Headphones in the context of "Transducer"

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⭐ Core Definition: Headphones

Headphones are a pair of small loudspeaker drivers worn on or around the head over a user's ears. They are electroacoustic transducers, which convert an electrical signal to a corresponding sound. Headphones let a single user listen to an audio source privately, in contrast to a loudspeaker, which emits sound into the open air for anyone nearby to hear. Headphones are also known as earphones or, colloquially, cans. Circumaural (around the ear) and supra-aural (over the ear) headphones use a band over the top of the head to hold the drivers in place. Another type, known as earbuds or earpieces, consists of individual units that plug into the user's ear canal; within that category have been developed cordless air buds using wireless technology. A third type are bone conduction headphones, which typically wrap around the back of the head and rest in front of the ear canal, leaving the ear canal open. In the context of telecommunication, a headset is a combination of a headphone and microphone.

Headphones connect to a signal source such as an audio amplifier, radio, CD player, portable media player, mobile phone, video game console, or electronic musical instrument, either directly using a cord, or using wireless technology such as Bluetooth, DECT or FM radio. The first headphones were developed in the late 19th century for use by switchboard operators, to keep their hands free. Initially, the audio quality was mediocre and a step forward was the invention of high fidelity headphones.

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Headphones in the context of Video game

A video game, computer game, or simply game, is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming.

Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer games (which includes LAN games, online games, and browser games). More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience.

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Headphones in the context of Audio signal

An audio signal is a representation of sound, typically using either a changing level of electrical voltage for analog signals or a series of binary numbers for digital signals. Audio signals have frequencies in the audio frequency range of roughly 20 to 20,000 Hz, which corresponds to the lower and upper limits of human hearing. Audio signals may be synthesized directly, or may originate at a transducer such as a microphone, musical instrument pickup, phonograph cartridge, or tape head. Loudspeakers or headphones convert an electrical audio signal back into sound.

Digital audio systems represent audio signals in a variety of digital formats.

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Headphones in the context of Music studio

A recording studio is a specialized facility for recording and mixing of instrumental or vocal musical performances, spoken words, and other sounds. They range in size from a small in-home project studio large enough to record a single singer-guitarist, to a large building with space for a full orchestra of 100 or more musicians. Ideally, both the recording and monitoring (listening and mixing) spaces are specially designed by an acoustician or audio engineer to achieve optimum acoustic properties (acoustic isolation or diffusion or absorption of reflected sound reverberation that could otherwise interfere with the sound heard by the listener).

Recording studios may be used to record singers, instrumental musicians (e.g., electric guitar, piano, saxophone, or ensembles such as orchestras), voice-over artists for advertisements or dialogue replacement in film, television, or animation, Foley, or to record their accompanying musical soundtracks. The typical recording studio consists of a room called the "studio" or "live room" equipped with microphones and mic stands, where instrumentalists and vocalists perform; and the "control room", where audio engineers, sometimes with record producers, as well, operate professional audio mixing consoles, effects units, or computers with specialized software suites to mix, manipulate (e.g., by adjusting the equalization and adding effects) and route the sound for analog or digital recording. The engineers and producers listen to the live music and the recorded "tracks" on high-quality monitor speakers or headphones.

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Headphones in the context of Disc jockey

A disc jockey, more commonly abbreviated as DJ, is a person who plays recorded music for an audience. Types of DJs include radio DJs (who host programs on music radio stations), club DJs (who work at nightclubs or music festivals), mobile DJs (who are hired to work at public and private events such as weddings, parties, or festivals), and turntablists (who use record players, usually turntables, to manipulate sounds on phonograph records). Originally, the "disc" in "disc jockey" referred to shellac and later vinyl records, but nowadays DJ is used as an all-encompassing term to also describe persons who mix music from other recording media such as cassettes, CDs or digital audio files on a CDJ, controller, or even a laptop. DJs may adopt the title "DJ" in front of their real names, adopted pseudonyms, or stage names.

DJs commonly use audio equipment that can play at least two sources of recorded music simultaneously. This enables them to blend tracks together to create transitions between recordings and develop unique mixes of songs. This can involve aligning the beats of the music sources so their rhythms and tempos do not clash when played together and enable a smooth transition from one song to another. DJs often use specialized DJ mixers, small audio mixers with crossfader and cue functions to blend or transition from one song to another. Mixers are also used to pre-listen to sources of recorded music in headphones and adjust upcoming tracks to mix with currently playing music. DJ software can be used with a DJ controller device to mix audio files on a computer instead of a console mixer. DJs may also use a microphone to speak to the audience; effects units such as reverb to create sound effects and electronic musical instruments such as drum machines and synthesizers.

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Headphones in the context of Stereophonic sound

Stereophonic sound, commonly shortened to stereo, is a method of sound reproduction that recreates a multi-directional, 3-dimensional audible perspective. This is usually achieved by using two independent audio channels through a configuration of two loudspeakers (or stereo headphones) in such a way as to create the impression of sound heard from various directions, as in natural hearing.

Because the multi-dimensional perspective is the crucial aspect, the term stereophonic also applies to systems with more than two channels or speakers, such as quadraphonic and surround sound. Binaural sound systems are also stereophonic.

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Headphones in the context of Walkman

Walkman (Japanese: ウォークマン, Hepburn: Wōkuman) is a brand of portable audio players manufactured by Sony since 1979. It was originally introduced as a portable cassette player and later expanded to include a range of portable audio products. Since 2011, the brand has referred exclusively to digital flash memory players.

The Walkman became widely popular during the 1980s for its portable design and private listening experience. It influenced popular culture by promoting individualized music consumption and supporting activities such as aerobics. Its widespread use gave rise to the "Walkman effect", a term describing how portable music devices and headphones allow listeners to control their sonic environment. In 1986, "Walkman" was added to the Oxford English Dictionary, and in some markets the term became a genericized trademark for portable audio players. The Walkman also contributed to the widespread adoption of the Compact Cassette format, which surpassed vinyl record sales in 1983. Sony sold approximately 220 million cassette-based Walkman units before ending production in 2010.

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Headphones in the context of Audio amplifier

An audio power amplifier (or power amp) amplifies low-power electronic audio signals, such as the signal from a radio receiver or an electric guitar pickup, to a level that is high enough for driving loudspeakers or headphones. Audio power amplifiers are found in all manner of sound systems including sound reinforcement, public address, home audio systems and musical instrument amplifiers like guitar amplifiers. It is the final electronic stage in a typical audio playback chain before the signal is sent to the loudspeakers.

The preceding stages in such a chain are low-power audio amplifiers which perform tasks like pre-amplification of the signal, equalization, mixing different input signals. The inputs can also be any number of audio sources like record players, CD players, digital audio players and cassette players. Most audio power amplifiers require these low-level inputs, which are line level.

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Headphones in the context of Shure Brothers

Shure Inc. is an audio products corporation headquartered in the United States. It was founded by Sidney N. Shure in Chicago, Illinois, in 1925 as a supplier of radio parts kits. The company became a manufacturer of consumer and professional audio-electronics including microphones, wireless microphone systems, phonograph cartridges, discussion systems, mixers, and digital signal processing. The company also manufactures listening products, including headphones, high-end earphones, and personal monitor systems.

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