893 research outputs found

    Examining the effects of experimental/academic electroacoustic and popular electronic musics on the evolution and development of human–computer interaction in music

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    This article focuses on how the development of human–computer interaction in music has been aided and influenced by both experimental/academic electroacoustic art music and popular electronic music. These two genres have impacted upon this ever-changing process of evolution in different ways, but have together been paramount to the establishment of interactivity in music as we understand it today; which is itself having wide-ranging implications upon the modern-day musical landscape as a whole—both in the way that we, as listeners and audience members, purchase and consume music as well as conceptualise and think about it

    Towards a Practitioner Model of Mobile Music

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    This practice-based research investigates the mobile paradigm in the context of electronic music, sound and performance; it considers the idea of mobile as a lens through which a new model of electronic music performance can be interrogated. This research explores mobile media devices as tools and modes of artistic expression in everyday contexts and situations. While many of the previous studies have tended to focus upon the design and construction of new hardware and software systems, this research puts performance practice at the centre of its analysis. This research builds a methodological and practical framework that draws upon theories of mobile-mediated aurality, rhetoric on the practice of walking, relational aesthetics, and urban and natural environments as sites for musical performance. The aim is to question the spaces commonly associated with electronic music – where it is situated, listened to and experienced. This thesis concentrates on the creative use of existing systems using generic mobile devices – smartphones, tablets and HD cameras – and commercially available apps. It will describe the development, implementation and evaluation of a self-contained performance system utilising digital signal processing apps and the interconnectivity of an inter-app routing system. This is an area of investigation that other research programmes have not addressed in any depth. This research’s enquiries will be held in dynamic and often unpredictable conditions, from navigating busy streets to the fold down shelf on the back of a train seat, as a solo performer or larger groups of players, working with musicians, nonmusicians and other participants. Along the way, it examines how ubiquitous mobile technology and its total access might promote inclusivity and creativity through the cultural adhesive of mobile media. This research aims to explore how being mobile has unrealised potential to change the methods and experiences of making electronic music, to generate a new kind of performer identity and as a consequence lead towards a practitioner model of mobile music

    faust2api: a Comprehensive API Generator for Android and iOS

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    International audienceWe introduce faust2api, a tool to generate custom DSP engines for Android and iOS using the Faust programming language. Faust DSP ob jects can easily be turned into MIDI-controllable polyphonic synthesizers or audio effects with built-in sensors support, etc. The various elements of the DSP engine can be accessed through a high-level API, made uniform across platforms and languages. This paper provides technical details on the implementation of this system as well as an evaluation of its various features

    Development of Tools for Live Networked Musical Performance System using Smartphones

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    Esta tese contempla o desenvolvimento de um conjunto de ferramentas de Pure Data, bem como a sua integração em aplicações móveis através de libPD, como parte de um projeto maior que abrange a concepção e implementação de um sistema que permita a interacção entre artista e público via smartphones. O projeto " Bridging the gap between performers and the audience using networked smartphones" tem como objetivo providenciar aos artistas uma forma de interagir facilmente com seu público, fazendo uso da sua contribuição e participação para criar performances únicas. Este conjunto de ferramentas consiste de uma série de objectos para Pure Data específicos, desenvolvidos em C e acompanhados com patches auxiliares de ajuda para ilustrar a sua utilização. Usando a suite desenvolvida, os artistas multimédia poderão criar e distribuir conteúdo interativo de forma fácil para dispositivos móveis por meio deste sistema em rede, sem qualquer experiência adicional que não seja a de criação de conteúdo com Pure Data, proporcionando-lhes uma forma familiar e imediata de utilização deste sistema.This thesis work contemplates the development a suite of Pure Data tools, as well as their integration into mobile applications via libPD, as part of a larger project encompassing the design and implementation of a system allowing for interaction between performer and audience via smartphones. The "Bridging the gap between performers and the audience using networked smartphones" project, henceforth referenced in this document by its working name - "Abel", aims to provide artists with a way to easily interact with their audience, making use of their input to effectively craft unique performances. This toolset consists of a series of custom-built Pure Data externals developed in C, accompanied with corresponding helper patches to illustrate their use. Using the developed suite, multimedia artists can easily create and distribute interactive content unto mobile devices by means of this networked system, without any additional expertise other than normal Pure Data content creation, providing them with a familiar and immediate way of using this system

    Prototyping of Ubiquitous Music Ecosystems

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    This paper focuses the prototyping stage of the design cycle of ubiquitous music (ubimus) ecosystems. We present three case studies of prototype deployments for creative musical activities. The first case exemplifies a ubimus system for synchronous musical interaction using a hybrid Java-JavaScript development platform, mow3s-ecolab. The second case study makes use of the HTML5 Web Audio library to implement a loop-based sequencer. The third prototype - an HTML-controlled sine-wave oscillator - provides an example of using the Chromium open-source sand-boxing technology Portable Native Client (PNaCl) platform for audio programming on the web. This new approach involved porting the Csound language and audio engine to the PNaCl web technology. The Csound PNaCl environment provides programming tools for ubiquitous audio applications that go beyond the HTML5 Web Audio framework. The limitations and advantages of the three approaches proposed - the hybrid Java/- JavaScript environment, the HTML5 audio library and the Csound PNaCl infrastructure - are discussed in the context of rapid prototyping of ubimus ecosystems

    Real-time audio on iOS

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    Musical control gestures in mobile handheld devices: Design guidelines informed by daily user experience

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    Mobile handheld devices, such as smartphones and tablets, have become some of the most prominent ubiquitous terminals within the information and communication technology landscape. Their transformative power within the digital music domain changed the music ecosystem from production to distribution and consumption. Of interest here is the ever-expanding number of mobile music applications. Despite their growing popularity, their design in terms of interaction perception and control is highly arbitrary. It remains poorly addressed in related literature and lacks a clear, systematized approach. In this context, our paper aims to provide the first steps towards defining guidelines for optimal sonic interaction design practices in mobile music applications. Our design approach is informed by user data in appropriating mobile handheld devices. We conducted an experiment to learn links between control gestures and musical parameters, such as pitch, duration, and amplitude. A twofold action—reflection protocol and tool-set for evaluating the aforementioned links—are also proposed. The results collected from the experiment show statistically significant trends in pitch and duration control gesture mappings. On the other hand, amplitude appears to elicit a more diverse mapping approach, showing no definitive trend in this experiment.info:eu-repo/semantics/publishedVersio
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