21 research outputs found

    Interactive Sound Texture Synthesis through Semi-Automatic User Annotations

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    We present a way to make environmental recordings controllable again by the use of continuous annotations of the high-level semantic parameter one wishes to control, e.g. wind strength or crowd excitation level. A partial annotation can be propagated to cover the entire recording via cross-modal analysis between gesture and sound by canonical time warping (CTW). The annotations serve as a descriptor for lookup in corpus-based concatenative synthesis in order to invert the sound/annotation relationship. The workflow has been evaluated by a preliminary subject test and results on canonical correlation analysis (CCA) show high consistency between annotations and a small set of audio descriptors being well correlated with them. An experiment of the propagation of annotations shows the superior performance of CTW over CCA with as little as 20 s of annotated material

    TRANSEUNTIS MUNDI, A NOMADIC ARTISTIC PRACTICE

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    In this practice-led Ph.D. research, I investigate how an artistic practice can respond to the migration phenomena performed by human beings across the planet over millennia ¬– what I refer to as the millennial global human journey. Based on the idea of mobility, I chose to frame this research in the articulation of concepts deriving from the prefix trans: transculture, transhumance and transmediality. This research contributes to studies in art composition by developing the processes and concept of transmedial composition, mainly contributing to the field of New Media Art. This investigation resulted in the work Transeuntis Mundi (TM) Project – a nomadic artistic practice that encompasses: the TM Derive and manual, the TM Archive, the TM VR work Derive 01 and two forms for its notation. Transeuntis mundi (TM), from the Latin language, means the ‘passersby of the world’ and metaphorically personify in this work the millennial migrants and their global journeys. Based on proposals from the Realism art movement and the walking-based methodologies of Walkscapes and DĂ©rive, the TM Derive was created as a nomadic methodology of composition in response to the ideas of migration and ancestry. It is framed by the minimal stories ¬– the form of narrative of this work, captured from field recordings with 3D technology of everyday life worldwide. This material formed the TM Archive, presented in the TM VR work. The TM VR work Transeuntis Mundi Derive 01 is an immersive and interactive performative experience for virtual reality, that artistically brings together stories, sounds, images, people, and places worldwide, ÂŹas a metaphor of the millennial global human migration. This work happens as a VR application using 3D technology with 360Âș image and ambisonic sound, in order to promote an engaged experience through the immersion and interactivity of the participant. This thesis presents and contextualizes these creations: the scope, references, concepts, origin, collaborations, methodology, technologies, and results of this work. It is informed and accompanied by reflexive and critical writing, including an articulation with references of works across different artistic media and fields.UNIRIO Federal University of the State of Rio de Janeir

    A telepresence environment for concurrent life-cycle design and construction

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    Construction projects normally involve transient 'virtual organisations', where a multidisciplinary project team works together on the design and construction of a facility. Many of these participants often work independently while taking decisions that inevitably affect others. The research described in the thesis involved examining the adoption of concurrent engineering (CE) principles by the construction industry as a way to reduce the problems posed by the fragmentation of the industry, and to enhance its competitiveness. An important aspect of concurrent engineering in construction is the need for effective communication of design information between all members of the project team and across all stages of the constructed facility's life-cycle. The thesis describes the development of a communications infrastructure for Concurrent Life-Cycle Design and Construction. [Continues.

    Sonic Interactions in Virtual Environments

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    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Sonic Interactions in Virtual Environments

    Get PDF
    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Investigating conditions for higher order thinking in telematics environments

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    Telematics, or audiographic conferencing, enables synchronous communication via telecommunications. A telephone link and computer communications allow students in distributed classrooms to participate in an extended, or virtual classroom. Telematics is widely used as an instructional medium for the delivery of curricula to students in rural and remote parts of Western Australia. Previous studies of learning meditated by this technology have shown limitations on the forms of interactivity, tasks and learner engagement. Students typically have been found to assume a passive role, often listening to a distant and invisible teacher, but not engaging in cognitively demanding tasks. The tendency for teachers to display didactic forms of teaching has been noted in a number of studies

    Sonic Interactions in Virtual Environments

    Get PDF

    Sonic interactions in virtual environments

    Get PDF
    This book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments
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