1,368 research outputs found
Interactive Music and Synchronous Reactive Programming
This paper presents Skini, a programming methodology and an execution
environment for interactive structured music. With this system, the composer
programs his scores in the HipHop.js synchronous reactive language. They are
then executed, or played, in live concerts, in interaction with the audience.
The system aims at helping composers to find a good balance between the
determinism of the compositions and the nondeterminism of the interactions with
the public. Each execution of a Skini score yields to a different but
aesthetically consistent interpretation. This work raises many questions in the
musical fields. How to combine composition and interaction? How to control the
musical style when the audience influences what is to play next? What are the
possible connections with generative music? These are important questions for
the Skini system but they are out of the scope of this paper that focuses
exclusively on the computer science aspects of the system. From that
perspective, the main questions are how to program the scores and in which
language? General purpose languages are inappropriate because their elementary
constructs (i.e., variables, functions, loops, etc.) do not match the
constructions needed to express music and musical constraints. We show that
synchronous programming languages are a much better fit because they rely on
temporal constructs that can be directly used to represent musical scores and
because their malleability enables composers to experiment easily with artistic
variations of their initial scores. The paper mostly focuses on scores
programming. It exposes the process a composer should follow from his very
first musical intuitions up to the generation of a musical artifact. The paper
presents some excerpts of the programming of a classical music composition that
it then precisely relates to an actual recording. Examples of techno music and
jazz are also presented, with audio artifact, to demonstrate the versatility of
the system. Finally, brief presentations of past live concerts are presented as
an evidence of viability of the system
Ubiquitous Integration and Temporal Synchronisation (UbilTS) framework : a solution for building complex multimodal data capture and interactive systems
Contemporary Data Capture and Interactive Systems (DCIS) systems are tied in with various
technical complexities such as multimodal data types, diverse hardware and software
components, time synchronisation issues and distributed deployment configurations. Building
these systems is inherently difficult and requires addressing of these complexities before the
intended and purposeful functionalities can be attained. The technical issues are often
common and similar among diverse applications.
This thesis presents the Ubiquitous Integration and Temporal Synchronisation (UbiITS)
framework, a generic solution to address the technical complexities in building DCISs. The
proposed solution is an abstract software framework that can be extended and customised to
any application requirements. UbiITS includes all fundamental software components,
techniques, system level layer abstractions and reference architecture as a collection to enable
the systematic construction of complex DCISs.
This work details four case studies to showcase the versatility and extensibility of UbiITS
framework’s functionalities and demonstrate how it was employed to successfully solve a
range of technical requirements. In each case UbiITS operated as the core element of each
application. Additionally, these case studies are novel systems by themselves in each of their
domains. Longstanding technical issues such as flexibly integrating and interoperating
multimodal tools, precise time synchronisation, etc., were resolved in each application by
employing UbiITS. The framework enabled establishing a functional system infrastructure in
these cases, essentially opening up new lines of research in each discipline where these
research approaches would not have been possible without the infrastructure provided by the
framework. The thesis further presents a sample implementation of the framework on a
device firmware exhibiting its capability to be directly implemented on a hardware platform.
Summary metrics are also produced to establish the complexity, reusability, extendibility,
implementation and maintainability characteristics of the framework.Engineering and Physical Sciences Research Council (EPSRC) grants - EP/F02553X/1, 114433 and 11394
DIVE on the internet
This dissertation reports research and development of a platform for Collaborative Virtual Environments (CVEs). It has particularly focused on two major challenges: supporting the rapid development of scalable applications and easing their deployment on the Internet. This work employs a research method based on prototyping and refinement and promotes the use of this method for application development. A number of the solutions herein are in line with other CVE systems. One of the strengths of this work consists in a global approach to the issues raised by CVEs and the recognition that such complex problems are best tackled using a multi-disciplinary approach that understands both user and system requirements.
CVE application deployment is aided by an overlay network that is able to complement any IP multicast infrastructure in place. Apart from complementing a weakly deployed worldwide multicast, this infrastructure provides for a certain degree of introspection, remote controlling and visualisation. As such, it forms an important aid in assessing the scalability of running applications. This scalability is further facilitated by specialised object distribution algorithms and an open framework for the implementation of novel partitioning techniques.
CVE application development is eased by a scripting language, which enables rapid development and favours experimentation. This scripting language interfaces many aspects of the system and enables the prototyping of distribution-related components as well as user interfaces. It is the key construct of a distributed environment to which components, written in different languages, connect and onto which they operate in a network abstracted manner. The solutions proposed are exemplified and strengthened by three collaborative applications. The Dive room system is a virtual environment modelled after the room metaphor and supporting asynchronous and synchronous cooperative work. WebPath is a companion application to a Web browser that seeks to make the current history of page visits more visible and usable. Finally, the London travel demonstrator supports travellers by providing an environment where they can explore the city, utilise group collaboration facilities, rehearse particular journeys and access tourist information data
Interim research assessment 2003-2005 - Computer Science
This report primarily serves as a source of information for the 2007 Interim Research Assessment Committee for Computer Science at the three technical universities in the Netherlands. The report also provides information for others interested in our research activities
Patterns for Providing Real-Time Guarantees in DOC Middleware - Doctoral Dissertation, May 2002
The advent of open and widely adopted standards such as Common Object Request Broker Architecture (CORBA) [47] has simplified and standardized the development of distributed applications. For applications with real-time constraints, including avionics, manufacturing, and defense systems, these standards are evolving to include Quality-of-Service (QoS) specifications. Operating systems such as Real-time Linux [60] have responded with interfaces and algorithms to guarantee real-time response; similarly, languages such as Real-time Java [59] include mechanisms for specifying real-time properties for threads. However, the middleware upon which large distributed applications are based has not yet addressed end-to-end guarantees of QoS specifications. Unless this challenge can be met, developers must resort to ad hoc solutions that may not scale or migrate well among different platforms. This thesis provides two contributions to the study of real-time Distributed Object Computing (DOC) middleware. First, it identifies potential bottlenecks and problems with respect to guaranteeing real-time performance in contemporary middleware. Experimental results illustrate how these problems lead to incorrect real-time behavior in contemporary middleware platforms. Second, this thesis presents designs and techniques for providing real-time QoS guarantees in DOC middleware in the context of TAO [6], an open-source and widely adopted implementation of real-time CORBA. Architectural solutions presented here are coupled with empirical evaluations of end-to-end real-time behavior. Analysis of the problems, forces, solutions, and consequences are presented in terms of patterns and frame-works, so that solutions obtained for TAO can be appropriately applied to other real-time systems
- …