_liquid-crystal_display
https://en.wikipedia.org/wiki/Electroluminescence#Thick-film_dielectric_electroluminescent_technology
https://en.wikipedia.org/wiki/Surface-conduction_electron-emitter_display
https://en.wikipedia.org/wiki/Spatial_light_modulator
https://en.wikipedia.org/wiki/Silk_screen_effect
https://en.wikipedia.org/wiki/See-through_display
https://en.wikipedia.org/wiki/Photographophone
https://en.wikipedia.org/wiki/Phosphorescent_organic_light-emitting_diode
https://en.wikipedia.org/wiki/Phased-array_optics
https://en.wikipedia.org/wiki/Category:Display_technology
https://en.wikipedia.org/wiki/Display_lag
https://en.wikipedia.org/wiki/Response_time_(technology)#Display_technologies
https://en.wikipedia.org/wiki/Display_motion_blur
https://en.wikipedia.org/wiki/Interrupt_latency
https://en.wikipedia.org/wiki/Interrupt#Masking
https://en.wikipedia.org/wiki/Erratum#CPU_logic
https://en.wikipedia.org/wiki/Glitch
https://en.wikipedia.org/wiki/Crosstalk
https://en.wikipedia.org/wiki/Transmission_system
Some transmission systems contain multipliers, which amplify a signal prior to re-transmission, or regenerators, which attempt to reconstruct and re-shape the coded message before re-transmission.
One of the most widely used transmission system technologies in the Internet and the Public switched telephone network (PSTN) is synchronous optical networking (SONET).
Also, transmission system is the medium through which data is transmitted from one point to another. Examples of common transmission systems people use everyday are: the internet, mobile networks, cordless cables, etc.
Digital transmission system
The ITU defines a digital transmission system as a system that uses digital signals to transmit information. In a digital transmission system, the data is first converted into a digital format and then transmitted over a communication channel. The digital format provides a number of benefits over analog transmission systems, including improved signal quality, reduced noise and interference, and increased data accuracy.
ITU defines digital transmission system (DTS) as following:
The ITU sets global standards for digital transmission systems, including the encoding and decoding methods used, the data rates and transmission speeds, and the types of communication channels used. These standards ensure that digital transmission systems are compatible and interoperable with each other, regardless of the type of data being transmitted or the geographical location of the sender and receiver.
https://en.wikipedia.org/wiki/Transmission_system
https://en.wikipedia.org/wiki/Synchronous_optical_networking
https://en.wikipedia.org/wiki/Synchronization
https://en.wikipedia.org/wiki/Time_and_frequency_transfer
https://en.wikipedia.org/wiki/Nanosecond
https://en.wikipedia.org/wiki/Time_ball
https://en.wikipedia.org/wiki/Marine_chronometer
https://en.wikipedia.org/wiki/Local_mean_time
https://en.wikipedia.org/wiki/Railway_time
https://en.wikipedia.org/wiki/Timing_synchronization_function
https://en.wikipedia.org/wiki/Service_set_(802.11_network)#Basic_service_set_types
https://en.wikipedia.org/wiki/Interlocking
https://en.wikipedia.org/wiki/Synchronization_gear
https://en.wikipedia.org/wiki/Tractor_configuration
https://en.wikipedia.org/wiki/Pusher_configuration
https://en.wikipedia.org/wiki/Reciprocal_socialization
https://en.wikipedia.org/wiki/Phase_synchronization
https://en.wikipedia.org/wiki/Phase-locked_loop
https://en.wikipedia.org/wiki/Double-ended_synchronization
https://en.wikipedia.org/wiki/Telephone_exchange
For two connected exchanges in a communications network, a double-ended synchronization (also called double-ended control) is a synchronization control scheme in which the phase error signals used to control the clock at one telephone exchange are derived by comparison with the phase of the incoming digital signal and the phase of the internal clocks at both exchanges.
https://en.wikipedia.org/wiki/Double-ended_synchronization
https://en.wikipedia.org/wiki/Data_synchronization
https://en.wikipedia.org/wiki/Error_correction_code
https://en.wikipedia.org/wiki/Optical_interleaver
https://en.wikipedia.org/wiki/Clock_synchronization
https://en.wikipedia.org/wiki/Clock_network
https://en.wikipedia.org/wiki/Master_clock
https://en.wikipedia.org/wiki/Escapement
The verge (or crown wheel) escapement is the earliest known type of mechanical escapement, the mechanism in a mechanical clock that controls its rate by allowing the gear train to advance at regular intervals or 'ticks'. Verge escapements were used from the late 13th century until the mid 19th century in clocks and pocketwatches. The name verge comes from the Latin virga, meaning stick or rod.[1]
Its invention is important in the history of technology, because it made possible the development of all-mechanical clocks. This caused a shift from measuring time by continuous processes, such as the flow of liquid in water clocks, to repetitive, oscillatory processes, such as the swing of pendulums, which had the potential to be more accurate.[2][3] Oscillating timekeepers are used in all modern timepieces.
https://en.wikipedia.org/wiki/Verge_escapement
https://en.wikipedia.org/wiki/Plesiochronous_system
https://en.wikipedia.org/wiki/Plesiochronous_digital_hierarchy
https://en.wikipedia.org/wiki/Flash_synchronization
https://en.wikipedia.org/wiki/Photographic_film
https://en.wikipedia.org/wiki/Synchronization_(alternating_current)
https://en.wikipedia.org/wiki/Telephony#Digital_telephony
https://en.wikipedia.org/wiki/3D_reconstruction
https://en.wikipedia.org/wiki/Binding_problem
https://en.wikipedia.org/wiki/Self-oscillation
https://en.wikipedia.org/wiki/Synchronization_of_chaos
https://en.wikipedia.org/wiki/Frame_synchronization_(video)
https://en.wikipedia.org/wiki/Neural_oscillation
https://en.wikipedia.org/wiki/Synchronous_circuit
https://en.wikipedia.org/wiki/Clock_signal
https://en.wikipedia.org/wiki/Network_Time_Protocol
https://en.wikipedia.org/wiki/Race_condition
https://en.wikipedia.org/wiki/Thread_(computing)
https://en.wikipedia.org/wiki/Parallel_computing
https://en.wikipedia.org/wiki/Synchronization
https://en.wikipedia.org/wiki/Interrupt#Masking
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