95 research outputs found

    The Sound Manifesto

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    Computing practice today depends on visual output to drive almost all user interaction. Other senses, such as audition, may be totally neglected, or used tangentially, or used in highly restricted specialized ways. We have excellent audio rendering through D-A conversion, but we lack rich general facilities for modeling and manipulating sound comparable in quality and flexibility to graphics. We need co-ordinated research in several disciplines to improve the use of sound as an interactive information channel. Incremental and separate improvements in synthesis, analysis, speech processing, audiology, acoustics, music, etc. will not alone produce the radical progress that we seek in sonic practice. We also need to create a new central topic of study in digital audio research. The new topic will assimilate the contributions of different disciplines on a common foundation. The key central concept that we lack is sound as a general-purpose information channel. We must investigate the structure of this information channel, which is driven by the co-operative development of auditory perception and physical sound production. Particular audible encodings, such as speech and music, illuminate sonic information by example, but they are no more sufficient for a characterization than typography is sufficient for a characterization of visual information.Comment: To appear in the conference on Critical Technologies for the Future of Computing, part of SPIE's International Symposium on Optical Science and Technology, 30 July to 4 August 2000, San Diego, C

    Exciting Instrumental Data: Toward an Expanded Action-Oriented Ontology for Digital Music Performance

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    Musical performance using digital musical instruments has obfuscated the relationship between observable musical gestures and the resultant sound. This is due to the sound producing mechanisms of digital musical instruments being hidden within the digital music making system. The difficulty in observing embodied artistic expression is especially true for musical instruments that are comprised of digital components only. Despite this characteristic of digital music performance practice, this thesis argues that it is possible to bring digital musical performance further within our action-oriented ontology by understanding the digital musician through the lens of Lévi-Strauss’ notion of the bricoleur. Furthermore, by examining musical gestures with these instruments through a multi-tiered analytical framework that accounts for the physical computing elements necessarily present in all digital music making systems, we can further understand and appreciate the intricacies of digital music performance practice and culture

    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

    Diginalysis: The Man-Machine Collaboration in Music Analysis

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    The digital technology of the twenty-first century has put man and machine in the center stage where electronic generation, production and manipulation of the musical sound are the norm. The dynamics of the century have made time more elusive and patience more diminutive. Time and patience are vital for any form of successful exercise in music analysis. The intricacies of applying logic to resolve complex musical structures, facts, propositions, and concepts into their elements demand more than technical know-how; they demand a lot of time and patience. With the continued fleeing of time and patience, mechanical accuracy in music analysis would need a full-blown computer-driven “diginalysis.” However, inherent limitations of the computer in music analysis, such as decoding the composer’s ideologies, necessitate human-machine collaboration. An in-depth descriptive survey has shown that this effective collaboration between man and machine will collapse time and energy by providing immediate feedback, technical accuracy and dependable results

    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

    An Artificial Intelligence Approach to Concatenative Sound Synthesis

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    Sound examples are included with this thesisTechnological advancement such as the increase in processing power, hard disk capacity and network bandwidth has opened up many exciting new techniques to synthesise sounds, one of which is Concatenative Sound Synthesis (CSS). CSS uses data-driven method to synthesise new sounds from a large corpus of small sound snippets. This technique closely resembles the art of mosaicing, where small tiles are arranged together to create a larger image. A ‘target’ sound is often specified by users so that segments in the database that match those of the target sound can be identified and then concatenated together to generate the output sound. Whilst the practicality of CSS in synthesising sounds currently looks promising, there are still areas to be explored and improved, in particular the algorithm that is used to find the matching segments in the database. One of the main issues in CSS is the basis of similarity, as there are many perceptual attributes which sound similarity can be based on, for example it can be based on timbre, loudness, rhythm, and tempo and so on. An ideal CSS system needs to be able to decipher which of these perceptual attributes are anticipated by the users and then accommodate them by synthesising sounds that are similar with respect to the particular attribute. Failure to communicate the basis of sound similarity between the user and the CSS system generally results in output that mismatches the sound which has been envisioned by the user. In order to understand how humans perceive sound similarity, several elements that affected sound similarity judgment were first investigated. Of the four elements tested (timbre, melody, loudness, tempo), it was found that the basis of similarity is dependent on humans’ musical training where musicians based similarity on the timbral information, whilst non-musicians rely on melodic information. Thus, for the rest of the study, only features that represent the timbral information were included, as musicians are the target user for the findings of this study. Another issue with the current state of CSS systems is the user control flexibility, in particular during segment matching, where features can be assigned with different weights depending on their importance to the search. Typically, the weights (in some existing CSS systems that support the weight assigning mechanism) can only be assigned manually, resulting in a process that is both labour intensive and time consuming. Additionally, another problem was identified in this study, which is the lack of mechanism to handle homosonic and equidistant segments. These conditions arise when too few features are compared causing otherwise aurally different sounds to be represented by the same sonic values, or can also be a result of rounding off the values of the features extracted. This study addresses both of these problems through an extended use of Artificial Intelligence (AI). The Analysis Hierarchy Process (AHP) is employed to enable order dependent features selection, allowing weights to be assigned for each audio feature according to their relative importance. Concatenation distance is used to overcome the issues with homosonic and equidistant sound segments. The inclusion of AI results in a more intelligent system that can better handle tedious tasks and minimize human error, allowing users (composers) to worry less of the mundane tasks, and focusing more on the creative aspects of music making. In addition to the above, this study also aims to enhance user control flexibility in a CSS system and improve similarity result. The key factors that affect the synthesis results of CSS were first identified and then included as parametric options which users can control in order to communicate their intended creations to the system to synthesise. Comprehensive evaluations were carried out to validate the feasibility and effectiveness of the proposed solutions (timbral-based features set, AHP, and concatenation distance). The final part of the study investigates the relationship between perceived sound similarity and perceived sound interestingness. A new framework that integrates all these solutions, the query-based CSS framework, was then proposed. The proof-of-concept of this study, ConQuer, was developed based on this framework. This study has critically analysed the problems in existing CSS systems. Novel solutions have been proposed to overcome them and their effectiveness has been tested and discussed, and these are also the main contributions of this study.Malaysian Minsitry of Higher Education, Universiti Putra Malaysi

    Multiparametric interfaces for fine-grained control of digital music

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    Digital technology provides a very powerful medium for musical creativity, and the way in which we interface and interact with computers has a huge bearing on our ability to realise our artistic aims. The standard input devices available for the control of digital music tools tend to afford a low quality of embodied control; they fail to realise our innate expressiveness and dexterity of motion. This thesis looks at ways of capturing more detailed and subtle motion for the control of computer music tools; it examines how this motion can be used to control music software, and evaluates musicians’ experience of using these systems. Two new musical controllers were created, based on a multiparametric paradigm where multiple, continuous, concurrent motion data streams are mapped to the control of musical parameters. The first controller, Phalanger, is a markerless video tracking system that enables the use of hand and finger motion for musical control. EchoFoam, the second system, is a malleable controller, operated through the manipulation of conductive foam. Both systems use machine learning techniques at the core of their functionality. These controllers are front ends to RECZ, a high-level mapping tool for multiparametric data streams. The development of these systems and the evaluation of musicians’ experience of their use constructs a detailed picture of multiparametric musical control. This work contributes to the developing intersection between the fields of computer music and human-computer interaction. The principal contributions are the two new musical controllers, and a set of guidelines for the design and use of multiparametric interfaces for the control of digital music. This work also acts as a case study of the application of HCI user experience evaluation methodology to musical interfaces. The results highlight important themes concerning multiparametric musical control. These include the use of metaphor and imagery, choreography and language creation, individual differences and uncontrol. They highlight how this style of interface can fit into the creative process, and advocate a pluralistic approach to the control of digital music tools where different input devices fit different creative scenarios

    3D Composer: A Software for Micro-composition

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    The aim of this compositional research project is to find new paradigms of expression and representation of musical information, supported by technology. This may further our understanding of how artistic intention materialises during the production of a musical work. A further aim is to create a software device, which will allow the user to generate, analyse and manipulate abstract musical information within a multi-dimensional environment. The main intent of this software and composition portfolio is to examine the process involved during the development of a compositional tool to verify how transformations applied to the conceptualisation of musical abstraction will affect musical outcome, and demonstrate how this transformational process would be useful in a creative context. This thesis suggests a reflection upon various technological and conceptual aspects within a dynamic multimedia framework. The discussion situates the artistic work of a composer within the technological sphere, and investigates the role of technology and its influences during the creative process. Notions of space are relocated in the scope of a personal compositional direction in order to develop a new framework for musical creation. The author establishes theoretical ramifications and suggests a definition for micro-composition. The main aspect focuses on the ability to establish a direct conceptual link between visual elements and their correlated musical output, ultimately leading to the design of a software called 3D-Composer, a tool for the visualisation of musical information as a means to assist composers to create works within a new methodological and conceptual realm. Of particular importance is the ability to transform musical structures in three-dimensional space, based on the geometric properties of micro-composition. The compositions Six Electroacoustic Studies and Dada 2009 display the use of the software. The formalisation process was derived from a transposition of influences of the early twentieth century avant-garde period, to a contemporary digital studio environment utilising new media and computer technologies for musical expression
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