2,434 research outputs found
A design exploration on the effectiveness of vocal imitations
Among sonic interaction design practices a rising interest is given to the use of the voice as a tool for producing fast and rough sketches. Goal of the EU project SkAT-VG (Sketching Audio Technologies using Vocalization and Gestures, 2014-2016) is to develop vocal sketching as a reference practice for sound design by (i) improving our understanding on how sounds are communicated through vocalizations and gestures, (ii) looking for physical relations between vocal sounds and sound-producing phenomena, (iii) designing tools for converting vocalizations and gestures into parametrized sound models. We present the preliminary outcomes of a vocal sketching workshop held at the Conservatory of Padova, Italy. Research through design activities focused on how teams of potential designers make use of vocal imitations, and how morphological attributes of sound may inform the training of basic vocal techniques
miMic: The microphone as a pencil
miMic, a sonic analogue of paper and pencil is proposed: An augmented microphone for vocal and gestural sonic sketching. Vocalizations are classified and interpreted as instances of sound models, which the user can play with by vocal and gestural control. The physical device is based on a modified microphone, with embedded inertial sensors and buttons. Sound models can be selected by vocal imitations that are automatically classified, and each model is mapped to vocal and gestural features for real-time control. With miMic, the sound designer can explore a vast sonic space and quickly produce expressive sonic sketches, which may be turned into sound prototypes by further adjustment of model parameters
To âSketch-a-Scratchâ
A surface can be harsh and raspy, or smooth and silky, and everything in between. We are used to sense these features with our fingertips as well as with our eyes and ears: the exploration of a surface is a multisensory experience. Tools, too, are often employed in the interaction with surfaces, since they augment our manipulation capabilities. âSketch-a-Scratchâ is a tool for the multisensory exploration and sketching of surface textures. The userâs actions drive a physical sound model of real materialsâ response to interactions such as scraping, rubbing or rolling. Moreover, different input signals can be converted into 2D visual surface profiles, thus enabling to experience them visually, aurally and haptically
Sonic in(tro)spection by vocal sketching
How can the art practice of self-representation be ported to sonic arts? In Sâiâ fosse suono, brief sonic self-portraits are arranged in the form of an audiovisual checkerboard. The recorded non-verbal vocal sounds were used as sketches for synthetic renderings, using two seemingly distant sound modeling techniques. Through this piece, the authors elaborate on the ideas of self-portrait, vocal sketching, and sketching in sound design. The artistic exploration gives insights on how vocal utterances may be automatically converted to synthetic sounds, and ultimately how designers may effectively sketch in the domain of sound
Analyzing and organizing the sonic space of vocal imitation
The sonic space that can be spanned with the voice is vast and complex and, therefore, it is difficult to organize and explore. In order to devise tools that facilitate sound design by vocal sketching we attempt at organizing a database of short excerpts of vocal imitations. By clustering the sound samples on a space whose dimensionality has been reduced to the two principal components, it is experimentally checked how meaningful the resulting clusters are for humans. Eventually, a representative of each cluster, chosen to be close to its centroid, may serve as a landmark in the exploration of the sound space, and vocal imitations may serve as proxies for synthetic sounds
Vocal imitation for query by vocalisation
PhD ThesisThe human voice presents a rich and powerful medium for expressing sonic ideas such as musical sounds. This capability extends beyond the sounds used in speech, evidenced for example in the art form of beatboxing, and recent studies highlighting the utility of vocal imitation for communicating sonic concepts. Meanwhile, the advance of digital audio has resulted in huge libraries of sounds at the disposal of music producers and sound designers. This presents a compelling search problem: with larger search spaces, the task of navigating sound libraries has become increasingly difficult. The versatility and expressive nature of the voice provides a seemingly ideal medium for querying sound libraries, raising the question of how well humans are able to vocally imitate
musical sounds, and how we might use the voice as a tool for search. In this thesis we address these questions by investigating the ability of musicians to
vocalise synthesised and percussive sounds, and evaluate the suitability of different audio features for predicting the perceptual similarity between vocal
imitations and imitated sounds.
In the first experiment, musicians were tasked with imitating synthesised sounds with one or two timeâvarying feature envelopes applied. The results
show that participants were able to imitate pitch, loudness, and spectral centroid features accurately, and that imitation accuracy was generally preserved
when the imitated stimuli combined two, non-necessarily congruent features. This demonstrates the viability of using the voice as a natural means of
expressing time series of two features simultaneously. The second experiment consisted of two parts. In a vocal production task,
musicians were asked to imitate drum sounds. Listeners were then asked to rate the similarity between the imitations and sounds from the same category
(e.g. kick, snare etc.). The results show that drum sounds received the highest similarity ratings when rated against their imitations (as opposed to imitations of another sound), and overall more than half the imitated sounds were correctly identified with above chance accuracy from the imitations, although
this varied considerably between drum categories.
The findings from the vocal imitation experiments highlight the capacity of musicians to vocally imitate musical sounds, and some limitations of nonâ
verbal vocal expression. Finally, we investigated the performance of different audio features as predictors of perceptual similarity between the imitations and
imitated sounds from the second experiment. We show that features learned using convolutional autoâencoders outperform a number of popular heuristic
features for this task, and that preservation of temporal information is more important than spectral resolution for differentiating between the vocal imitations and sameâcategory drum sounds
To âSketch-a-Scratchâ
A surface can be harsh and raspy, or smooth and silky, and everything in between. We are used to sense these features with our fingertips as well as with our eyes and ears: the exploration of a surface is a multisensory experience.
Tools, too, are often employed in the interaction with surfaces, since they augment our manipulation capabilities.
âSketch-a-Scratchâ is a tool for the multisensory exploration and sketching of surface textures. The userâs actions drive a physical sound model of real materialsâ response to interactions such as scraping, rubbing or rolling.
Moreover, different input signals can be converted into 2D visual surface profiles, thus enabling to experience them visually, aurally and haptically
To Sketch-a-Scratch
A surface can be harsh and raspy, or smooth and silky, and everything in between. We are used to sense these features with our fingertips as well as with our eyes and ears: the exploration of a surface is a multisensory experience. Tools, too, are often employed in the interaction with surfaces, since they augment our manipulation capabilities. âSketch-a-Scratchâ is a tool for the multisensory exploration and sketching of surface textures. The userâs actions drive a physical sound model of real materialsâ response to interactions such as scraping, rubbing or rolling. Moreover, different input signals can be converted into 2D visual surface profiles, thus enabling to experience them visually, aurally and haptically
Non-speech voice for sonic interaction: a catalogue
This paper surveys the uses of non-speech voice as an interaction modality within sonic applications. Three main contexts of use have been identified: sound retrieval, sound synthesis and control, and sound design. An overview of different choices and techniques regarding the style of interaction, the selection of vocal features and their mapping to sound features or controls is here displayed. A comprehensive collection of examples instantiates the use of non-speech voice in actual tools for sonic interaction. It is pointed out that while voice-based techniques are already being used proficiently in sound retrieval and sound synthesis, their use in sound design is still at an exploratory phase. An example of creation of a voice-driven sound design tool is here illustrated
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