69,975 research outputs found

    Physical Modelling Concepts for a Collection of Multisensory Virtual Musical Instruments

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    International audienceThis paper discusses how haptic devices and physical modelling can be employed to design and simulate multisensory virtual musical instruments, providing the musician with joint audio, visual and haptic feedback. After briefly reviewing some of the main use-cases of haptics in Computer Music, we present GENESIS-RT, a software and hardware platform dedicated to the design and real-time haptic playing of virtual musical instruments using mass-interaction physical modelling. We discuss our approach and report on advancements in modelling various instrument categories, including physical models of percussion, plucked and bowed instruments. Finally, we comment on the constraints, challenges and new possibilities opened by modelling haptic virtual instruments with our platform, and discuss common points and differences in regards to classical Digital Musical Instruments

    Interaction, instruments and performance: HCI and the design of future music technologies

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    Rationale There has been little chance for researchers, performers and designers in the UK to come together in order to explore the use and design of new and evolving technologies for performance. This workshop examines the interplay between people, musical instruments, performance and technology. Now, more than ever technology is enabling us to augment the body, develop new ways to play and perform, and augment existing instruments that can span the physical and digital realms. By bringing together performers, artists, designers and researchers we aim to develop new understandings how we might design new performance technologies. Some Topics - Methods and Approaches; What are the methods and approaches that we can employ to understanding interaction and interplay in performance and what impact does technology have on this? - Sonic Augmentation; can performance and sound change the experiential attributes of places, e.g. make them more accessible, more playful? -Physical/digital augmentation; how can one augment one’s self or existing musical instruments and artifacts physically and digitally? - Meaning and Mediation; can people narrate or make sense and movement as part of performance – how does the audience understand this? - Mobility and Immobility; performance and movement, what are the dynamics of performing at rest or whilst mobile, how can technology supported co-located and distributed performance and reception? - Locating Content and Spatialisation; how is performance located, how does sound and performance become part of the spatial fabric and what software tools can support this? - Personalization and Reflection; how can people use new performance technologies to narrate and reflect upon experiences – both as performer and spectator? These are some tentative implications and questions that we expect to address in the workshop. Goals The main goal of the workshop is to bring people together to discuss the issues mentioned previously and to explore this emergent space. As part of Audio Mostly we would like to build this community and develop a network that would engender ongoing participation, debate, scholarship and collaboration. The workshop would also like to encourage early career researchers and PhD students to attend in order to grow the community

    Loudspeaker Crossover Design (from analog to digital)

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    Loudspeaker systems are quite complex devices and considered ‘musical instruments’ for many HiFi-enthusiasts. However, from the technical point of view the description of an optimal loudspeaker seems to be simple: the reproduction of any electrical input signal in such a way that the acoustical output looks the same with respect to the waveform. Unfortunately, the demands to reach this task are manifold and very often when fulfilling one requirement problems arise with other demands. A typical one is that with only one transducer it is rather impossible to reproduce the entire frequency spectrum in a satisfying manner and with sufficient output. Therefore several transducers may be used with specific capabilities in low mid or high frequency range. In consequence the frequency content of the input signal needs to be distributed in a correct way so to insure that the overall output of the loudspeaker system fulfills the above mentioned requirement. The technical solution for this is the so-called crossover network. Since several years audio goes digital and the possibilities in creating crossover networks have become more flexible with digital filter design. Digital IIR and FIR filter design is well established, but a simple treatment of analog filter concepts in Loudspeaker Crossover Design (from analog to digital) digital domain would not help to improve the reproduction of a loudspeaker. Therefore new concepts with digital filters are required. In this talk we will firstly discuss the general filter strategies (either analog or digital) for loudspeakers. Then we will introduce both methods – IIR and FIR filter - for loudspeaker crossover design in digital domain. The advantages and some disadvantages will be addressed as well. A real word example will finally show what is possible when making the optimum use of the system

    The acoustic, the digital and the body: a survey on musical instruments

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    This paper reports on a survey conducted in the autumn of 2006 with the objective to understand people's relationship to their musical tools. The survey focused on the question of embodiment and its different modalities in the fields of acoustic and digital instruments. The questions of control, instrumental entropy, limitations and creativity were addressed in relation to people's activities of playing, creating or modifying their instruments. The approach used in the survey was phenomenological, i.e. we were concerned with the experience of playing, composing for and designing digital or acoustic instruments. At the time of analysis, we had 209 replies from musicians, composers, engineers, designers, artists and others interested in this topic. The survey was mainly aimed at instrumentalists and people who create their own instruments or compositions in flexible audio programming environments such as SuperCollider, Pure Data, ChucK, Max/MSP, CSound, etc

    Of epistemic tools: musical instruments as cognitive extensions

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    This paper explores the differences in the design and performance of acoustic and new digital musical instruments, arguing that with the latter there is an increased encapsulation of musical theory. The point of departure is the phenomenology of musical instruments, which leads to the exploration of designed artefacts as extensions of human cognition – as scaffolding onto which we delegate parts of our cognitive processes. The paper succinctly emphasises the pronounced epistemic dimension of digital instruments when compared to acoustic instruments. Through the analysis of material epistemologies it is possible to describe the digital instrument as an epistemic tool: a designed tool with such a high degree of symbolic pertinence that it becomes a system of knowledge and thinking in its own terms. In conclusion, the paper rounds up the phenomenological and epistemological arguments, and points at issues in the design of digital musical instruments that are germane due to their strong aesthetic implications for musical culture

    An epistemic dimension space for musical devices

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    The analysis of digital music systems has traditionally been characterized by an approach that can be defined as phenomenological. The focus has been on the body and its relationship to the machine, often neglecting the system’s conceptual design. This paper brings into focus the epistemic features of digital systems, which implies emphasizing the cognitive, conceptual and music theoretical side of our musical instruments. An epistemic dimension space for the analysis of musical devices is proposed

    The ixiQuarks: merging code and GUI in one creative space

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    This paper reports on ixiQuarks; an environment of instruments and effects that is built on top of the audio programming language SuperCollider. The rationale of these instruments is to explore alternative ways of designing musical interaction in screen-based software, and investigate how semiotics in interface design affects the musical output. The ixiQuarks are part of external libraries available to SuperCollider through the Quarks system. They are software instruments based on a non- realist design ideology that rejects the simulation of acoustic instruments or music hardware and focuses on experimentation at the level of musical interaction. In this environment we try to merge the graphical with the textual in the same instruments, allowing the user to reprogram and change parts of them in runtime. After a short introduction to SuperCollider and the Quark system, we will describe the ixiQuarks and the philosophical basis of their design. We conclude by looking at how they can be seen as epistemic tools that influence the musician in a complex hermeneutic circle of interpretation and signification

    Screen-based musical instruments as semiotic machines

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    The ixi software project started in 2000 with the intention to explore new interactive patterns and virtual interfaces in computer music software. The aim of this paper is not to describe these programs, as they have been described elsewhere, but rather explicate the theoretical background that underlies the design of these screen-based instruments. After an analysis of the similarities and differences in the design of acoustic and screen-based instruments, the paper describes how the creation of an interface is essentially the creation of a semiotic system that affects and influences the musician and the composer. Finally the terminology of this semiotics is explained as an interaction model

    Computers in Support of Musical Expression

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