86 research outputs found

    Developing a flexible and expressive realtime polyphonic wave terrain synthesis instrument based on a visual and multidimensional methodology

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    The Jitter extended library for Max/MSP is distributed with a gamut of tools for the generation, processing, storage, and visual display of multidimensional data structures. With additional support for a wide range of media types, and the interaction between these mediums, the environment presents a perfect working ground for Wave Terrain Synthesis. This research details the practical development of a realtime Wave Terrain Synthesis instrument within the Max/MSP programming environment utilizing the Jitter extended library. Various graphical processing routines are explored in relation to their potential use for Wave Terrain Synthesis

    Portfolio of Compositions with Commentaries

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    This portfolio analyses the creative means by which a number of audio and visual compositions were realised. It attempts to dissect the influential factors in the creation of such pieces and to explore the technological processes involved in the creation of such work. It is a personal analysis of a body of work which represents a hybrid of influences, spanning several years. It is supported by three DVDs, which contain audio and visual material and software files which were used in the composition and performance of these works

    Portfolio of Compositions with Commentaries

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    This portfolio analyses the creative means by which a number of audio and visual compositions were realised. It attempts to dissect the influential factors in the creation of such pieces and to explore the technological processes involved in the creation of such work. It is a personal analysis of a body of work which represents a hybrid of influences, spanning several years. It is supported by three DVDs, which contain audio and visual material and software files which were used in the composition and performance of these works

    Portfolio of Electroacoustic Compositions with Commentaries

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    This portfolio consists of electroacoustic compositions which were primarily realised through the use of corporeally informed compositional practices. The manner in which a composer interacts with the compositional tools and musical materials at their disposal is a defining factor in the creation of musical works. Although the use of computers in the practice of electroacoustic composition has extended the range of sonic possibilities afforded to composers, it has also had a negative impact on the level of physical interaction that composers have with these musical materials. This thesis is an investigation into the use of mediation technologies with the aim of circumventing issues relating to the physical performance of electroacoustic music. This line of inquiry has led me to experiment with embedded computers, wearable technologies, and a range of various sensors. The specific tools that were used in the creation of the pieces within this portfolio are examined in detail within this thesis. I also provide commentaries and analysis of the eleven electroacoustic works which comprise this portfolio, describing the thought processes that led to their inception, the materials used in their creation, and the tools and techniques that I employed throughout the compositional process

    Interaction Design for Digital Musical Instruments

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    The thesis aims to elucidate the process of designing interactive systems for musical performance that combine software and hardware in an intuitive and elegant fashion. The original contribution to knowledge consists of: (1) a critical assessment of recent trends in digital musical instrument design, (2) a descriptive model of interaction design for the digital musician and (3) a highly customisable multi-touch performance system that was designed in accordance with the model. Digital musical instruments are composed of a separate control interface and a sound generation system that exchange information. When designing the way in which a digital musical instrument responds to the actions of a performer, we are creating a layer of interactive behaviour that is abstracted from the physical controls. Often, the structure of this layer depends heavily upon: 1. The accepted design conventions of the hardware in use 2. Established musical systems, acoustic or digital 3. The physical configuration of the hardware devices and the grouping of controls that such configuration suggests This thesis proposes an alternate way to approach the design of digital musical instrument behaviour – examining the implicit characteristics of its composite devices. When we separate the conversational ability of a particular sensor type from its hardware body, we can look in a new way at the actual communication tools at the heart of the device. We can subsequently combine these separate pieces using a series of generic interaction strategies in order to create rich interactive experiences that are not immediately obvious or directly inspired by the physical properties of the hardware. This research ultimately aims to enhance and clarify the existing toolkit of interaction design for the digital musician

    Sculpting Unrealities: Using Machine Learning to Control Audiovisual Compositions in Virtual Reality

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    This thesis explores the use of interactive machine learning (IML) techniques to control audiovisual compositions within the emerging medium of virtual reality (VR). Accompanying the text is a portfolio of original compositions and open-source software. These research outputs represent the practical elements of the project that help to shed light on the core research question: how can IML techniques be used to control audiovisual compositions in VR? In order to find some answers to this question, it was broken down into its constituent elements. To situate the research, an exploration of the contemporary field of audiovisual art locates the practice between the areas of visual music and generative AV. This exploration of the field results in a new method of categorising the constituent practices. The practice of audiovisual composition is then explored, focusing on the concept of equality. It is found that, throughout the literature, audiovisual artists aim to treat audio and visual material equally. This is interpreted as a desire for balance between the audio and visual material. This concept is then examined in the context of VR. A feeling of presence is found to be central to this new medium and is identified as an important consideration for the audiovisual composer in addition to the senses of sight and sound. Several new terms are formulated which provide the means by which the compositions within the portfolio are analysed. A control system, based on IML techniques, is developed called the Neural AV Mapper. This is used to develop a compositional methodology through the creation of several studies. The outcomes from these studies are incorporated into two live performance pieces, Ventriloquy I and Ventriloquy II. These pieces showcase the use of IML techniques to control audiovisual compositions in a live performance context. The lessons learned from these pieces are incorporated into the development of the ImmersAV toolkit. This open-source software toolkit was built specifically to allow for the exploration of the IML control paradigm within VR. The toolkit provides the means by which the immersive audiovisual compositions, Obj_#3 and Ag Fás Ar Ais Arís are created. Obj_#3 takes the form of an immersive audiovisual sculpture that can be manipulated in real-time by the user. The title of the thesis references the physical act of sculpting audiovisual material. It also refers to the ability of VR to create alternate realities that are not bound to the physics of real-life. This exploration of unrealities emerges as an important aspect of the medium. The final piece in the portfolio, Ag Fás Ar Ais Arís takes the knowledge gained from the earlier work and pushes the boundaries to maximise the potential of the medium and the material

    Sound mosaics: a graphical user interface for sound synthesis based on audio-visual associations.

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    This thesis presents the design of a Graphical User Interface (GUI) for computer-based sound synthesis to support users in the externalisation of their musical ideas when interacting with the System in order to create and manipulate sound. The approach taken consisted of three research stages. The first stage was the formulation of a novel visualisation framework to display perceptual dimensions of sound in Visual terms. This framework was based on the findings of existing related studies and a series of empirical investigations of the associations between auditory and visual precepts that we performed for the first time in the area of computer-based sound synthesis. The results of our empirical investigations suggested associations between the colour dimensions of brightness and saturation with the auditory dimensions of pitch and loudness respectively, as well as associations between the multidimensional precepts of visual texture and timbre. The second stage of the research involved the design and implementation of Sound Mosaics, a prototype GUI for sound synthesis based on direct manipulation of visual representations that make use of the visualisation framework developed in the first stage. We followed an iterative design approach that involved the design and evaluation of an initial Sound Mosaics prototype. The insights gained during this first iteration assisted us in revising various aspects of the original design and visualisation framework that led to a revised implementation of Sound Mosaics. The final stage of this research involved an evaluation study of the revised Sound Mosaics prototype that comprised two controlled experiments. First, a comparison experiment with the widely used frequency-domain representations of sound indicated that visual representations created with Sound Mosaics were more comprehensible and intuitive. Comprehensibility was measured as the level of accuracy in a series of sound image association tasks, while intuitiveness was related to subjects' response times and perceived levels of confidence. Second, we conducted a formative evaluation of Sound Mosaics, in which it was exposed to a number of users with and without musical background. Three usability factors were measured: effectiveness, efficiency, and subjective satisfaction. Sound Mosaics was demonstrated to perform satisfactorily in ail three factors for music subjects, although non-music subjects yielded less satisfactory results that can be primarily attributed to the subjects' unfamiliarity with the task of sound synthesis. Overall, our research has set the necessary groundwork for empirically derived and validated associations between auditory and visual dimensions that can be used in the design of cognitively useful GUIs for computer-based sound synthesis and related area

    SOUND SYNTHESIS WITH CELLULAR AUTOMATA

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    This thesis reports on new music technology research which investigates the use of cellular automata (CA) for the digital synthesis of dynamic sounds. The research addresses the problem of the sound design limitations of synthesis techniques based on CA. These limitations fundamentally stem from the unpredictable and autonomous nature of these computational models. Therefore, the aim of this thesis is to develop a sound synthesis technique based on CA capable of allowing a sound design process. A critical analysis of previous research in this area will be presented in order to justify that this problem has not been previously solved. Also, it will be discussed why this problem is worthwhile to solve. In order to achieve such aim, a novel approach is proposed which considers the output of CA as digital signals and uses DSP procedures to analyse them. This approach opens a large variety of possibilities for better understanding the self-organization process of CA with a view to identifying not only mapping possibilities for making the synthesis of sounds possible, but also control possibilities which enable a sound design process. As a result of this approach, this thesis presents a technique called Histogram Mapping Synthesis (HMS), which is based on the statistical analysis of CA evolutions by histogram measurements. HMS will be studied with four different automatons, and a considerable number of control mechanisms will be presented. These will show that HMS enables a reasonable sound design process. With these control mechanisms it is possible to design and produce in a predictable and controllable manner a variety of timbres. Some of these timbres are imitations of sounds produced by acoustic means and others are novel. All the sounds obtained present dynamic features and many of them, including some of those that are novel, retain important characteristics of sounds produced by acoustic means
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