15 research outputs found

    Spectromorphology and spatiomorphology of sound shapes: Audio-rate AEP and DBAP panning of spectra

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    Explorations of a new mapping strategy for spectral spatial-isation demonstrate a concise and flexible control of both spatiomorphology and spectromorphology. With the crea-tion of customized software by the author for audio-rate histograms, spectral processing function smoothing, spec-tral centroid width modulation, audio-rate distance-based amplitude panning, audio-rate ambisonic equivalent pan-ning, a growing library of audio trajectory functions, and an assortment of spectral transformation functions, this article tries to explain the rationale of this process

    Versioning and Annotation Support for Collaborative Mapping Design

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    International audienceThis paper describes a versioning and annotation system for supporting collaborative, iterative design of mapping layers for digital musical instruments (DMIs). First we describe prior experiences and contexts of working on DMIs that has motivated such features in a tool, describe the current prototype implementation and then discuss future work and features that are intended to improve the capabilities of tools for new musical instrument building as well as general interactive applications that involve the design of mappings with a visual interface

    A framework for the development and evaluation of graphical interpolation for synthesizer parameter mappings

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    This paper presents a framework that supports the development and evaluation of graphical interpolated parameter mapping for the purpose of sound design. These systems present the user with a graphical pane, usually two-dimensional, where synthesizer presets can be located. Moving an interpolation point cursor within the pane will then create new sounds by calculating new parameter values, based on the cursor position and the interpolation model used. The exploratory nature of these systems lends itself to sound design applications, which also have a highly exploratory character. However, populating the interpolation space with “known” preset sounds allows the parameter space to be constrained, reducing the design complexity otherwise associated with synthesizer-based sound design. An analysis of previous graphical interpolators is presented and from this a framework is formalized and tested to show its suitability for the evaluation of such systems. The framework has then been used to compare the functionality of a number of systems that have been previously implemented. This has led to a better understanding of the different sonic outputs that each can produce and highlighted areas for further investigation

    Making Mappings: Examining the Design Process

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    International audienceWe conducted a study which examines mappings from a relatively unexplored perspective: how they are made. Twelve skilled NIME users designed a mapping from a T-Stick to a subtractive synthesizer, and were interviewed about their approach to mapping design. We present a thematic analysis of the interviews, with reference to data recordings captured while the designers worked. Our results suggest that the mapping design process is an iterative process that alternates between two working modes: diffuse exploration and directed experimentation

    ZATLAB : recognizing gestures for artistic performance interaction

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    Most artistic performances rely on human gestures, ultimately resulting in an elaborate interaction between the performer and the audience. Humans, even without any kind of formal analysis background in music, dance or gesture are typically able to extract, almost unconsciously, a great amount of relevant information from a gesture. In fact, a gesture contains so much information, why not use it to further enhance a performance? Gestures and expressive communication are intrinsically connected, and being intimately attached to our own daily existence, both have a central position in our (nowadays) technological society. However, the use of technology to understand gestures is still somehow vaguely explored, it has moved beyond its first steps but the way towards systems fully capable of analyzing gestures is still long and difficult (Volpe, 2005). Probably because, if on one hand, the recognition of gestures is somehow a trivial task for humans, on the other hand, the endeavor of translating gestures to the virtual world, with a digital encoding is a difficult and illdefined task. It is necessary to somehow bridge this gap, stimulating a constructive interaction between gestures and technology, culture and science, performance and communication. Opening thus, new and unexplored frontiers in the design of a novel generation of multimodal interactive systems. This work proposes an interactive, real time, gesture recognition framework called the Zatlab System (ZtS). This framework is flexible and extensible. Thus, it is in permanent evolution, keeping up with the different technologies and algorithms that emerge at a fast pace nowadays. The basis of the proposed approach is to partition a temporal stream of captured movement into perceptually motivated descriptive features and transmit them for further processing in Machine Learning algorithms. The framework described will take the view that perception primarily depends on the previous knowledge or learning. Just like humans do, the framework will have to learn gestures and their main features so that later it can identify them. It is however planned to be flexible enough to allow learning gestures on the fly. This dissertation also presents a qualitative and quantitative experimental validation of the framework. The qualitative analysis provides the results concerning the users acceptability of the framework. The quantitative validation provides the results about the gesture recognizing algorithms. The use of Machine Learning algorithms in these tasks allows the achievement of final results that compare or outperform typical and state-of-the-art systems. In addition, there are also presented two artistic implementations of the framework, thus assessing its usability amongst the artistic performance domain. Although a specific implementation of the proposed framework is presented in this dissertation and made available as open source software, the proposed approach is flexible enough to be used in other case scenarios, paving the way to applications that can benefit not only the performative arts domain, but also, probably in the near future, helping other types of communication, such as the gestural sign language for the hearing impaired.Grande parte das apresentações artísticas são baseadas em gestos humanos, ultimamente resultando numa intricada interação entre o performer e o público. Os seres humanos, mesmo sem qualquer tipo de formação em música, dança ou gesto são capazes de extrair, quase inconscientemente, uma grande quantidade de informações relevantes a partir de um gesto. Na verdade, um gesto contém imensa informação, porque não usá-la para enriquecer ainda mais uma performance? Os gestos e a comunicação expressiva estão intrinsecamente ligados e estando ambos intimamente ligados à nossa própria existência quotidiana, têm uma posicão central nesta sociedade tecnológica actual. No entanto, o uso da tecnologia para entender o gesto está ainda, de alguma forma, vagamente explorado. Existem já alguns desenvolvimentos, mas o objetivo de sistemas totalmente capazes de analisar os gestos ainda está longe (Volpe, 2005). Provavelmente porque, se por um lado, o reconhecimento de gestos é de certo modo uma tarefa trivial para os seres humanos, por outro lado, o esforço de traduzir os gestos para o mundo virtual, com uma codificação digital é uma tarefa difícil e ainda mal definida. É necessário preencher esta lacuna de alguma forma, estimulando uma interação construtiva entre gestos e tecnologia, cultura e ciência, desempenho e comunicação. Abrindo assim, novas e inexploradas fronteiras na concepção de uma nova geração de sistemas interativos multimodais . Este trabalho propõe uma framework interativa de reconhecimento de gestos, em tempo real, chamada Sistema Zatlab (ZtS). Esta framework é flexível e extensível. Assim, está em permanente evolução, mantendo-se a par das diferentes tecnologias e algoritmos que surgem num ritmo acelerado hoje em dia. A abordagem proposta baseia-se em dividir a sequência temporal do movimento humano nas suas características descritivas e transmiti-las para posterior processamento, em algoritmos de Machine Learning. A framework descrita baseia-se no facto de que a percepção depende, principalmente, do conhecimento ou aprendizagem prévia. Assim, tal como os humanos, a framework terá que aprender os gestos e as suas principais características para que depois possa identificá-los. No entanto, esta está prevista para ser flexível o suficiente de forma a permitir a aprendizagem de gestos de forma dinâmica. Esta dissertação apresenta também uma validação experimental qualitativa e quantitativa da framework. A análise qualitativa fornece os resultados referentes à aceitabilidade da framework. A validação quantitativa fornece os resultados sobre os algoritmos de reconhecimento de gestos. O uso de algoritmos de Machine Learning no reconhecimento de gestos, permite a obtençãoc¸ ˜ao de resultados finais que s˜ao comparaveis ou superam outras implementac¸ ˜oes do mesmo g´enero. Al ´em disso, s˜ao tamb´em apresentadas duas implementac¸ ˜oes art´ısticas da framework, avaliando assim a sua usabilidade no dom´ınio da performance art´ıstica. Apesar duma implementac¸ ˜ao espec´ıfica da framework ser apresentada nesta dissertac¸ ˜ao e disponibilizada como software open-source, a abordagem proposta ´e suficientemente flex´ıvel para que esta seja usada noutros cen´ arios. Abrindo assim, o caminho para aplicac¸ ˜oes que poder˜ao beneficiar n˜ao s´o o dom´ınio das artes performativas, mas tamb´em, provavelmente num futuro pr ´oximo, outros tipos de comunicac¸ ˜ao, como por exemplo, a linguagem gestual usada em casos de deficiˆencia auditiva

    Audiovisual particles: parameter mapping as a framework for audiovisual composition

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    This thesis investigates the role of cross-modal correspondence within audiovisual composition, presenting both a conceptual model and a methodological framework for the creation of abstract audiovisual art. While this research is specifically aimed at the field of abstract digital animation it is also intended to act as a platform for the future development of concurrent audiovisual synthesis techniques within the general field of audiovisual art. Referencing literature regarding the psychophysiological bases for audiovisual integration, it is argued that temporal congruence offers a mechanism for the manipulation of cross-modal correspondence within audiovisual media. Further to this, electroacoustic and formalist theory is discussed with specific reference to the interrelationship of medium structures to enable the identification of a conceptual model for audiovisual composition. Referencing theory from the fields of musical instrument design and algorithmic composition, parameter mapping is identified as a mechanism for the modulation of temporal congruence. Its implementation within audiovisual composition is then discussed. Derived from both this and a conceptual parallel between the organisational structures of audio grains and visual particles, the audiovisual particles framework is presented as a methodological basis for the creation of abstract audiovisual art. The presented theory is supported by a series of demonstrative studies exploring both the practical application of the audiovisual particles framework and the role of parameter mapping within the process of audiovisual media generation. Experiential observations are discussed for each to inform future praxis. In addition, two audiovisual compositions are presented as both implementations of developed theory and as artworks in their own right

    Networks of Liveness in Singer-Songwriting: A practice-based enquiry into developing audio-visual interactive systems and creative strategies for composition and performance.

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    This enquiry explores the creation and use of computer-based, real-time interactive audio-visual systems for the composition and performance of popular music by solo artists. Using a practice-based methodology, research questions are identified that relate to the impact of incorporating interactive systems into the songwriting process and the liveness of the performances with them. Four approaches to the creation of interactive systems are identified: creating explorative-generative tools, multiple tools for guitar/vocal pieces, typing systems and audio-visual metaphors. A portfolio of ten pieces that use these approaches was developed for live performance. A model of the songwriting process is presented that incorporates system-building and strategies are identified for reconciling the indeterminate, electronic audio output of the system with composed popular music features and instrumental/vocal output. The four system approaches and ten pieces are compared in terms of four aspects of liveness, derived from current theories. It was found that, in terms of overall liveness, a unity to system design facilitated both technological and aesthetic connections between the composition, the system processes and the audio and visual outputs. However, there was considerable variation between the four system approaches in terms of the different aspects of liveness. The enquiry concludes by identifying strategies for maximising liveness in the different system approaches and discussing the connections between liveness and the songwriting process

    "Can you hear me now?":Automatic assessment of background noise intrusiveness and speech intelligibility in telecommunications

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    This thesis deals with signal-based methods that predict how listeners perceive speech quality in telecommunications. Such tools, called objective quality measures, are of great interest in the telecommunications industry to evaluate how new or deployed systems affect the end-user quality of experience. Two widely used measures, ITU-T Recommendations P.862 âPESQâ and P.863 âPOLQAâ, predict the overall listening quality of a speech signal as it would be rated by an average listener, but do not provide further insight into the composition of that score. This is in contrast to modern telecommunication systems, in which components such as noise reduction or speech coding process speech and non-speech signal parts differently. Therefore, there has been a growing interest for objective measures that assess different quality features of speech signals, allowing for a more nuanced analysis of how these components affect quality. In this context, the present thesis addresses the objective assessment of two quality features: background noise intrusiveness and speech intelligibility. The perception of background noise is investigated with newly collected datasets, including signals that go beyond the traditional telephone bandwidth, as well as Lombard (effortful) speech. We analyze listener scores for noise intrusiveness, and their relation to scores for perceived speech distortion and overall quality. We then propose a novel objective measure of noise intrusiveness that uses a sparse representation of noise as a model of high-level auditory coding. The proposed approach is shown to yield results that highly correlate with listener scores, without requiring training data. With respect to speech intelligibility, we focus on the case where the signal is degraded by strong background noises or very low bit-rate coding. Considering that listeners use prior linguistic knowledge in assessing intelligibility, we propose an objective measure that works at the phoneme level and performs a comparison of phoneme class-conditional probability estimations. The proposed approach is evaluated on a large corpus of recordings from public safety communication systems that use low bit-rate coding, and further extended to the assessment of synthetic speech, showing its applicability to a large range of distortion types. The effectiveness of both measures is evaluated with standardized performance metrics, using corpora that follow established recommendations for subjective listening tests

    1999 Flight Mechanics Symposium

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    This conference publication includes papers and abstracts presented at the Flight Mechanics Symposium held on May 18-20, 1999. Sponsored by the Guidance, Navigation and Control Center of Goddard Space Flight Center, this symposium featured technical papers on a wide range of issues related to orbit-attitude prediction, determination, and control; attitude sensor calibration; attitude determination error analysis; attitude dynamics; and orbit decay and maneuver strategy. Government, industry, and the academic community participated in the preparation and presentation of these papers
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