3,104 research outputs found
Mobile-Based Interactive Music for Public Spaces
With the emergence of modern mobile devices equipped with various types of built-in sensors, interactive art has become easily accessible to everyone, musicians and non-musicians alike. These efficient computers are able to analyze human activity, location, gesture, etc., and based on this information dynamically change, or create an artwork in realtime. This thesis presents an interactive mobile system that solely uses the standard embedded sensors available in current typical smart devices such as phones, and tablets to create an audio-only augmented reality for a singled out public space in order to explore the potential for social-musical interaction, without the need for any significant external infrastructure
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Multi-electrode array recording and data analysis methods for molluscan central nervous systems
In this work the use of the central nervous system (CNS) of the aquatic
snail Lymnaea stagnalis on planar multi-electrode arrays (MEAs) was
developed and analysis methods for the data generated were created.
A variety of different combinations of configurations of tissue from the
Lymnaea CNS were explored to determine the signal characteristics
that could be recorded by sixty channel MEAs. In particular, the
suitability of the semi-intact system consisting of the lips, oesophagus,
CNS, and associated nerve connectives was developed for use on
the planar MEA. The recording target area of the dorsal surface of
the buccal ganglia was selected as being the most promising for study
and recordings of its component cells during fictive feeding behaviour
stimulated by sucrose were made. The data produced by this type of
experimentation is very high volume and so its analysis required the
development of a custom set of software tools. The goal of this tool
set is to find the signal from individual neurons in the data streams of
the electrodes of a planar MEA, to estimate their position, and then
to predict their causal connectivity. To produce such an analysis techniques
for noise filtration, neural spike detection, and group detection
of bursts of spikes were created to pre-process electrode data streams.
The Kohonen self-organising map (SOM) algorithm was adapted for
the purpose of separating detected spikes into data streams representing
the spike output of individual cells found in the target system. A
significant addition to SOM algorithm was developed by the concurrent
use of triangulation methods based on current source density
analysis to predict the position of individual cells based on their spike
output on more than one electrode. The likely functional connectivity
of individual neurons identified by the SOM technique were analysed
through the use of a statistical causality method known as Granger
causality/causal connectivity. This technique was used to produce a
map of the likely connectivity between neural sources
The Application of Interactive Music within a Video Game Score: An Analysis of the Development and Use of Interactive Music in Video Games
Craig WestonVideo games have had a short but exciting history. Throughout the years, the musical contribution to video games has progressively improved and become an essential part of the video game experience. Music changed quickly to compensate for hardware limitations and to avoid repetition. With the interactivity in video game music being a new concept, many people disagree about what terms to use when defining video game music and the different techniques. Composers also had to learn to employ a variety of techniques and strategies to achieve interactivity in games and to further immerse the player and create a more believable world. Because of the complexity of interactive music, composers also need to work with game designers to implement an intelligent music system. Overall, the further player immersion into the video game world shows the importance of the integration of interactive music
City Rhythm
Rhythm is fundamental to life. Rhythm can be perceived in the movement of the sun, the moon and the stars. Rhythm makes our hearts tick and defines our breath, in and out. And even the smallest particle in a microbe is part of rhythmic movements. Rhythm in activities is important for culture, for religion, and for sports, schools and hospitals for example. Yet in social situations, social analyses and in social policymaking, rhythm is not considered as a space of analyses or a space of design.
City Rhythm explores the potential of using rhythm analyses in the physical world and related data domain for enhancing social safety in neighbourhoods in the Netherlands. Rhythm in the physical world happens both in space as well as in time. Rhythm in data can connect to location (instead of persons), thus circumventing the issue of privacy. However, because the data addresses specific times and places, nonetheless the data still addresses significant social issues.
Founded in the social sciences, humanities, arts and computer science, the interdisciplinary research team also includes civil servants of six cities in the Netherlands who have engaged throughout the research. With the help of students, nine case studies are carried out.
Building upon methodologies from the social sciences and architecture, it is found that in seven cases rhythm analyses identified new design solution spaces. As a result, a methodology for doing rhythm analyses in the physical world is developed. More theoretical and artistic explorations are carried out. These enable the bridging of experience and insight from rhythm analyses to the data world.
The interdisciplinary research team formulates the basic concept and terminology for the City Rhythm Data Model (CRDM). This consists of beats, base and street rhythms. Beats are defined by the state of specific area at a specific moment in time, As an example of a state, a street might have lots of cars, few cars, or no cars at all. Street rhythms show significant transitions over time for the specific area. The base rhythm of an area is defined by comparison to other areas. These derived rhythms are like a musical meter. In this specific context, individual street rhythms develop. Street rhythms represent a variation around a few specific themes.
The City Rhythm Data Model (CRDM), based on mixtures of hidden Markov models, is built and run with open and linked data from the Central Bureau for Statistics (CBS) of the Netherlands. Areas can be represented using sizes in different datasets. City Rhythm worked with areas of 500 by 500 meters.
The choice of datasets is defined by mapping upon the YUTPA framework which indicates trade-offs for trust. In the validation session of the City Rhythm Data Model it is concluded that the general experience of social safety of specific areas is reflected in CRDM base rhythms. For being able to understand which specific data constitute a beat (or “state”) and for understanding specific street rhythms, further research is necessary. In conclusion to the one year exploratory study, City Rhythm indicates that rhythm analyses, in the physical world as well as in the related data domain, offer a potential new approach for policymaking
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