10,277 research outputs found

    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

    Improvising with the threnoscope: integrating code, hardware, GUI, network, and graphic scores

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    Live coding emphasises improvisation. It is an art practice that merges the act of musical composition and performance into a public act of projected writing. This paper introduces the Threnoscope system, which includes a live coding micro-language for drone-based microtonal composition. The paper discusses the aims and objectives of the system, elucidates the design decisions, and introduces in particular the code score feature present in the Threnoscope. The code score is a novel element in the design of live coding systems allowing for improvisation through a graphic score, rendering a visual representation of past and future events in a real-time performance. The paper demonstrates how the system’s methods can be mapped ad hoc to GUI- or hardware-based control

    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

    Towards a Tool-based Development Methodology for Pervasive Computing Applications

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    Despite much progress, developing a pervasive computing application remains a challenge because of a lack of conceptual frameworks and supporting tools. This challenge involves coping with heterogeneous devices, overcoming the intricacies of distributed systems technologies, working out an architecture for the application, encoding it in a program, writing specific code to test the application, and finally deploying it. This paper presents a design language and a tool suite covering the development life-cycle of a pervasive computing application. The design language allows to define a taxonomy of area-specific building-blocks, abstracting over their heterogeneity. This language also includes a layer to define the architecture of an application, following an architectural pattern commonly used in the pervasive computing domain. Our underlying methodology assigns roles to the stakeholders, providing separation of concerns. Our tool suite includes a compiler that takes design artifacts written in our language as input and generates a programming framework that supports the subsequent development stages, namely implementation, testing, and deployment. Our methodology has been applied on a wide spectrum of areas. Based on these experiments, we assess our approach through three criteria: expressiveness, usability, and productivity

    VIF: Virtual Interactive Fiction (with a twist)

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    Nowadays computer science can create digital worlds that deeply immerse users; it can also process in real time brain activity to infer their inner states. What marvels can we achieve with such technologies? Go back to displaying text. And unfold a story that follows and molds users as never before.Comment: Pervasive Play - CHI '16 Workshop, May 2016, San Jose, United State

    Data Brushes: Interactive Style Transfer for Data Art

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    Early aspects: aspect-oriented requirements engineering and architecture design

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    This paper reports on the third Early Aspects: Aspect-Oriented Requirements Engineering and Architecture Design Workshop, which has been held in Lancaster, UK, on March 21, 2004. The workshop included a presentation session and working sessions in which the particular topics on early aspects were discussed. The primary goal of the workshop was to focus on challenges to defining methodical software development processes for aspects from early on in the software life cycle and explore the potential of proposed methods and techniques to scale up to industrial applications
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