10 research outputs found

    Dynamic Cues for Network Music Interactions

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    This paper provides an overview of a cueing system, the Master Cue Generator (MCG) used to trigger performers (humans or computers) over an IP-based network. The performers are scattered in several locations and receive cues to help them interact musically over the net- work. The paper proposes a classification of cues that dynamically evolve and reshape as the performance takes place. This begets the explo- ration of various issues such as how to represent and port a hierarchy of control over a net- worked music performance (NMP) and also takes into account parameters inherent to a net- work such as latency and distance. This ap- proach is based on several years of practice-led research in the field of NMP, a discipline that is gaining grounds within the music technology community both as a practice and through the development of tools and strategies for interact- ing over disparate locations

    Machine Annotation of Traditional Irish Dance Music

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    The work presented in this thesis is validated in experiments using 130 realworld field recordings of traditional music from sessions, classes, concerts and commercial recordings. Test audio includes solo and ensemble playing on a variety of instruments recorded in real-world settings such as noisy public sessions. Results are reported using standard measures from the field of information retrieval (IR) including accuracy, error, precision and recall and the system is compared to alternative approaches for CBMIR common in the literature

    Proceedings of the 7th Sound and Music Computing Conference

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    Proceedings of the SMC2010 - 7th Sound and Music Computing Conference, July 21st - July 24th 2010

    ESCOM 2017 Proceedings

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    Proceedings of the 19th Sound and Music Computing Conference

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    Proceedings of the 19th Sound and Music Computing Conference - June 5-12, 2022 - Saint-Étienne (France). https://smc22.grame.f

    Spacelab Science Results Study

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    Beginning with OSTA-1 in November 1981 and ending with Neurolab in March 1998, a total of 36 Shuttle missions carried various Spacelab components such as the Spacelab module, pallet, instrument pointing system, or mission peculiar experiment support structure. The experiments carried out during these flights included astrophysics, solar physics, plasma physics, atmospheric science, Earth observations, and a wide range of microgravity experiments in life sciences, biotechnology, materials science, and fluid physics which includes combustion and critical point phenomena. In all, some 764 experiments were conducted by investigators from the U.S., Europe, and Japan. The purpose of this Spacelab Science Results Study is to document the contributions made in each of the major research areas by giving a brief synopsis of the more significant experiments and an extensive list of the publications that were produced. We have also endeavored to show how these results impacted the existing body of knowledge, where they have spawned new fields, and if appropriate, where the knowledge they produced has been applied

    Using MapReduce Streaming for Distributed Life Simulation on the Cloud

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    Distributed software simulations are indispensable in the study of large-scale life models but often require the use of technically complex lower-level distributed computing frameworks, such as MPI. We propose to overcome the complexity challenge by applying the emerging MapReduce (MR) model to distributed life simulations and by running such simulations on the cloud. Technically, we design optimized MR streaming algorithms for discrete and continuous versions of Conway’s life according to a general MR streaming pattern. We chose life because it is simple enough as a testbed for MR’s applicability to a-life simulations and general enough to make our results applicable to various lattice-based a-life models. We implement and empirically evaluate our algorithms’ performance on Amazon’s Elastic MR cloud. Our experiments demonstrate that a single MR optimization technique called strip partitioning can reduce the execution time of continuous life simulations by 64%. To the best of our knowledge, we are the first to propose and evaluate MR streaming algorithms for lattice-based simulations. Our algorithms can serve as prototypes in the development of novel MR simulation algorithms for large-scale lattice-based a-life models.https://digitalcommons.chapman.edu/scs_books/1014/thumbnail.jp

    Soundscape mapping: comparing listening experiences

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    The perceived auditory environment is an increasingly important part of people’s everyday interactive experiences. While sound design is an established discipline in media such as video games and cinema, this is not the case in Human-Computer Interaction (HCI). HCI designers are rarely trained in sound design, and may not make the most effective use of sound in the design of interactions. Even when sound is at the centre of a design it is rarely evaluated to compare the experiences of designers and listeners. This dissertation reports work conducted to develop a way of comparing sound designers’ intentions for a sound design with the experiences of listeners. Literature on methods of measuring, classifying and visualising sound was reviewed, as well as approaches to sound design in different forms of media and computing. A published method for representing auditory environments was selected for preliminary studies. The four studies addressed to the difficulties of describing auditory environments and how they might be visualised. Two surveys were conducted in order to identify attributes of sound that would be meaningful to 75 audio professionals and 40 listeners. A way of classifying and visualising sound events and their distribution in physical environments was developed and evaluated.The soundscape mapping tool (SMT) was trialled with sound designs from a range of fields within media and computing. The experiences of both the designer and listeners were captured for each of the designs using the SMT. This work demonstrated that the SMT was suitable for capturing the intentions of 10 sound designers and the experiences of 100 listeners. The trial also provided information about how the SMT could be developed further. The dissertation contributes evidence that auditory environments can be abstracted and visualised in a manner that allows designers to represent their designs, and listeners to record their experiences
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