341 research outputs found

    Sound objects: Towards procedural audio for and as theatre

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    Procedural audio has been the subject of significant contemporary interest, but prior examples in relation to theatre sound are limited. After providing background to theatre sound and procedural audio, we introduce two artefacts, RayGun and INTERIOR, that explore issues around theatre sound. RayGun is an augmented prop prototype that uses sensor driven, procedurally generated and locally diffused sound to address prior deficiencies. INTERIOR reimagines Maurice Maeterlinck’s 1895 play Interior as an embedded, generative and largely procedurally generated audio play housed in a shortwave radio-like artefact. Intended to provide an accessible experience, the listener uses a single knob interface to scan through a soundscape of simulated radio stations and ‘find’ the play. We present some initial findings and conclude with suggestions for future work

    An evaluation of perceived urgency applied to amplitude modulated stimulus for military applications

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    Virtual and augmented reality is being developed for applications such as training, engineering design visualization, and controlling Unmanned Aerial Vehicles (UAV\u27s) in combat zones. These environments contain complex sets of visual information and at the same time provide the opportunity to create virtual environments that overload the cognitive ability of a human user. To reduce the cognitive load of the visual channel, audio can be introduced utilizing a dual-channel processing with auditory and visual information. Being able to augment the virtual environment with audio signals can provide a higher quality response to visual information and increase overall user performance. The proposed research will investigate the potential for using the psychoacoustic qualities of a background sound to continuously monitor the health of a system and trigger a task in the virtual environment

    Spatial representation and visual impairement - Developmental trends and new technological tools for assessment and rehabilitation

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    It is well known that perception is mediated by the five sensory modalities (sight, hearing, touch, smell and taste), which allows us to explore the world and build a coherent spatio-temporal representation of the surrounding environment. Typically, our brain collects and integrates coherent information from all the senses to build a reliable spatial representation of the world. In this sense, perception emerges from the individual activity of distinct sensory modalities, operating as separate modules, but rather from multisensory integration processes. The interaction occurs whenever inputs from the senses are coherent in time and space (Eimer, 2004). Therefore, spatial perception emerges from the contribution of unisensory and multisensory information, with a predominant role of visual information for space processing during the first years of life. Despite a growing body of research indicates that visual experience is essential to develop spatial abilities, to date very little is known about the mechanisms underpinning spatial development when the visual input is impoverished (low vision) or missing (blindness). The thesis's main aim is to increase knowledge about the impact of visual deprivation on spatial development and consolidation and to evaluate the effects of novel technological systems to quantitatively improve perceptual and cognitive spatial abilities in case of visual impairments. Chapter 1 summarizes the main research findings related to the role of vision and multisensory experience on spatial development. Overall, such findings indicate that visual experience facilitates the acquisition of allocentric spatial capabilities, namely perceiving space according to a perspective different from our body. Therefore, it might be stated that the sense of sight allows a more comprehensive representation of spatial information since it is based on environmental landmarks that are independent of body perspective. Chapter 2 presents original studies carried out by me as a Ph.D. student to investigate the developmental mechanisms underpinning spatial development and compare the spatial performance of individuals with affected and typical visual experience, respectively visually impaired and sighted. Overall, these studies suggest that vision facilitates the spatial representation of the environment by conveying the most reliable spatial reference, i.e., allocentric coordinates. However, when visual feedback is permanently or temporarily absent, as in the case of congenital blindness or blindfolded individuals, respectively, compensatory mechanisms might support the refinement of haptic and auditory spatial coding abilities. The studies presented in this chapter will validate novel experimental paradigms to assess the role of haptic and auditory experience on spatial representation based on external (i.e., allocentric) frames of reference. Chapter 3 describes the validation process of new technological systems based on unisensory and multisensory stimulation, designed to rehabilitate spatial capabilities in case of visual impairment. Overall, the technological validation of new devices will provide the opportunity to develop an interactive platform to rehabilitate spatial impairments following visual deprivation. Finally, Chapter 4 summarizes the findings reported in the previous Chapters, focusing the attention on the consequences of visual impairment on the developmental of unisensory and multisensory spatial experience in visually impaired children and adults compared to sighted peers. It also wants to highlight the potential role of novel experimental tools to validate the use to assess spatial competencies in response to unisensory and multisensory events and train residual sensory modalities under a multisensory rehabilitation

    The drum kit and the studio : a spectral and dynamic analysis of the relevant components

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    The research emerged from the need to understand how engineers perceive and record drum kits in modern popular music. We performed a preliminary, exploratory analysis of behavioural aspects in drum kit samples. We searched for similarities and differences, hoping to achieve further understanding of the sonic relationship the instrument shares with others, as well as its involvement in music making. Methodologically, this study adopts a pragmatic analysis of audio contents, extraction of values and comparison of results. We used two methods to analyse the data. The first, a generalised approach, was an individual analysis of each sample in the chosen eight classes (composed of common elements in modern drum kits). The second focused on a single sample that resulted from the down-mix of the previous classes’ sample pools. For the analysis, we handpicked several subjective and objective features as well as a series of low-level audio descriptors that hold information regarding the dynamic and frequency contents of the audio samples. We then conducted a series of processes, which included visual analysis of three-dimensional graphics and software-based information computing, to retrieve the analytical data. Results showed that there are some significant similarities among the classes’ audio features. This led to the assumption that the a priori experience of engineers could, in fact, be a collective and subconscious notion, instinctively achieved in a recording session. In fact, with more research concerning this subject, one may even find new a new way to deal with drum kits in a studio context, hastening time-consuming processes and strenuous tasks that are common when doing so.A investigação científica realizada no ramo do áudio e da música tornou-se abastada e prolífica, exibindo estudos com alto teor informativo para melhor compreensão das diferentes áreas de incidência. Muita da pesquisa desenvolvida foca-se em aspectos pragmáticos: reconhecimento de voz e de padrão, recuperação de informação musical, sistemas de mistura inteligente, entre outros. No entanto, embora estes sejam aspectos formais de elevada importância, tem-se notado uma latente falta de documentação relativa a aspectos mais idílicos e artísticos. O instrumento musical de estudo que escolhemos foi a bateria. Para além de uma vontade pessoal de entender a plenitude das suas características sónicas intrínsecas para aplicações prácticas com resultados tangíveis, é de notar a ausência de discurso e pesquisa científica que por este caminho se tenha aventurado. Não obstante, a bateria tem sido objecto de estudo profundo em contextos analíticos, motivo pelo qual foi também relevante originar a nossa abordagem seminal. Por um lado, as questões físicas de construção e manutenção de baterias, bem como aspectos de índole ambiental e de espaço (salas de gravação) são dos aspectos que mais efeitos produzem na diferença timbríca em múltiplos exemplos de gravações de baterias. No entanto, questões tonais (fundamentais para uma pluralidade de instrumentos) na bateria carecem de estudo e documentação num contexto mundial generalizado. São muitos os engenheiros de som e músicos que alimentam a ideia preconcebida da dificuldade inerente em relacionar este elemento percursivo com os restantes instrumentos numa música. Aliam-se a isto questões subjectivas de gosto e preferência, bem como outros métodos que facilitam a inserção de um instrumento rítmico e semi-harmónico (porque é possível escolher uma afinação para diferentes elementos de uma bateria) numa textura sonora que remete para diferentes conceitos musicais. Portanto, a questão nuclear que este estudo se foca é: “será possível atingir um som idílico nos diferentes elementos de uma bateria?”. Em si só, a ambiguidade desta resposta pode remeter para um conceito dogmático e inflexível, bem como para a ideia de que, até ao momento, nenhuma gravação ou som de bateria alcançou um patamar de extrema qualidade, sonoridade ou ubiquidade que a responda a esta premissa. Partimos, então, desta interrogação e procedemos a uma análise pragmática de amostras sonoras que fossem o mais assimiláveis possível a um contexto comercial. Reunimos amostras de oito classes pré-definidas: bombos, tarolas, pratos de choque, timbalões graves, médios e agudos, crashs e rides. As amostras derivaram de bibliotecas que foram reunidas posteriormente à realização de uma pesquisa em busca dos fabricantes mais conceituados, com maior adesão pública e com antecedentes comerciais tangíveis. Daqui recuperamos 481 amostras. Depois de reunidas, as amostras sofreram um processo de identificação e catalogação, passando também por alguns momentos de processamento de sinal (conversão para ficheiros monofónicos, igualização da duração e normalização do pico de sinal). Em seguida, através do software de computação matemática MATLAB, desenvolvemos linhas de código que foram instrumentais para fase da análise de características e descritores de ficheiros áudio. Finalmente, procedemos a uma reunião dos resultados obtidos e a iniciação de suposições que pudessem originar os valores extraídos. De entre os resultados obtidos, surgiram ideias que, com mais investigação, podem facilitar a compreensão do comportamento sonoro dos diferentes elementos, bem como a criação de métodos de conjugação harmónica entre eles. É importante referir que, neste estudo, partimos de um conceito qualitativo do som, e como tal, omitimos aspectos físicos que, na sua essência, influenciam substancialmente o som que é emitido. No entanto, este trabalho introdutório pretende retificar de forma preliminar esta falta de conceitos subjectivos com evidências palpáveis. Evidências essas que ainda necessitam de investigação adicional para a sua confirmação

    Designing and Composing for Interdependent Collaborative Performance with Physics-Based Virtual Instruments

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    Interdependent collaboration is a system of live musical performance in which performers can directly manipulate each other’s musical outcomes. While most collaborative musical systems implement electronic communication channels between players that allow for parameter mappings, remote transmissions of actions and intentions, or exchanges of musical fragments, they interrupt the energy continuum between gesture and sound, breaking our cognitive representation of gesture to sound dynamics. Physics-based virtual instruments allow for acoustically and physically plausible behaviors that are related to (and can be extended beyond) our experience of the physical world. They inherently maintain and respect a representation of the gesture to sound energy continuum. This research explores the design and implementation of custom physics-based virtual instruments for realtime interdependent collaborative performance. It leverages the inherently physically plausible behaviors of physics-based models to create dynamic, nuanced, and expressive interconnections between performers. Design considerations, criteria, and frameworks are distilled from the literature in order to develop three new physics-based virtual instruments and associated compositions intended for dissemination and live performance by the electronic music and instrumental music communities. Conceptual, technical, and artistic details and challenges are described, and reflections and evaluations by the composer-designer and performers are documented

    Bendit_I/O: A System for Extending Mediated and Networked Performance Techniques to Circuit-Bent Devices

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    Circuit bending—the act of modifying a consumer device\u27s internal circuitry in search of new, previously-unintended responses—provides artists with a chance to subvert expectations for how a certain piece of hardware should be utilized, asking them to view everyday objects as complex electronic instruments. Along with the ability to create avant-garde instruments from unique and nostalgic sound sources, the practice of circuit bending serves as a methodology for exploring the histories of discarded objects through activism, democratization, and creative resurrection. While a rich history of circuit bending continues to inspire artists today, the recent advent of smart musical instruments and the growing number of hybrid tools available for creating connective musical experiences through networks asks us to reconsider the ways in which repurposed devices can continue to play a role in modern sonic art. Bendit_I/O serves as a synthesis of the technologies and aesthetics of the circuit bending and Networked Musical Performance (NMP) practices. The framework extends techniques native to the practices of telematic and network art to hacked hardware so that artists can design collaborative and mediated experiences that incorporate old devices into new realities. Consisting of user-friendly hardware and software components, Bendit_I/O aims to be an entry point for novice artists into both of the creative realms it brings together. This document presents details on the components of the Bendit_I/O framework along with an analysis of their use in three new compositions. Additional research serves to place the framework in historical context through literature reviews of previous work undertaken in the circuit bending and networked musical performance practices. Additionally, a case is made for performing hacked consumer hardware across a wireless network, emphasizing how extensions to current circuit bending and NMP practices provide the ability to probe our relationships with hardware through collaborative, mediated, and multimodal methods

    Proceedings of the Second International Mobile Satellite Conference (IMSC 1990)

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    Presented here are the proceedings of the Second International Mobile Satellite Conference (IMSC), held June 17-20, 1990 in Ottawa, Canada. Topics covered include future mobile satellite communications concepts, aeronautical applications, modulation and coding, propagation and experimental systems, mobile terminal equipment, network architecture and control, regulatory and policy considerations, vehicle antennas, and speech compression

    Modelling, Simulation and Data Analysis in Acoustical Problems

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    Modelling and simulation in acoustics is currently gaining importance. In fact, with the development and improvement of innovative computational techniques and with the growing need for predictive models, an impressive boost has been observed in several research and application areas, such as noise control, indoor acoustics, and industrial applications. This led us to the proposal of a special issue about “Modelling, Simulation and Data Analysis in Acoustical Problems”, as we believe in the importance of these topics in modern acoustics’ studies. In total, 81 papers were submitted and 33 of them were published, with an acceptance rate of 37.5%. According to the number of papers submitted, it can be affirmed that this is a trending topic in the scientific and academic community and this special issue will try to provide a future reference for the research that will be developed in coming years

    Audio/Video Transmission over IEEE 802.11e Networks: Retry Limit Adaptation and Distortion Estimation

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    The objective of this thesis focuses on the audio and video transmission over wireless networks adopting the family of the IEEE 802.11x standards. In particular, this thesis discusses about the resolution of four issues: the adaptive retransmission, the comparison of video quality indexes for retry limit adaptation purposes, the estimation of the distortion and the joint adaptation of the maximum number of retransmissions of voice and video flows
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