3,370 research outputs found

    Development of an Augmented Reality musical instrument

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    Nowadays, Augmented Reality and Virtual Reality are concepts of which people are becoming more and more aware of due to their application to the video-game industry (speceially in the case of VR). Such raise is partly due to a decrease in costs of Head Mounted Displays, which are consequently becoming more and more accessible to the public and developers worldwide. All of these novelties, along with the frenetic development of Information Technologies applied to essentially, all markets; have also made digital artists and manufacturers aware of the never-ending interaction possibilities these paradigms provide and a variety of systems have appeared, which offer innovative creative capabilities. Due to the personal interest of the author in music and the technologies surrounding its creation by digital means, this document covers the application of the Virtuality- Reality-Continuum (VR and AR) paradigms to the field of interfaces for the musical expression. More precisely, it covers the development of an electronic drumset which integrates Arduino-compatible hardware with a 3D visualisation application (developed based on Unity) to create a complete functioning instrument musical instrument, The system presented along the document attempts to leverage three-dimensional visual feedback with tangible interaction based on hitting, which is directly translated to sound and visuals in the sound generation application. Furthermore, the present paper provides a notably deep study of multiple technologies and areas that are ultimately applied to the target system itself. Hardware concerns, time requirements, approaches to the creation of NIMEs (New Interfaces for Musical Expression), Virtual Musical Instrument (VMI) design, musical-data transmission protocols (MIDI and OSC) and 3D modelling constitute the fundamental topics discussed along the document. At the end of this paper, conclusions reflect on the difficulties found along the project, the unfulfilled objectives and all deviations from the initial concept that the project suffered during the development process. Besides, future work paths will be listed and depicted briefly and personal comments will be included as well as humble pieces of advice targeted at readers interested in facing an ambitious project on their own.En la actualidad, los conceptos de Realidad Aumentada (AR) y Realidad Virtual (VR) son cada vez más conocidos por la gente de a pie, debido en gran parte a su aplicación al ámbito de los videojuegos, donde el desarollo para dispositivos HMDs está en auge. Esta popularidad se debe en gran parte al abaratamiento de este tipo de dispositivos, los cuales son cada vez más accesibles al público y a los desarrolladores de todo el mundo. Todas estas novedades sumadas al frenético desarrollo de la industria de IT han llamado la atención de artistas y empresas que han visto en estos paradigmas (VR and AR) una oportunidad para proporcionar nuevas e ilimitadas formas de interacción y creación de arte en alguna de sus formas. Debido al interés personal del autor de este TFG en la música y las tecnologías que posiblitan la creación musical por medios digitales, este documento explora la aplicación de los paradigmas del Virtuality-Reality Continuum de Milgram (AR y VR) al ámbito de las interfaces para la creación musical. Concretamente, este TFG detalla el desarrollo de una batería electrónica, la cual combina una interfaz tangible creada con hardware compatible con Arduino con una aplicación de generación de sonidos y visualización, desarrollada utilizando Unity como base. Este sistema persigue lograr una interacción natural por parte del usuario por medio de integrar el hardware en unas baquetas, las cuales permiten detectar golpes a cualquier tipo de superficie y convierten estos en mensajes MIDI que son utilizados por el sistema generador de sonido para proporcionar feedback al usuario (tanto visual como auditivo); por tanto, este sistema se distingue por abogar por una interacción que permita golpear físicamente objetos (e.g. una cama), mientras que otros sistemas similates basan su modo de interacción en “air-drumming”. Además, este sistema busca solventar algunos de los inconvenientes principales asociados a los baterías y su normalmente conflictivo instrumento, como es el caso de las limitaciones de espacio, la falta de flexibilidad en cuanto a los sonidos que pueden ser generados y el elevado coste del equipo. Por otro lado, este documento pormenoriza diversos aspectos relacionados con el sistema descrito en cuestión, proporcionando al lector una completa panorámica de sistemas similares al propuesto. Asimismo, se describen los aspectos más importantes en relación al desarrollo del TFG, como es el caso de protocolos de transmisión de información musical (MIDI y OSC), algoritmos de control, guías de diseño para interfaces de creación musical (NIMEs) y modelado 3D. Se incluye un íntegro proceso de Ingeniería de Software para mantener la formalidad y tratar de garantizar un desarrollo más organizado y se discute la metodología utilizada para este proceso. Por último, este documento reflexiona sobre las dificultades encontradas, se enumeran posibilidades de Trabajo Futuro y se finaliza con algunas conclusiones personales derivadas de este trabajo de investigación.Ingeniería Informátic

    Lonely Sounds: Recorded Popular Music and American Society, 1949-1979

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    Abstract: Lonely Sounds: Popular Recorded Music and American Society, 1949-1979 Lonely Sounds: Popular Recorded Music and American Society, 1949-1979 examines the relationship between the experience of listening to popular music and social disengagement. It finds that technological innovations, the growth of a youth culture, and market forces in the post-World War II era came together to transform the normal musical experience from a social event grounded in live performance into a consumable recorded commodity that satisfied individual desires. The musical turn inward began in the late 1940s. Prior to the postwar era, the popular music experience was communal, rooted in place, and it contained implicit social obligations between the performer and the audience and among members of the audience. Beginning in the late 1940s, technological, social, and cultural innovations, including new radio formats, automobile radios, and an expanding recording industry liberated popular music from some of the restraints of place and time. Listeners in the 1950s acquired expanded opportunities for enjoying music in ways that were more private, mobile, and intensely personal. Not only did the opportunities to listen alone expand enormously, but so also did the inclination. The postwar youth culture that grew up around the Top 40 radio format and 45-rpm singles stood at the vanguard of this revolutionary change in the musical experience. For many young listeners, rock and roll records represented a singular authentic experience. By the middle 1960s, these listeners believed that correctly listening to rock records not only revealed a unique self but also reintegrated alienated individuals into supportive communities. The isolated nature of the listening experience, however, poignantly frustrated such hopes. The dream of social renewal through rock records collapsed in the early 1970s. In its place came a more aggressive emphasis on self-sufficiency and personal control. In the subsequent decade devices such as the Sony Walkman successfully colonized public space, shielding listeners from other sounds while enclosing them in a private sonic environment of their choosing. This revolution in the musical experience, I contend, reflected and contributed to the pervasive sense of loneliness associated with the postwar era

    Janus, Spring 1995

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    A faculty journal created by retired faculty of the University of Montana. This is number 6.https://scholarworks.umt.edu/janus/1005/thumbnail.jp

    Users, systems, and technology in high-end audio

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    Thesis (Ph. D. in History, Anthropology, and Science, Technology and Society (HASTS))--Massachusetts Institute of Technology, Program in Science, Technology and Society, 2009.Page 414 blank.Includes bibliographical references (p. 401-413).This is a story about technology, users, and music. It is about an approach to the design, manipulation, and arrangement of technologies in small-scale systems to achieve particular aesthetic goals - goals that are at once subjective and contingent. These goals emerge from enthusiasm for technology, for system-building, and for music among members of a community of users, and the promise of the emotional rewards derived from these elements in combination. It is a story about how enthusiasm and passion become practice, and how particular technologies, system-building activities, listening, debating, innovating, and interacting form that practice. Using both historical and ethnographic research methods, including fieldwork and oral history interviews, this dissertation is focused on how and why user communities mobilize around particular technologies and socio-technical systems. In particular, it concerns how users' aesthetic sensibilities and enthusiasm for technology can shape both technologies themselves and the processes of technological innovation. These issues are explored through a study of the small but enthusiastic high-end audio community in the United States. These users express needs, desires, and aesthetic motivations towards technology that set them apart from mainstream consumers, but also reveal important and under-recognized aspects of human relationships with technology more broadly. Covering the emergence and growth of high-end audio from the early 1970s to 2000, I trace some of the major technology transitions during this period and their associated social elements, including the shift from vacuum tube to solid-state electronics in the 1970s, and from analog vinyl records to digital compact discs in the 1980s. I show how this community came to understand technology, science, and their own social behavior through powerful emotional and aesthetic responses to music and the technologies used to reproduce music in the home. I further show how focusing on technology's users can recast assumptions about the ingredients and conditions necessary to foster technological innovation.by Kieran Downes.Ph.D.in History, Anthropology, and Science, Technology and Society (HAST

    High definition systems in Japan

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    The successful implementation of a strategy to produce high-definition systems within the Japanese economy will favorably affect the fundamental competitiveness of Japan relative to the rest of the world. The development of an infrastructure necessary to support high-definition products and systems in that country involves major commitments of engineering resources, plants and equipment, educational programs and funding. The results of these efforts appear to affect virtually every aspect of the Japanese industrial complex. The results of assessments of the current progress of Japan toward the development of high-definition products and systems are presented. The assessments are based on the findings of a panel of U.S. experts made up of individuals from U.S. academia and industry, and derived from a study of the Japanese literature combined with visits to the primary relevant industrial laboratories and development agencies in Japan. Specific coverage includes an evaluation of progress in R&D for high-definition television (HDTV) displays that are evolving in Japan; high-definition standards and equipment development; Japanese intentions for the use of HDTV; economic evaluation of Japan's public policy initiatives in support of high-definition systems; management analysis of Japan's strategy of leverage with respect to high-definition products and systems

    Algorithms and architectures for the multirate additive synthesis of musical tones

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    In classical Additive Synthesis (AS), the output signal is the sum of a large number of independently controllable sinusoidal partials. The advantages of AS for music synthesis are well known as is the high computational cost. This thesis is concerned with the computational optimisation of AS by multirate DSP techniques. In note-based music synthesis, the expected bounds of the frequency trajectory of each partial in a finite lifecycle tone determine critical time-invariant partial-specific sample rates which are lower than the conventional rate (in excess of 40kHz) resulting in computational savings. Scheduling and interpolation (to suppress quantisation noise) for many sample rates is required, leading to the concept of Multirate Additive Synthesis (MAS) where these overheads are minimised by synthesis filterbanks which quantise the set of available sample rates. Alternative AS optimisations are also appraised. It is shown that a hierarchical interpretation of the QMF filterbank preserves AS generality and permits efficient context-specific adaptation of computation to required note dynamics. Practical QMF implementation and the modifications necessary for MAS are discussed. QMF transition widths can be logically excluded from the MAS paradigm, at a cost. Therefore a novel filterbank is evaluated where transition widths are physically excluded. Benchmarking of a hypothetical orchestral synthesis application provides a tentative quantitative analysis of the performance improvement of MAS over AS. The mapping of MAS into VLSI is opened by a review of sine computation techniques. Then the functional specification and high-level design of a conceptual MAS Coprocessor (MASC) is developed which functions with high autonomy in a loosely-coupled master- slave configuration with a Host CPU which executes filterbanks in software. Standard hardware optimisation techniques are used, such as pipelining, based upon the principle of an application-specific memory hierarchy which maximises MASC throughput

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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