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PPG Phonem was originally designed to do just vocal synthesis, though it is capable of acting as a universal sound synthesizer. It has 12 individual resonators which all impact the sound output .It organizes sound at the level of the individual phoneme and strings phonemes together, every phoneme within can be adjusted to alter the result.
The term voice changer (also known as voice enhancer) refers to a device which can change the tone or pitch of or add distortion to the user's voice, or a combination and vary greatly in price and sophistication. A kazoo or a didgeridoo can be used as a makeshift voice changer, though it can be difficult to understand what the person is trying ...
Audio deepfake technology, also referred to as voice cloning or deepfake audio, is an application of artificial intelligence designed to generate speech that convincingly mimics specific individuals, often synthesizing phrases or sentences they have never spoken.
Talkboy is a line of handheld voice recorder and sound novelty toys manufactured by Tiger Electronics in the 1990s. [1] The brand began as a result of a promotional tie-in with the 1992 film Home Alone 2: Lost in New York; the most well-known product was the Deluxe Talkboy, a cassette recorder and player with a variable-speed voice changer that caused toy crazes over several holiday shopping ...
A voice change or voice mutation, sometimes referred to as a voice break or voice crack, commonly refers to the deepening of the voice of men as they reach puberty.Before puberty both sexes have roughly similar vocal pitches, but during puberty the male voice typically deepens an octave, while the female voice usually deepens only by a few tones.
Game playing was an area of research in AI from its inception. One of the first examples of AI is the computerized game of Nim made in 1951 and published in 1952. Despite being advanced technology in the year it was made, 20 years before Pong, the game took the form of a relatively small box and was able to regularly win games even against highly skilled players of the game. [1]
Video games have nowhere near the resources necessary to simulate real-time behaviors that would be considered strong AI even in part. That's not to mention there is no incentive to do so when simple rule-based design produces realistic behavior with significantly less effort (and within actual budgets and deadlines).
Users exploring the world with their avatars in Second Life. A virtual world (also called a virtual space or spaces) is a computer-simulated environment [1] which may be populated by many simultaneous users who can create a personal avatar [2] and independently explore the virtual world, participate in its activities, and communicate with others.