494 research outputs found

    Sonic Interactions in Virtual Environments

    Get PDF

    Sonic interactions in virtual environments

    Get PDF
    This book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Sonic Interactions in Virtual Environments

    Get PDF
    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Generative rhythmic models

    Get PDF
    A system for generative rhythmic modeling is presented. The work aims to explore computational models of creativity, realizing them in a system designed for realtime generation of semi-improvisational music. This is envisioned as an attempt to develop musical intelligence in the context of structured improvisation, and by doing so to enable and encourage new forms of musical control and performance; the systems described in this work, already capable of realtime creation, have been designed with the explicit intention of embedding them in a variety of performance-based systems. A model of qaida, a solo tabla form, is presented, along with the results of an online survey comparing it to a professional tabla player's recording on dimensions of musicality, creativity, and novelty. The qaida model generates a bank of rhythmic variations by reordering subphrases. Selections from this bank are sequenced using a feature-based approach. An experimental extension into modeling layer- and loop-based forms of electronic music is presented, in which the initial modeling approach is generalized. Starting from a seed track, the layer-based model utilizes audio analysis techniques such as blind source separation and onset-based segmentation to generate layers which are shuffled and recombined to generate novel music in a manner analogous to the qaida model.M.S.Committee Chair: Chordia, Parag; Committee Member: Freeman, Jason; Committee Member: Weinberg, Gi

    Sonic Interactions in Virtual Environments

    Get PDF
    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Interactive physically-based sound simulation

    Get PDF
    The realization of interactive, immersive virtual worlds requires the ability to present a realistic audio experience that convincingly compliments their visual rendering. Physical simulation is a natural way to achieve such realism, enabling deeply immersive virtual worlds. However, physically-based sound simulation is very computationally expensive owing to the high-frequency, transient oscillations underlying audible sounds. The increasing computational power of desktop computers has served to reduce the gap between required and available computation, and it has become possible to bridge this gap further by using a combination of algorithmic improvements that exploit the physical, as well as perceptual properties of audible sounds. My thesis is a step in this direction. My dissertation concentrates on developing real-time techniques for both sub-problems of sound simulation: synthesis and propagation. Sound synthesis is concerned with generating the sounds produced by objects due to elastic surface vibrations upon interaction with the environment, such as collisions. I present novel techniques that exploit human auditory perception to simulate scenes with hundreds of sounding objects undergoing impact and rolling in real time. Sound propagation is the complementary problem of modeling the high-order scattering and diffraction of sound in an environment as it travels from source to listener. I discuss my work on a novel numerical acoustic simulator (ARD) that is hundred times faster and consumes ten times less memory than a high-accuracy finite-difference technique, allowing acoustic simulations on previously intractable spaces, such as a cathedral, on a desktop computer. Lastly, I present my work on interactive sound propagation that leverages my ARD simulator to render the acoustics of arbitrary static scenes for multiple moving sources and listener in real time, while accounting for scene-dependent effects such as low-pass filtering and smooth attenuation behind obstructions, reverberation, scattering from complex geometry and sound focusing. This is enabled by a novel compact representation that takes a thousand times less memory than a direct scheme, thus reducing memory footprints to within available main memory. To the best of my knowledge, this is the only technique and system in existence to demonstrate auralization of physical wave-based effects in real-time on large, complex 3D scenes

    A perceptually motivated approach to timbre representation and visualisation.

    Get PDF
    Musical timbre is a complex phenomenon and is often understood in relation to the separation and comparison of different sound categories. The representation of musical timbre has traditionally consisted of instrumentation category (e.g. violin, piano) and articulation technique (e.g. pizzicato, staccato). Electroacoustic music places more emphasis on timbre variation as musical structure, and has highlighted the need for better, more in-depth forms of representation of musical timbre. Similarly, research from experimental psychology and audio signal analysis has deepened our understanding of the perception, description, and measurement of musical timbre, suggesting the possibility of more exact forms of representation that directly reference low-level descriptors of the audio signal (rather than high-level categories of sound or instrumentation). Research into the perception of timbre has shown that ratings of similarity between sounds can be used to arrange sounds in an N-dimensional perceptual timbre space, where each dimension relates to a particular axis of differentiation between sounds. Similarly, research into the description of timbre has shown that verbal descriptors can often be clustered into a number of categories, resulting in an N-dimensional semantic timbre space. Importantly, these semantic descriptors are often physical, material, and textural in nature. Audio signal processing techniques can be used to extract numeric descriptors of the spectral and dynamic content of an audio signal. Research has suggested correlations between these audio descriptors and different semantic descriptors and perceptual dimensions in perceptual timbre spaces. This thesis aims to develop a perceptually motivated approach to timbre representation by making use of correlations between semantic and acoustic descriptors of timbre. User studies are discussed that explored participant preferences for different visual mappings of acoustic timbre features. The results of these studies, together with results from existing research, have been used in the design and development of novel systems for timbre representation. These systems were developed both in the context of digital interfaces for sound design and music production, and in the context of real-time performance and generative audio-reactive visualisation. A generalised approach to perceptual timbre representation is presented and discussed with reference to the experimentation and resulting systems. The use of semantic visual mappings for low-level audio descriptors in the representation of timbre suggests that timbre would be better defined with reference to individual audio features and their variation over time. The experimental user studies and research-led development have highlighted specific techniques and audio-visual mappings that would be very useful to practitioners and researchers in the area of audio analysis and representation

    16th Sound and Music Computing Conference SMC 2019 (28–31 May 2019, Malaga, Spain)

    Get PDF
    The 16th Sound and Music Computing Conference (SMC 2019) took place in Malaga, Spain, 28-31 May 2019 and it was organized by the Application of Information and Communication Technologies Research group (ATIC) of the University of Malaga (UMA). The SMC 2019 associated Summer School took place 25-28 May 2019. The First International Day of Women in Inclusive Engineering, Sound and Music Computing Research (WiSMC 2019) took place on 28 May 2019. The SMC 2019 TOPICS OF INTEREST included a wide selection of topics related to acoustics, psychoacoustics, music, technology for music, audio analysis, musicology, sonification, music games, machine learning, serious games, immersive audio, sound synthesis, etc

    Tangible user interfaces : past, present and future directions

    Get PDF
    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research
    corecore