1,569 research outputs found
Audio-Based Visualization of Expressive Body Movements in Music Performance: An Evaluation of Methodology in Three Electroacoustic Compositions
An increase in collaboration amongst visual artists, performance artists, musicians, and programmers has given rise to the exploration of multimedia performance arts. A methodology for audio-based visualization has been created that integrates the information of sound with the visualization of physical expressions, with the goal of magnifying the expressiveness of the performance. The emphasis is placed on exalting the music by using the audio to affect and enhance the video processing, while the video does not affect the audio at all. In this sense the music is considered to be autonomous of the video. The audio-based visualization can provide the audience with a deeper appreciation of the music. Unique implementations of the methodology have been created for three compositions. A qualitative analysis of each implementation is employed to evaluate both the technological and aesthetic merits for each composition
Recommended from our members
QuBits, an Interactive Virtual Reality Project and Compositional Space for Sound and Image
AbstractQuBits, an Interactive Virtual Reality Project and Compositional Spacefor Sound and ImagebyJonathan KulpaDoctor of Philosophy in Music CompositionUniversity of California, BerkeleyProfessor Edmund Campion, ChairThis paper describes the QuBits project, a virtual reality (VR) environment created by the composer, offering an expanded medium for musical experience with integrated space and visuals. The QuBits VR environment is the essential supporting material for the dissertation and this paper provides a full description of the project.The environment was designed to explore a musical aesthetic valuing sound mass, spatial sound, evolution, and algorithmically generated sonic structures. Additionally, the user of the VR system plays a key role in shaping these musical elements. The user first must discover what behaviors are possible by exploring and through chance encounters. They can then shape each discovered behavior with nuance if they choose. In the VR environment, each sound has a corresponding visual component. To achieve this, a system was built with two software platforms, one for digital sound processing and another for 3D graphics and algorithmic event generation. These platforms communicate via Open Sound Control (OSC). The sounds are a mix of real world sampled sound, granular synthesis, and real-time generated synthetic sound. The QuBits VR environment represents the results of this methodology. Pros and cons of the methodology are discussed, as well as implications for future projects
Creating Bright Shadows: Visual Music Using Immersion, Stereography, and Computer Animation
This thesis outlines the research and process of creating an immersive audiovisual work titled âBright Shadows,â an 11 minute three-dimensional animation of dynamic, colorful abstractions choreographed to instrumental music. This piece is categorized under a long tradition of a type of visual art aspiring to musical analogy called âvisual musicâ and draws heavily from the two-dimensional aesthetic stylings of time-based visual music works made in the early to mid-twentieth century. Among the topics discussed in this paper will be an overview of the artistic and technical challenges associated with translating the visual grammar of these two-dimensional works to three-dimensional computer graphics while establishing a unique aesthetic style. This paper also presents a framework for creating a digital, synthetic space using a large-format immersive theater, stereoscopic imaging, and static framing of the digital environment
Paralinguistic vocal control of interactive media: how untapped elements of voice might enhance the role of non-speech voice input in the user's experience of multimedia.
Much interactive media development, especially commercial development, implies the dominance of the visual modality, with sound as a limited supporting channel. The development of multimedia technologies such as augmented reality and virtual reality has further revealed a distinct partiality to visual media. Sound, however, and particularly voice, have many aspects which have yet to be adequately investigated. Exploration of these aspects may show that sound can, in some respects, be superior to graphics in creating immersive and expressive interactive experiences. With this in mind, this thesis investigates the use of non-speech voice characteristics as a complementary input mechanism in controlling multimedia applications. It presents a number of projects that employ the paralinguistic elements of voice as input to interactive media including both screen-based and physical systems. These projects are used as a means of exploring the factors that seem likely to affect usersâ preferences and interaction patterns during non-speech voice control. This exploration forms the basis for an examination of potential roles for paralinguistic voice input. The research includes the conceptual and practical development of the projects and a set of evaluative studies. The work submitted for Ph.D. comprises practical projects (50 percent) and a written dissertation (50 percent). The thesis aims to advance understanding of how voice can be used both on its own and in combination with other input mechanisms in controlling multimedia applications. It offers a step forward in the attempts to integrate the paralinguistic components of voice as a complementary input mode to speech input applications in order to create a synergistic combination that might let the strengths of each mode overcome the weaknesses of the other
Interloops in audiovisual works
This portfolio presents eight original audiovisual works, plus six experimental studies that fed into their creation, alongside a written commentary that articulates the research that formed and manifests in the works. These artworks include elements of various forms of sound and visual art practices, including film, sculpture, music and sound, as well as incorporating processes of performance, installation and recordings. Aiming to achieve a balance and integration of the audio and the visual, they explore various possible forms of audiovisual coherences. Overall, through creative practice research and its critical discussion, the portfolio examines interrelationships between sound and image. It configures these as a process of audiovisual looping, here termed an âinterloopâ, in which each element continually affects the other, extending out towards the audience and the space of reception, and feeding back into the work itself. A form of conversation between the audio and visual elements is therefore established: an on- going dialogue aimed at achieving a sense of synchronicity in the presentation of audiovisual works. The works in the portfolio are presented as fixed medium video, live performance documentations, web and software applications, sound sculpture, and scores.
The portfolio submission and commentary are also available online (hidden link) at
https://sites.google.com/view/lq-phd
Seeing sound âHow to generate visual artworks by analysing a music track and representing it in terms of emotion analysis and musical features?â
Music and visual artwork are a valuable part of our daily life. Since both media induce
human emotion, this thesis demonstrates how to convert music into visual artwork such
as generative art. Especially, the project shows the method of connecting music emotion
to the theme of colour. This thesis describes the human emotional model based on
arousal and valence. Also, this thesis explains how colour affects our emotion. In order to
connect music emotion into the colour theme, this thesis shows the method to retrieve
music information which includes arousal and valence of the music. In order to generate
visual artwork from the music, this thesis demonstrates the implementation of working
software that integrates music emotion and musical characteristics such as frequency
analysis. Besides, this thesis presents how to apply generative artwork into our daily life
products. This thesis discusses learning outcomes from the project based on
practice-based research methodology. Also, this thesis introduces a further plan related
to AI
Plays of proximity and distance: Gesture-based interaction and visual music
This thesis presents the relations between gestural interfaces and artworks which deal with real- time and simultaneous performance of dynamic imagery and sound, the so called visual music practices. Those relation extend from a historical, practical and theoretical viewpoint, which this study aims to cover, at least partially, all of them. Such relations are exemplified by two artistic projects developed by the author of this thesis, which work as a starting point for analysing the issues around the two main topics. The principles, patterns, challenges and concepts which struc- tured the two artworks are extracted, analysed and discussed, providing elements for comparison and evaluation, which may be useful for future researches on the topic
Emotional remapping of music to facial animation
We propose a method to extract the emotional data from a piece
of music and then use that data via a remapping algorithm to
automatically animate an emotional 3D face sequence. The
method is based on studies of the emotional aspect of music and
our parametric-based behavioral head model for face animation.
We address the issue of affective communication remapping in
general, i.e. translation of affective content (eg. emotions, and
mood) from one communication form to another. We report on
the results of our MusicFace system, which use these techniques
to automatically create emotional facial animations from multiinstrument
polyphonic music scores in MIDI format and a
remapping rule set. ? ACM, 2006. This is the author\u27s version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive
version was published in Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames, 143-149. Boston, Massachusetts: ACM. doi:10.1145/1183316.118333
- âŚ