184 research outputs found

    Designing sound : procedural audio research based on the book by Andy Farnell

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    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

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    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

    Sonic interactions in virtual environments

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    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

    Sonic Interactions in Virtual Environments

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    SpiNNaker - A Spiking Neural Network Architecture

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    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

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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

    Amplitude and phase sonar calibration and the use of target phase for enhanced acoustic target characterisation

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    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

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    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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