3,054 research outputs found

    MMixte: a software architecture for Live Electronics with acoustic instruments : exemplary application cases

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    MMixte is a middleware based on Max for mixed music with live electronics. It enables programming for a “patcher concerto”, a platform, that is, for the management of live electronics in just a few minutes and with extreme simplicity. Dedicated to average and expert users, MMixte enables true programming of live electronics in very little time while also enabling easy adapting of previously developed modules, depending on the case and its needs. The architecture behind MMixte is based on a variation of so-called “pipeline architecture"; the analysis of the most widely used software architectures in the market and design patterns to program graphic interfaces has led to the conception of ways of organizing communication between various modules, the way they are being used and their graphic appearence. Analysis of other, “state of the art” module collections and other software programs dedicated to mixed music shows the absence of another work on software architecture for mixed music. Application of MMixte to some of my personal works shows demonstrates its flexibility and ease of adaptation. Computer programming for a piece of mixed music requires much that goes beyond just programming of audio signal processing. The present work seeks to provide an example of a solution to such needs

    The Colour concept generator: a computer tool to propose colour concepts for products.

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    This thesis documents research undertaken into the design and evaluation of a computer tool (Colour Concept Generator) to produce colour schemes for products from verbal descriptors depicting a required aesthetic image or style. The system was designed to translate between descriptive words and colour combinations and aims to provide a form of ideas stimulus for a product designer at the initial stages of the design process. The computer system uses elements of artificial intelligence (AI) to `learn' colour and descriptor semiotic relations from a product designer based upon a proposed objective criteria or to reflect a designers personal style. Colour concepts for products can then be generated from descriptors based upon these semiotic relations. The philosophy of the research is based upon the idea of computing colour aesthetics at the front end of the design process and the design of an Al software mechanism to facilitate this. The problem was analysed with respect to the available literature on colour and a set of detail requirements for the system were presented. The system was then designed and code based upon the requirements and evaluated in terms of the overall philosophy, system methodology and application of computer media. The research is a contribution to the field of computer aided design regarding colour aesthetics and demonstrates the possibility of using an artificial intelligent machine to inspire and stimulate creative human thought. The Al software mechanism of the Colour Concept Generator is presented as an application of Al to aesthetic design. 1

    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

    Towards a general computational theory of musical structure

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    The General Computational Theory of Musical Structure (GCTMS) is a theory that may be employed to obtain a structural description (or set of descriptions) of a musical surface. This theory is based on general cognitive and logical principles, is independent of any specific musical style or idiom, and can be applied to any musical surface. The musical work is presented to GCTMS as a sequence of discrete symbolically represented events (e.g. notes) without higher-level structural elements (e.g. articulation marks, timesignature etc.)- although such information may be used to guide the analytic process. The aim of the application of the theory is to reach a structural description of the musical work that may be considered as 'plausible' or 'permissible' by a human music analyst. As styledependent knowledge is not embodied in the general theory, highly sophisticated analyses (similar to those an expert analyst may provide) are not expected. The theory gives, however, higher rating to descriptions that may be considered more reasonable or acceptable by human analysts and lower to descriptions that are less plausible

    Algorithms for Recollection of Search Terms Based on the Wikipedia Category Structure

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    The common user interface for a search engine consists of a text field where the user can enter queries consisting of one or more keywords. Keyword query based search engines work well when the users have a clear vision what they are looking for and are capable of articulating their query using the same terms as indexed. For our multimedia database containing 202,868 items with text descriptions, we supplement such a search engine with a category-based interface whose category structure is tailored to the content of the database. This facilitates browsing and offers the users the possibility to look for named entities, even if they forgot their names. We demonstrate that this approach allows users who fail to recollect the name of named entities to retrieve data with little effort. In all our experiments, it takes 1 query on a category and on average 2.49 clicks, compared to 5.68 queries on the database’s traditional text search engine for a 68.3% success probability or 6.01 queries when the user also turns to Google, for a 97.1% success probability

    CASA 2009:International Conference on Computer Animation and Social Agents

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    A Functional Taxonomy of Music Generation Systems

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    Digital advances have transformed the face of automatic music generation since its beginnings at the dawn of computing. Despite the many breakthroughs, issues such as the musical tasks targeted by different machines and the degree to which they succeed remain open questions. We present a functional taxonomy for music generation systems with reference to existing systems. The taxonomy organizes systems according to the purposes for which they were designed. It also reveals the inter-relatedness amongst the systems. This design-centered approach contrasts with predominant methods-based surveys and facilitates the identification of grand challenges to set the stage for new breakthroughs.Comment: survey, music generation, taxonomy, functional survey, survey, automatic composition, algorithmic compositio
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