18,320 research outputs found

    BitBox!:A case study interface for teaching real-time adaptive music composition for video games

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    Real-time adaptive music is now well-established as a popular medium, largely through its use in video game soundtracks. Commercial packages, such as fmod, make freely available the underlying technical methods for use in educational contexts, making adaptive music technologies accessible to students. Writing adaptive music, however, presents a significant learning challenge, not least because it requires a different mode of thought, and tutor and learner may have few mutual points of connection in discovering and understanding the musical drivers, relationships and structures in these works. This article discusses the creation of ‘BitBox!’, a gestural music interface designed to deconstruct and explain the component elements of adaptive composition through interactive play. The interface was displayed at the Dare Protoplay games exposition in Dundee in August 2014. The initial proof-of- concept study proved successful, suggesting possible refinements in design and a broader range of applications

    Rich Contacts: Corpus-Based Convolution of Audio Contact Gestures for Enhanced Musical Expression

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    We propose ways of enriching the timbral potential of gestural sonic material captured via piezo or contact microphones, through latency-free convolution of the microphone signal with grains from a sound corpus. This creates a new way to combine the sonic richness of large sound corpora, easily accessible via navigation through a timbral descriptor space, with the intuitive gestural interaction with a surface, captured by any contact microphone. We use convolution to excite the grains from the corpus via the microphone input, capturing the contact interaction sounds, which allows articulation of the corpus by hitting, scratching, or strumming a surface with various parts of the hands or objects. We also show how changes of grains have to be carefully handled, how one can smoothly interpolate between neighbouring grains, and finally evaluate the system against previous attempts

    Pathfinder:a performance-game for the augmented drum-kit

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    Pathfinder is a performance-game for solo drummer, exploring the synergies between multiple contemporary creative practices. The work navigates between music composition, improvisation, projection/light art and game art. At its heart lies a bespoke electro-acoustic instrument, the augmented drum-kit, used not only to provide the sonic content of the work in real-time, but also as a highly expressive game controller that interacts with an instrument-specific game. The musical instrument offers a much wider range of expressive possibilities, control and tactile feedback in comparison to a traditional general-purpose game controller, and as a result it affords a more diverse and nuanced game play performance. Live electronics, lights, projections and the drum-kit all make up the performance-game’s universe, within which the performer has to explore, adapt, navigate and complete a journey

    Adapting Videogame Interfaces for the Visually Impaired: A Case Study of Audio Game Hub

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    Technology applications including games are generally not designed with the blind or visually impaired in mind. This is an invaluable area of research as it is this population that would benefit the most from accessible technology enabling inclusion and participation in society. “Nobody makes games for us” was a motivator for this research. This paper describes the process of creating a set of audio games for the visually impaired. The principles of audio game design are discussed and based upon these the Audio Game Hub is proposed. Audio Game Hub is currently a set of four audio games that have suitable interfaces for the visually impaired. Audio Game Hub is currently available for download on multiple platforms and has seen popularity with both visually impaired and normal sighted players, which provides an area for future research
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