332 research outputs found

    music21: A Toolkit for Computer-Aided Musicology and Symbolic Music Data

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    Music21 is an object-oriented toolkit for analyzing, searching, and transforming music in symbolic (score- based) forms. The modular approach of the project allows musicians and researchers to write simple scripts rapidly and reuse them in other projects. The toolkit aims to provide powerful software tools integrated with sophisticated musical knowledge to both musicians with little programming experience (especially musicologists) and to programmers with only modest music theory skills. This paper introduces the music21 system, demonstrating how to use it and the types of problems it is well suited toward advancing. We include numerous examples of its power and flexibility, including demonstrations of graphing data and generating annotated musical scores.Seaver Institut

    Hofstede’s cultured negotiating agents

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    Tese de mestrado, Ciência Cognitiva, Universidade de Lisboa, Faculdade de Psicologia, Faculdade de Ciências, Faculdade de Letras, Faculdade de Medicina, 2011Hofstede and colleagues cultured negotiating agents simulation produced realistic behavior by incorporating Hofstede's dimensional model of culture in the agent's negotiation protocol and overall behavior. Given such a promising model to generate actual human-like behavior in artificial agents, and the lack of sound and well accepted replication methodologies, we tried to remake the original simulation and highlight the roadblocks encountered during the process. Along the way, we present the Hofstede‟s dimensional model of culture and its integration in the cultured agents social simulation. Some suggestions are made in order to avoid such obstacles. New results showed a relational equivalence.A simulação de Hofstede e colegas de agents culturais que negoceiam entre si produziu comportamentos realistas através da incorporação do modelo dimensional da cultura de Hofstede no protocolo de negociação dos agentes, e no seu comportamento em geral. Dado o potencial que tal modelo apresenta para gerar comportamentos humanos verdadeiros em agentes artificiais, assim como a falta de metodologias de replicação padrão e sólidas, tentámos replicar a simulação original e ilustrámos as dificuldades com que nos deparámos durante o processo. Apresentamos também o modelo dimensional da cultura de Hofstede e a sua integração numa simulação social de agentes culturais. Hofstede e colaboradores (2010a) definem cultura como um fenómeno que é específico de um grupo e não de um indivíduo; sistemas partilhados de valores, transmitidos desde tenra idade através da educação e do exemplo; estável ao longo de várias gerações apesar de alterações substantivas no ambiente e na tecnologia. Este modelo dimensional da cultura tem-se revelado fiável a nível de replicações e validações ao longo do tempo. Fazemos também algumas sugestões no sentido de evitar tais dificuldades na re-engenharia necessária à replicação do trabalho de Hostede, tais como usar práticas de Engenharia de Software e publicar resultados das simulações detalhados e de fácil acesso. Os novos resultados, da replicação, mostram uma equivalência relacional (qualitativa) em relação aos resultados originais e fornecem um bom pronúncio quanto ao potencial deste modelo cultural ser aplicado em vários cenários que não apenas o de comércio

    Designing a reusable class cluster: a hypertext cluster

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    This thesis is a contribution to the study of object-oriented software engineering, focusing upon the reuse-approach to build reliable and extendable software. A hypertext system has been developed to study the reuse. The ET++ and MacApp framework class libraries provide standard components that can be re-used to develop application-specific programs. A plug-compatible design is presented in this work; this design approach facilitates building applications that work with frameworks based on similar principles running on different platforms. Hypertext is chosen as an example domain for designing class clusters, while ET++ and MacApp are selected as frameworks. A survey of reuse and hypertext is done at various levels. The hypertext specific classes are designed, keeping the commonalities in mind to provide adequate generalization. These classes are implemented on the ET++ and MacApp frameworks. There are variations in the two implementations, but overall design of the classes remains the same. The design is validated by testing it against the changing requirements of the system and adding new functionality to the system. The effectiveness of the plug-compatible approach is explored

    Extempore: The design, implementation and application of a cyber-physical programming language

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    There is a long history of experimental and exploratory programming supported by systems that expose interaction through a programming language interface. These live programming systems enable software developers to create, extend, and modify the behaviour of executing software by changing source code without perceptual breaks for recompilation. These live programming systems have taken many forms, but have generally been limited in their ability to express low-level programming concepts and the generation of efficient native machine code. These shortcomings have limited the effectiveness of live programming in domains that require highly efficient numerical processing and explicit memory management. The most general questions addressed by this thesis are what a systems language designed for live programming might look like and how such a language might influence the development of live programming in performance sensitive domains requiring real-time support, direct hardware control, or high performance computing. This thesis answers these questions by exploring the design, implementation and application of Extempore, a new systems programming language, designed specifically for live interactive programming

    The language of the assistant and the language of the creator : selected aspects of computer assisted composition

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    This paper is concerned with the creative process involved in making a "computer assisted composition". It follows the relationship to the technologies used, from the point of view of the communication between composer and electronic machine. It offers a perspective on the relation between the act of "programming" and the act of "composing". From this point of view, it compares the current state of the creative process with the situation at the time of the first computer-assisted realizations

    Responsive sound surfaces

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    Thesis (M.S.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1994.Includes bibliographical references (p. 84-88).by Michael Daniel Wu.M.S

    A Domain Specific Graphical User Interface Framework

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    Since the early days of software development, there has been an ongoing trend towards higher-order or higher level abstractions in programming languages, software libraries and application frameworks. Some of the arguments for software development tools with higher levels of abstraction include simpler software development, improved portability and better maintainability. Higher level abstractions can however lead to reduced performance. This thesis presents an innovative graphical user interface software solution that mixes high-level and low-level approaches to achieve acceptable performance while retaining good maintainability. The solution is an extension to a graphical application framework called JavaFX. The scope of this thesis is defined by a software development project which goal is to create a graphical user interface framework. The framework is used in the creation of customer specific user interfaces for an accompanying intralogistics system. The resulting user interfaces must be able to visualize possibly thousands of objects moving on a factory floor. The views must simultaneously support user-initiated zooming, panning, and tilting of the two-dimensional view. Meeting these requirements while maintaining acceptable performance, requires an unconventional solution and a deviation from idiomatic JavaFX. The user interface framework in question is developed using a high-level graphical user interface application framework called JavaFX. JavaFX is the most recent graphical user interface toolkit included in the official Java Development Kit. It has many reactive traits and other modern high-level properties. Overcoming performance challenges with JavaFX when producing views with thousands of animated items was the key research challenge in this research. Some attention is also given to replacing JavaFX built-in dependency injection system with Spring framework to improve JavaFX suitability to the task at hand. This thesis presents a hybrid solution that overcomes JavaFX’s performance challenges in the problem domain, while retaining as much as possible of the usefulness of the high-level features present in the JavaFX framework. The key innovation is a mechanism that enables automated rendering of sprite-bitmaps from JavaFX scene-graph nodes. The solution includes a system that draws the automatically generated bitmaps to a lower-level JavaFX component called Canvas. The solution enables layered mixing of regular JavaFX views with the custom high-performance views, including seamless resizing and event handling between the two types of views. The solution enables the developers of customer specific user interfaces to choose an appropriate graphics rendering type, such that only objects that cause performance issues, typically items which number exceeds dozens, need to use the more complex high-performance system

    Programming models for the development of interactive audio applications

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    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1995.Includes bibliographical references (leaves 59-63).by Eric Michael Jordan.M.S

    SCATGK: Design, development and testing of a ticketing infrastructure for a 10k+ attendees non-profit Live Music Festival

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    Diseño de la plataforma de gestión de tickets para un festival musicalThis document presents the design of a ticketing system. The design is not only theoretical: software application have been developed, hardware prototypes have been assembled and real events have used the proposed infrastructure. The project was born for a small and modest purpose, and for several years it has been improved. Now I present here the details for the full design, with special highlights on the Access System design and development. Nevertheless, all the parts of the ticketing infrastructure are analysed: from the online payment system to the actual user ticket identification. At the present date, the Ticketing Infrastructure presented here has successfully been used for a large Live Music Festival (Telecogresca), and has been tested and improved through several minor events. SCATGK (the name for the Access System) has proved itself robust and useful, while offering a handful of advantages over common alternatives.Este documento presenta el diseño de un sistema ticketing. El diseño presentado no es solamente teórico: se han desarrollado aplicaciones software, se han construido prototipos hardware y esta misma infraestructura se ha utilizado en eventos reales. El proyecto nació para un pequeño y modesto propósito, y durante varios años ha ido mejorando. Ahora presento los detalles de diseño completo, con especial hincapié en el diseño y desarrollo del Access System (Sistema de Acceso). No obstante, todas las partes de la infraestructura son analizadas: desde el sistema de pago online hasta la identificación específica de tickets de usuarios. En este momento, la Infraestructura de Ticketing presentada aquí se ha usado con éxito para un evento de grandes dimensiones, la Telecogresca, además de ser probado y mejorado a lo largo de otros eventos de menor envergadura. SCATGK (el nombre del Sistema de Acceso) ha desmotrado ser robusto y útil, en paralelo a ofrecer una serie de ventajas por delante de alternativas usuales.Aquest document presenta el disseny d'un sistema de ticketing. El disseny presentat no és exclusivament teòric: s'han desenvolupat aplicacions software, s'han construït prototips hardware i aquesta mateixa infraestructura s'ha utilitzat en events reals. El projecte va n\éixer per a un propòsit petit i modest, i durant diversos anys s'ha anat millorant. Ara presento els detalls del disseny complet, amb especial atenció en el disseny i desenvolupament de l'Access System (Sistema d'Accés). No obstant, totes les parts de la infraestructura s\ón analitzades: des del sistema de pagament online fins a la identificació de tickets dels usuaris. En l'actualitat, la Infraestructura de Ticketing presentada s'ha utilitzat amb èxit per a un event de grans dimensions, la Telecogresca, a més a més d'haver estat provat i millorat gràcies a altres events de menors dimensions. SCATGK (el nom del Sistema d'Accés) ha demostrat ser robust i útil, a més d'oferir una sèrie d'avantatges respecte altres alternatives habituals
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