31 research outputs found

    The Creation of an Expert System for Teaching Piano Lessons

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    Combining the arts with science and technology has had many beneficial results. Computers and music have been connected for many years. Computers have been used in music composition, electronic keyboards, music publishing and digital sound processing. Artificial intelligence has been used in creating expert systems for training people in various fields. An attempt will be made to tie together expert systems for training with current computerized music technology. This research report proposes that an expert system be developed to teach piano lessons. The fields of music and artificial intelligence will be drawn upon in developing this expert system structure. While existing technology makes the choice of an electronic keyboard the logical one, using an acoustic piano will also be addressed

    The Creation of an Expert System for Teaching Piano Lessons

    Get PDF
    Combining the arts with science and technology has had many beneficial results. Computers and music have been connected for many years. Computers have been used in music composition, electronic keyboards, music publishing and digital sound processing. Artificial intelligence has been used in creating expert systems for training people in various fields. An attempt will be made to tie together expert systems for training with current computerized music technology. This research report proposes that an expert system be developed to teach piano lessons. The fields of music and artificial intelligence will be drawn upon in developing this expert system structure. While existing technology makes the choice of an electronic keyboard the logical one, using an acoustic piano will also be addressed

    A hardware-software codesign framework for cellular computing

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    Until recently, the ever-increasing demand of computing power has been met on one hand by increasing the operating frequency of processors and on the other hand by designing architectures capable of exploiting parallelism at the instruction level through hardware mechanisms such as super-scalar execution. However, both these approaches seem to have reached a plateau, mainly due to issues related to design complexity and cost-effectiveness. To face the stabilization of performance of single-threaded processors, the current trend in processor design seems to favor a switch to coarser-grain parallelization, typically at the thread level. In other words, high computational power is achieved not only by a single, very fast and very complex processor, but through the parallel operation of several processors, each executing a different thread. Extrapolating this trend to take into account the vast amount of on-chip hardware resources that will be available in the next few decades (either through further shrinkage of silicon fabrication processes or by the introduction of molecular-scale devices), together with the predicted features of such devices (e.g., the impossibility of global synchronization or higher failure rates), it seems reasonable to foretell that current design techniques will not be able to cope with the requirements of next-generation electronic devices and that novel design tools and programming methods will have to be devised. A tempting source of inspiration to solve the problems implied by a massively parallel organization and inherently error-prone substrates is biology. In fact, living beings possess characteristics, such as robustness to damage and self-organization, which were shown in previous research as interesting to be implemented in hardware. For instance, it was possible to realize relatively simple systems, such as a self-repairing watch. Overall, these bio-inspired approaches seem very promising but their interest for a wider audience is problematic because their heavily hardware-oriented designs lack some of the flexibility achievable with a general purpose processor. In the context of this thesis, we will introduce a processor-grade processing element at the heart of a bio-inspired hardware system. This processor, based on a single-instruction, features some key properties that allow it to maintain the versatility required by the implementation of bio-inspired mechanisms and to realize general computation. We will also demonstrate that the flexibility of such a processor enables it to be evolved so it can be tailored to different types of applications. In the second half of this thesis, we will analyze how the implementation of a large number of these processors can be used on a hardware platform to explore various bio-inspired mechanisms. Based on an extensible platform of many FPGAs, configured as a networked structure of processors, the hardware part of this computing framework is backed by an open library of software components that provides primitives for efficient inter-processor communication and distributed computation. We will show that this dual software–hardware approach allows a very quick exploration of different ways to solve computational problems using bio-inspired techniques. In addition, we also show that the flexibility of our approach allows it to exploit replication as a solution to issues that concern standard embedded applications

    Composição de sistemas musicais interactivos

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    This work proposes a contribute to the understanding of computer-based interactive music practices, in order to establish methodologies that can provide a more transparent, flexible and dynamic process in related compositional activity. This research is developed by examining and articulating complementary perspectives on the intersection of computer music with interaction. We begin by researching on models, materials, techniques and concepts that can contribute to this practice, attempting to understand the affordances and constraints that the computational medium provides. We then study how interaction has contributed to the contemporary context of interactive music practices by reshaping the relationship between the composer, the performer, the audience and the environment. In order to further scrutinize the potential of computer-based interactive music, we investigate new programming paradigms and how they can yield a more adequate context for artistic practices such as music. Complementing these explorations, we implement a computational framework, suggesting an alternate approach to interactive music practices.As novas abordagens aos meios digitais levaram à criação de técnicas e processos que procuram solucionar as mais variadas tarefas na composição e performação. Neste contexto, o uso de computadores para a prática musical não contribuiu apenas para a representação complexa de processos musicais com um elevado grau de detalhe e repetibilidade nos domínios da síntese e processamento de sinal em tempo real, para a composição algorítmica ou análise musical. O exponencial crescimento da capacidade de armazenamento e da velocidade de processamento dos computadores, tornou-os instrumentos viáveis para a composição e performação, permitindo a extemporização de decisões musicais e a expansão da performação para além dos limites fisiológicos humanos. Neste sentido, temos assistido a um crescente desenvolvimento de aplicações dedicadas à performação musical, tais como o Ableton Live1 ou o Reason2. Estas aplicações permitem a gravação, edição e reprodução de som e a sua integração com uma grande diversidade de interfaces para o controlo e parametrização de eventos musicais. Encontramos, apesar de tudo, vários obstáculos ao tentar expandir o nosso potencial criativo para o desenvolvimento de situações musicais interactivas. Em geral, ferramentas como as acima mencionadas, condicionam o âmbito de decisão do compositor ao proporcionar soluções generalistas e pré-determinadas, reduzindo as suas possibilidades a uma mera selecção de processos e respectivos ajustes de parâmetros. Consequentemente, estas ferramentas não só conduzem a um inconsciente tecnológico, ao ocultar os processos que caracterizam a prática musical, mas também a uma escuta tecnológica, em que facilmente se percepciona o software utilizado na criação das obras. A utilização de software programável, como o Max/MSP3, Pure Data4 ou SuperCollider5 já permite um maior dinamismo, embora instigue modelos de interacção específicos que se tornam relevantes compreender. Os fluxos de informação das linguagens datafow assemelham-se à configuração de circuitos analógicos na música electrónica. Os 'instrumentos' das linguagens Music-N seguem o paradigma acústico, reforçando consequentemente a distinção entre composição e performação; neste sentido, a composição assume-se como a definição de possibilidades de interacção através da criação de estruturas, instrumentos e interfaces, em que todas as decisões composicionais são tomadas a priori, negligenciando o potencial expressivo das práticas de improvisação. Na tentativa de colmatar estas limitações, consideramos as potencialidades de expressão musical em tempo-real e as possibilidades comunicacionais que daí advêm, reconhecendo que os meios computacionais estão ainda abertos a muitas opportunidades de investigação. Neste sentido, o presente estudo procura contribuir para o alargamento do conhecimento artístico e científico no âmbito da Informática Musical, mais concretamente no que concerne a concepção e utilização de sistemas musicais interactivos, com o fim de estabelecer metodologias que possam fornecer um processo composicional mais transparente, flexível e dinâmico. Pretendemos então desenvolver uma metodologia que permita uma prática composicional mais adequada a este contexto, tornando os processos mais subjectivos, dinâmicos e transparentes, no sentido de facilitar as relações que se estabelecem com o computador, explorando ideias musicais de uma forma criativa, assim como melhorar o discurso que pode ser estabelecido com outros músicos, o público e o meio ambiente. Ao direccionar esta investigação para a intersecção entre música por intermédio do computador e a interacção levantam-se questões importantes que serão abordadas no desenvolvimento desta tese. A definição dos limites da composição no contexto da música interactiva por computador é ambígua, dado que esta prática se encontra intimamente relacionada com composição algorítmica ou com design sonoro por um lado, e por outro com performação e improvisação. A identificação e compreensão de modelos, técnicas e conceitos utilizados neste contexto tecnológico torna-se fundamental na definição da abrangência do nosso estudo. Deste modo, questionamos as ferramentas que utilizamos, o modo como são usadas e quais os objectivos que levaram à sua criação. Esta ideia também se estende à natureza dos materiais utilizados, exigindo uma compreensão mais aprofundada do computador como um medium, e das possíveis articulações que se estabelecem entre o compositor, os resultados sonoros e respectivos processos musicais. A definição de obra musical no contexto da música interactiva entende-se como uma acção ao invés de um objecto, dada a sua natureza efémera. Esta característica aprofunda a sua relação com as práticas de música improvisada. Com o objectivo de desenvolver estratégias mais adequadas para criação de situações interactivas por intermédio do computador são seguidas duas direcções de investigação complementares. Em primeiro lugar, levanta-se a necessidade de fazer um levantamento histórico sobre as práticas musicais interactivas no sentido de extrair os aspectos mais significativos para a música contemporânea. Pretendemos deste modo identificar possíveis soluções a desenvolver na componente prática da nossa investigação. Em segundo lugar, passamos para a aplicação prática destas soluções, através de um trabalho musical que permite a implementação e avaliação dessas hipóteses. Reconhecendo a natureza transdisciplinar do nosso estudo, adoptamos uma metodologia orientada para a acção (action-based research) ⁠ tal como preconizado por Coghlan e Brannick (2010). Deste modo, direccionamos a revisão literária para a compreensão geral da música interactiva em busca de estratégias e modelos que possam indiciar possíveis acções na nossa prática. Em seguida, prosseguimos com a nossa investigação desenvolvendo uma análise teórica e metodológica em paralelo com uma experimentação prática, em ciclos iterativos de acção, planeamento, implementação e avaliação. Fazer um levantamento das possíveis articulações que podem ser estabelecidas entre o compositor e a sua obra permite identificar abordagens alternativas que têm sido levadas a cabo para mediar ideias composicionais, com a expectativa de proporcionar uma compreensão mais profunda da natureza do meio computacional. Desta forma, no primeiro capítulo, investigamos diferentes direcções apontando para a exploração de novas sonoridades e para a delegação de intenções musicais a meios mecânicos, performadores e audiência. Consagramos também neste capítulo a nossa atenção à mudança de paradigma: das obras de formato fixo para obras que tomam a noção de processo como foco central. Esta noção de processo, como o conjunto de técnicas e estratégias mentais que levam à criação da obra musical, é de particular relevância para o nosso estudo. Nesta perspectiva, abordamos diversas obras: desde as primeiras obras no seio da música experimental de John Cage, aos compositores minimais como Steve Reich, passando pelo trabalho desenvolvido por Karlheinz Stockhausen. Também relevantes, são as possibilidades de interacção que se desenvolveram a partir da música electrónica, em que a espontaneidade da performação é particularmente valorizada em prejuízo da forma, contexto em que a Sonic Arts Union assumiu um papel preponderante. No segundo capítulo, a investigação centra-se na natureza computacional e nas estratégias que foram desenvolvidas no sentido de tomar partido do computador para a prática musical. Partindo da máquina de Turing e do conceito de algoritmo, procuramos também proporcionar um entendimento do funcionamento deste tipo de máquinas e das estratégias que se adoptaram para formalizar processos musicais, dando origem à composição assistida por computador. Deste modo, questionamos as ferramentas que utilizamos, o modo como são usadas e quais os objectivos que levaram à sua criação. Esta ideia também se estende à natureza dos materiais utilizados, exigindo uma compreensão mais aprofundada do computador como um medium, e das possíveis articulações que se estabelecem entre o compositor, os resultados sonoros e respectivos processos musicais. No sentido de aprofundar as possibilidades de interacção que os computadores proporcionam, no terceiro capítulo analisamos os sistemas musicais interactivos que se desenvolveram a partir da década de 1970, com o intuito de sublinhar possíveis direcções para a nossa prática musical. Procuramos não só identificar as técnicas e estratégias utilizadas para a criação sonora em tempo-real mas também as possibilidades comunicacionais que daí advêm. No quarto capítulo abordamos os desenvolvimentos mais recentes das artes computacionais no sentido de estabelecer uma nova perspectiva relativamente à prática musical interactiva. Considerando o meio computacional do ponto de vista creativo, em oposição à ideia do computador como uma mera ferramenta, assumimos a programação interactiva como um potencial promissor para a prática musical interactiva. Esta investigação é sustentada por uma prática musical interactiva que se desenvolve através da criação de Thr44, um framework computacional através do qual procuramos proporcionar um contexto mais dinâmico, flexível e transparente para a criação de sistemas musicais interactivos. Em Thr44, relacionamos abordagens à programação interactiva, nomeadamente o live-coding, com o desenvolvimento prévio de um conjunto de objectos e comportamentos que podem ser articulados durante a performação. Estratégias e paradigmas, como por exemplo, a programação baseada em protótipos podem ser usados e modificados dinamicamente (on-the-fly) facilitando a prototipagem de ideias, assim como o incremento de decisões composicionais no âmbito da performação. Procuramos com esta investigação contribuir para a discussão sobre a música interactiva baseada no computador com o objectivo de proporcionar uma compreensão mais profunda destas práticas, dos seus desenvolvimento e das relações que se estabelecem com as ciências e as tecnologias, no contexto da música contemporânea. Nesta perspectiva, propomos uma alternativa às práticas dominantes, que não só afirmam a nossa impotência para interferir com a evolução tecnológica, mas também dificultam as potencialidades criativas que daí podem advir. Consequentemente, procuramos não apenas contribuir com uma reflexão teórica sobre estas práticas, mas também disponibilizamos o sistema computacional desenvolvido, de modo a promover a discussão e experimentação em torno das práticas musicais interactivas

    Northern Sparks

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    An “episode of light” in Canada sparked by Expo 67 when new art forms, innovative technologies, and novel institutional and policy frameworks emerged together. Understanding how experimental art catalyzes technological innovation is often prized yet typically reduced to the magic formula of “creativity.” In Northern Sparks, Michael Century emphasizes the role of policy and institutions by showing how novel art forms and media technologies in Canada emerged during a period of political and social reinvention, starting in the 1960s with the energies unleashed by Expo 67. Debunking conventional wisdom, Century reclaims innovation from both its present-day devotees and detractors by revealing how experimental artists critically challenge as well as discover and extend the capacities of new technologies. Century offers a series of detailed cross-media case studies that illustrate the cross-fertilization of art, technology, and policy. These cases span animation, music, sound art and acoustic ecology, cybernetic cinema, interactive installation art, virtual reality, telecommunications art, software applications, and the emergent metadiscipline of human-computer interaction. They include Norman McLaren's “proto-computational” film animations; projects in which the computer itself became an agent, as in computer-aided musical composition and choreography; an ill-fated government foray into interactive networking, the videotext system Telidon; and the beginnings of virtual reality at the Banff Centre. Century shows how Canadian artists approached new media technologies as malleable creative materials, while Canada undertook a political reinvention alongside its centennial celebrations. Northern Sparks offers a uniquely nuanced account of innovation in art and technology illuminated by critical policy analysis

    Feature extraction and classification for Brain-Computer Interfaces

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    On the synthesis and processing of high quality audio signals by parallel computers

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    This work concerns the application of new computer architectures to the creation and manipulation of high-quality audio bandwidth signals. The configuration of both the hardware and software in such systems falls under consideration in the three major sections which present increasing levels of algorithmic concurrency. In the first section, the programs which are described are distributed in identical copies across an array of processing elements; these programs run autonomously, generating data independently, but with control parameters peculiar to each copy: this type of concurrency is referred to as isonomic}The central section presents a structure which distributes tasks across an arbitrary network of processors; the flow of control in such a program is quasi- indeterminate, and controlled on a demand basis by the rate of completion of the slave tasks and their irregular interaction with the master. Whilst that interaction is, in principle, deterministic, it is also data-dependent; the dynamic nature of task allocation demands that no a priori knowledge of the rate of task completion be required. This type of concurrency is called dianomic? Finally, an architecture is described which will support a very high level of algorithmic concurrency. The programs which make efficient use of such a machine are designed not by considering flow of control, but by considering flow of data. Each atomic algorithmic unit is made as simple as possible, which results in the extensive distribution of a program over very many processing elements. Programs designed by considering only the optimum data exchange routes are said to exhibit systolic^ concurrency. Often neglected in the study of system design are those provisions necessary for practical implementations. It was intended to provide users with useful application programs in fulfilment of this study; the target group is electroacoustic composers, who use digital signal processing techniques in the context of musical composition. Some of the algorithms in use in this field are highly complex, often requiring a quantity of processing for each sample which exceeds that currently available even from very powerful computers. Consequently, applications tend to operate not in 'real-time' (where the output of a system responds to its input apparently instantaneously), but by the manipulation of sounds recorded digitally on a mass storage device. The first two sections adopt existing, public-domain software, and seek to increase its speed of execution significantly by parallel techniques, with the minimum compromise of functionality and ease of use. Those chosen are the general- purpose direct synthesis program CSOUND, from M.I.T., and a stand-alone phase vocoder system from the C.D.P..(^4) In each case, the desired aim is achieved: to increase speed of execution by two orders of magnitude over the systems currently in use by composers. This requires substantial restructuring of the programs, and careful consideration of the best computer architectures on which they are to run concurrently. The third section examines the rationale behind the use of computers in music, and begins with the implementation of a sophisticated electronic musical instrument capable of a degree of expression at least equal to its acoustic counterparts. It seems that the flexible control of such an instrument demands a greater computing resource than the sound synthesis part. A machine has been constructed with the intention of enabling the 'gestural capture' of performance information in real-time; the structure of this computer, which has one hundred and sixty high-performance microprocessors running in parallel, is expounded; and the systolic programming techniques required to take advantage of such an array are illustrated in the Occam programming language

    Interrogating the live : a DJ perspective

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    This PhD is driven by practice-led research that interrogates the notion of ‘live’ performance in a mediatised culture. At its core it is concerned with the tension between body and machine. Argued from a DJ perspective the work addresses issues raised by creative tools and platforms currently being developed and distributed. Questions of digitally technologised and mediatised versus analogue creative media inform a position on the challenges posed by ‘remediated’ live uses of technologies, particularly as read against more traditionally held views of liveness. On the one hand, solo practical work directs an investigation into existing and emerging DJ technologies; negotiating a path between an analogue paradigm rooted in Turntablism and the virtual world of digital media. On the other, a series of collaborative projects explore the DJ as a ‘live’ ensemble player, confronting the paradoxical whilst gaining insight into contemporary conditions of musical creativity. The textual commentary provides a self-critical narrative of a personal research process informed by DJ practice and musicology scholarship. Questions relating to liveness are dealt with at the outcome of each stage of the process and critical positions devised. The practical projects are informed by several years’ sustained interest and empirical enquiry into improvisation with audio and visual materials. Included in this submission are a number of CDs and DVDs containing this work. Without wanting to initiate a detailed debate on the relationship between ‘theory’ and ‘practice’ my own position is that I consider the written element of this thesis – the references to cultural/media theory and writings by practitioners working in my field – as inextricable from the music making itself. Readings have influenced my thinking which has in turn affected my practice, and I have used practical enquiry to problematise what has been said or written in relation to my discipline. The practice/theory debate has gathered momentum since artists began bringing their research into the academy. However, a simple polarisation of a posteriori and a priori knowledge has a tendency to lead us in circles and, having fallen victim to many heated discussions concerning the relevance of theory to practice and how to resolve the problem, it is my own belief that the two sides cannot be separated. For that reason I have chosen not to engage with the debate in this thesis, as I believe that this would have detracted from the larger research aims of my project. On the topic of collaborative research - such as that carried out with John Ferguson in the Tron Lennon duo, for example - I do not consider my own contribution to be fifty percent of the work, instead I believe that myself and my collaborators have invested one hundred percent respectively, for each has had his own specific research agenda that happened to find its impetus in collaborative music making. Finally, given the critical context of mediatisation to the practical work hereinafter, some readers may be surprised to see photographic slides set to music as part of the documentation. Though it may seem incongruous the format serves to condense history, providing a narrative of the processes that encapsulate the work of the creative practitioner, processes that are often overshadowed by the product such as the sense of occasion leading up to a performance and the technologies or tools that facilitate the creative process.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
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