3,342 research outputs found

    Comparison of input devices in an ISEE direct timbre manipulation task

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    The representation and manipulation of sound within multimedia systems is an important and currently under-researched area. The paper gives an overview of the authors' work on the direct manipulation of audio information, and describes a solution based upon the navigation of four-dimensional scaled timbre spaces. Three hardware input devices were experimentally evaluated for use in a timbre space navigation task: the Apple Standard Mouse, Gravis Advanced Mousestick II joystick (absolute and relative) and the Nintendo Power Glove. Results show that the usability of these devices significantly affected the efficacy of the system, and that conventional low-cost, low-dimensional devices provided better performance than the low-cost, multidimensional dataglove

    Bowing virtual strings with realistic haptic feedback

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    We present a music interface implementing a bowed string. The bow is realised using a commercially available haptic device, consisting of a stylus attached to a robotic arm. While playing the virtual strings with the stylus reproducing the bow, users feel both the elastic force from the strings and the friction resulting from the interaction with their surfaces. The audio-haptic feedback is obtained by a physical model: four stiff strings are simulated using a finite difference time domain method, modelled as 1-Delements in the virtual 3-D space. The bow is simply modelled as a rigid cylinder that can move free in this space, and interact with the strings. Finally, the frictional interaction between such elements is modelled by a nonlinear friction model capable of reproducing the characteristic stick-slip phenomenon observed during string bowing. Moreover, the model can be dynamically controlled in one parameter so as to become more sticky or slippery. By turning on and off the frictional feedback, users can appreciate the significance of this interaction. A real-time visualisation of the bowed strings complements the audio-haptic displa

    A Modular Percussion Synthesis Environment

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    Re-Sonification of Objects, Events, and Environments

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    abstract: Digital sound synthesis allows the creation of a great variety of sounds. Focusing on interesting or ecologically valid sounds for music, simulation, aesthetics, or other purposes limits the otherwise vast digital audio palette. Tools for creating such sounds vary from arbitrary methods of altering recordings to precise simulations of vibrating objects. In this work, methods of sound synthesis by re-sonification are considered. Re-sonification, herein, refers to the general process of analyzing, possibly transforming, and resynthesizing or reusing recorded sounds in meaningful ways, to convey information. Applied to soundscapes, re-sonification is presented as a means of conveying activity within an environment. Applied to the sounds of objects, this work examines modeling the perception of objects as well as their physical properties and the ability to simulate interactive events with such objects. To create soundscapes to re-sonify geographic environments, a method of automated soundscape design is presented. Using recorded sounds that are classified based on acoustic, social, semantic, and geographic information, this method produces stochastically generated soundscapes to re-sonify selected geographic areas. Drawing on prior knowledge, local sounds and those deemed similar comprise a locale's soundscape. In the context of re-sonifying events, this work examines processes for modeling and estimating the excitations of sounding objects. These include plucking, striking, rubbing, and any interaction that imparts energy into a system, affecting the resultant sound. A method of estimating a linear system's input, constrained to a signal-subspace, is presented and applied toward improving the estimation of percussive excitations for re-sonification. To work toward robust recording-based modeling and re-sonification of objects, new implementations of banded waveguide (BWG) models are proposed for object modeling and sound synthesis. Previous implementations of BWGs use arbitrary model parameters and may produce a range of simulations that do not match digital waveguide or modal models of the same design. Subject to linear excitations, some models proposed here behave identically to other equivalently designed physical models. Under nonlinear interactions, such as bowing, many of the proposed implementations exhibit improvements in the attack characteristics of synthesized sounds.Dissertation/ThesisPh.D. Electrical Engineering 201

    Regular expressions as violin bowing patterns

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    String players spend a significant amount of practice time creating and learning bowings. These may be indicated in the music using up-bow and down-bow symbols, but those traditional notations do not capture the complex bowing patterns that are latent within the music. Regular expressions, a mathematical notation for a simple class of formal languages, can describe precisely the bowing patterns that commonly arise in string music. A software tool based on regular expressions enables performers to search for passages that can be handled with similar bowings, and to edit them consistently. A computer-based music editor incorporating bowing patterns has been implemented, using Lilypond to typeset the music. Our approach has been evaluated by using the editor to study ten movements from six violin sonatas by W. A. Mozart. Our experience shows that the editor is successful at finding passages and inserting bowings; that relatively complex patterns occur a number of times; and that the bowings can be inserted automatically and consistently

    On the Equivalence of the Digital Waveguide and Finite Difference Time Domain Schemes

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    It is known that the digital waveguide (DW) method for solving the wave equation numerically on a grid can be manipulated into the form of the standard finite-difference time-domain (FDTD) method (also known as the ``leapfrog'' recursion). This paper derives a simple rule for going in the other direction, that is, converting the state variables of the FDTD recursion to corresponding wave variables in a DW simulation. Since boundary conditions and initial values are more intuitively transparent in the DW formulation, the simple means of converting back and forth can be useful in initializing and constructing boundaries for FDTD simulations.Comment: v1: 6 pages; v2: 7 pages, generally more polished, more examples, expanded discussion; v3: 15 pages, added state space formulation, analysis of inputs and boundary conditions, translation of passive boundary conditions; v4: various typos fixe

    Bridging the divide : embedding voice-leading analysis in string pedagogy and performance.

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    Experience as a music lecturer in higher/further education and as an instrumental teacher suggests that instrumental pedagogy – focused on strings – and music analysis could usefully be brought closer together to enhance performance. The benefits of linkage include stimulating intellectual enquiry and creative interpretation, as well as honing improvisatory skills; voice-leading analysis, particularly, may even aid technical issues of pitching, fingering, shifting and bowing. This article details an experimental curriculum, entitled ‘Voice-leading for Strings’, which combines voice-leading principles with approaches to string teaching developed from Nelson, Rolland and Suzuki, supplemented by Kodály's hand-signs. Findings from informal trials at Lancaster University (1995–7), which also adapted material for other melody instruments and keyboard, strongly support this perceived symbiotic relationship
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