184 research outputs found
Designing sound : procedural audio research based on the book by Andy Farnell
In
procedural
media,
data
normally
acquired
by
measuring
something,
commonly
described
as
sampling,
is
replaced
by
a
set
of
computational
rules
(procedure)
that
defines
the
typical
structure
and/or
behaviour
of
that
thing.
Here,
a
general
approach
to
sound
as
a
definable
process,
rather
than
a
recording,
is
developed.
By
analysis
of
their
physical
and
perceptual
qualities,
natural
objects
or
processes
that
produce
sound
are
modelled
by
digital
Sounding
Objects
for
use
in
arts
and
entertainments.
This
Thesis
discusses
different
aspects
of
Procedural
Audio
introducing
several
new
approaches
and
solutions
to
this
emerging
field
of
Sound
Design.Em
Media
Procedimental,
os
dados
os
dados
normalmente
adquiridos
através
da
medição
de
algo
habitualmente
designado
como
amostragem,
são
substituídos
por
um
conjunto
de
regras
computacionais
(procedimento)
que
definem
a
estrutura
típica,
ou
comportamento,
desse
elemento.
Neste
caso
é
desenvolvida
uma
abordagem
ao
som
definível
como
um
procedimento
em
vez
de
uma
gravação.
Através
da
análise
das
suas
características
físicas
e
perceptuais
,
objetos
naturais
ou
processos
que
produzem
som,
são
modelados
como
objetos
sonoros
digitais
para
utilização
nas
Artes
e
Entretenimento.
Nesta
Tese
são
discutidos
diferentes
aspectos
de
Áudio
Procedimental,
sendo
introduzidas
várias
novas
abordagens
e
soluções
para
o
campo
emergente
do
Design
Sonoro
Advances in integrating autonomy with acoustic communications for intelligent networks of marine robots
Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy at the Massachusetts Institute of Technology and the Woods Hole Oceanographic Institution February 2013Autonomous marine vehicles are increasingly used in clusters for an array of oceanographic
tasks. The effectiveness of this collaboration is often limited by communications:
throughput, latency, and ease of reconfiguration. This thesis argues that improved communication
on intelligent marine robotic agents can be gained from acting on knowledge
gained by improved awareness of the physical acoustic link and higher network layers by
the AUV’s decision making software.
This thesis presents a modular acoustic networking framework, realized through a
C++ library called goby-acomms, to provide collaborating underwater vehicles with an
efficient short-range single-hop network. goby-acomms is comprised of four components
that provide: 1) losslessly compressed encoding of short messages; 2) a set of message
queues that dynamically prioritize messages based both on overall importance and time
sensitivity; 3) Time Division Multiple Access (TDMA) Medium Access Control (MAC) with
automatic discovery; and 4) an abstract acoustic modem driver.
Building on this networking framework, two approaches that use the vehicle’s “intelligence”
to improve communications are presented. The first is a “non-disruptive”
approach which is a novel technique for using state observers in conjunction with an entropy
source encoder to enable highly compressed telemetry of autonomous underwater
vehicle (AUV) position vectors. This system was analyzed on experimental data and implemented
on a fielded vehicle. Using an adaptive probability distribution in combination
with either of two state observer models, greater than 90% compression, relative to
a 32-bit integer baseline, was achieved.
The second approach is “disruptive,” as it changes the vehicle’s course to effect an improvement
in the communications channel. A hybrid data- and model-based autonomous
environmental adaptation framework is presented which allows autonomous underwater
vehicles (AUVs) with acoustic sensors to follow a path which optimizes their ability to
maintain connectivity with an acoustic contact for optimal sensing or communication.I wish to acknowledge the sponsors of this research for their generous support
of my tuition, stipend, and research: the WHOI/MIT Joint Program, the MIT Presidential Fellowship, the Office of Naval Research (ONR) # N00014-08-1-0011, # N00014-08-1-0013, and the ONR PlusNet Program Graduate Fellowship, the Defense Advanced Research Projects Agency (DARPA) (Deep Sea Operations: Applied Physical Sciences (APS) Award # APS 11-15 3352-006, APS 11-15-3352-215 ST 2.6 and 2.7
Recommended from our members
Tumour grading and discrimination based on class assignment and quantitative texture analysis techniques
Medical imaging represents the utilisation of technology in biology for the purpose of noninvasively revealing the internal structure of the organs of the human body. It is a way to improve the quality of the patient's life through a more precise and rapid diagnosis, and with limited side-effects, leading to an effective overall treatment procedure. The main objective of this thesis is to propose novel tumour discrimination techniques that cover both micro and macro-scale textures encountered in computed tomography (CI') and digital microscopy (DM) modalities, respectively. Image texture can provide significant information on the (ab)normality of tissue, and this thesis expands this idea to tumour texture grading and classification. The fractal dimension (FO) as a texture measure was applied to contrast enhanced CT lung tumour images in an aim to improve tumour grading accuracy from conventional CI' modality, and quantitative performance analysis showed an accuracy of 83.30% in distinguishing between advanced (aggressive) and early stage (non-aggressive) malignant tumours. A different approach was adopted for subtype discrimination of brain tumour OM images via a set of statistical and model-based texture analysis algorithms. The combined Gaussian Markov random field and run-length matrix texture measures outperformed all other combinations, achieving an overall class assignment classification accuracy of 92.50%. Also two new histopathological multi resolution approaches based on applying the FO as the best bases selection for discrete wavelet packet transform, and when fused with the Gabor filters' energy output improved the accuracy to 91.25% and 95.00%, respectively. While noise is quite common in all medical imaging modalities, the impact of noise on the applied texture measures was assessed as well. The developed lung and brain texture analysis techniques can improve the physician's ability to detect and analyse pathologies leading for a more reliable diagnosis and treatment of disease
Sonic interactions in virtual environments
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
SpiNNaker - A Spiking Neural Network Architecture
20 years in conception and 15 in construction, the SpiNNaker project has delivered the world’s largest neuromorphic computing platform incorporating over a million ARM mobile phone processors and capable of modelling spiking neural networks of the scale of a mouse brain in biological real time. This machine, hosted at the University of Manchester in the UK, is freely available under the auspices of the EU Flagship Human Brain Project. This book tells the story of the origins of the machine, its development and its deployment, and the immense software development effort that has gone into making it openly available and accessible to researchers and students the world over. It also presents exemplar applications from ‘Talk’, a SpiNNaker-controlled robotic exhibit at the Manchester Art Gallery as part of ‘The Imitation Game’, a set of works commissioned in 2016 in honour of Alan Turing, through to a way to solve hard computing problems using stochastic neural networks. The book concludes with a look to the future, and the SpiNNaker-2 machine which is yet to come
Sonic Interactions in Virtual Environments
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
Amplitude and phase sonar calibration and the use of target phase for enhanced acoustic target characterisation
This thesis investigates the incorporation of target phase into sonar signal processing, for enhanced information in the context of acoustical oceanography. A sonar system phase calibration method, which includes both the amplitude and phase response is proposed. The technique is an extension of the widespread standard-target sonar calibration method, based on the use of metallic spheres as standard targets. Frequency domain data processing is used, with target phase measured as a phase angle difference between two frequency components. This approach minimizes the impact of range uncertainties in the calibration process. Calibration accuracy is examined by comparison to theoretical full-wave modal solutions. The system complex response is obtained for an operating frequency of 50 to 150 kHz, and sources of ambiguity are examined. The calibrated broadband sonar system is then used to study the complex scattering of objects important for the modelling of marine organism echoes, such as elastic spheres, fluid-filled shells, cylinders and prolate spheroids. Underlying echo formation mechanisms and their interaction are explored. Phase-sensitive sonar systems could be important for the acquisition of increased levels of information, crucial for the development of automated species identification. Studies of sonar system phase calibration and complex scattering from fundamental shapes are necessary in order to incorporate this type of fully-coherent processing into scientific acoustic instruments
Planet formation and the early evolution of self-gravitating protoplanetary discs
When a Giant Molecular Cloud (GMC) collapses to form a stellar core,
conservation of angular momentum will lead to the formation of a protoplanetary
disc, with an initial mass potentially of the order of its stellar host. If a massive
disc forms, then the disc’s self-gravity will play a crucial role in the earliest
stages of its evolution; driving its viscous evolution, and potentially leading
to the formation of wide orbit, giant planets and brown dwarfs through disc
fragmentation.
I begin this thesis by placing improved constraints on the conditions required
for disc fragmentation, specifically focusing on how the disc’s environment may
influence its evolution and eventual fate.
Recent results from direct imaging surveys suggest that wide orbit giant planets
and brown dwarfs are found more frequently around higher mass stars. I use
Smoothed Particle Hydrodynamics (SPH) simulations to show that a disc’s
susceptibility to fragmentation is dependent on the mass of its host star. I
demonstrate that discs around higher mass stars may fragment for lower disc-to-star mass ratios, making them favourable sites for the formation of wide orbit,
massive objects, such as those found in direct imaging surveys. Low mass stars
may support high mass discs, in principle providing large reservoirs of material
for core accretion planet formation.
Results from direct imaging surveys also find that stars hosting close in giant
planets or brown dwarfs display an excess of outer binary companions, with
indications that some of these objects may have formed through the gravitational
instability (GI). I use SPH to simulate a suite of self-gravitating discs with a
binary companion, and show that there is a narrow region of parameter space
where intermediate separation companions may trigger fragmentation. Short
separation encounters are destructive, whilst wide orbit companions have little effect. The range of binary separations found to favour the formation of short
period, giant planets is consistent with results from direct imaging surveys.
Although numerical models suggest that GI may dominate a disc’s early
evolution, it is still unclear from observations whether massive, self-gravitating
discs exist in nature. Recent high-resolution infrared imaging of protoplanetary
discs have given rise to unparalleled observations of their substructure, including
rings, gaps and spirals, providing us with crucial insights to the earliest stages of
planet formation.
Observations of the protoplanetary disc surrounding AB Aurigae have revealed
the possible presence of two massive planets in the process of forming. The
young measured age for the system places strict time constraints on the planet’s
formation histories. I use analytic core accretion models to show that their
expected core accretion formation timescales are longer than the system’s current
age. Using SPH and viscous evolution models of self-gravitating discs, I show that
a proto-AB Aurigae disc could have been massive enough to fragment in the past,
with typical fragment masses consistent with the masses of the protoplanets which
have been observed in the disc.
Finally, I use Monte Carlo radiative transfer models to generate observational
predictions of self-gravitating discs using ALMA. I develop an existing 3D semi-analytic model to include a prescription for dust trapping in the disc’s spirals. I
make predictions about the disc properties which may drive spirals that could be
visible to ALMA, in particular focusing on the impact of dust trapping. I also
use these models to analyse 3 discs from the DSHARP survey, and discuss the
plausibility of their observed spirals being the result of GI
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