1,472 research outputs found

    Musical instrument mapping design with Echo State Networks

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    Echo State Networks (ESNs), a form of recurrent neural network developed in the field of Reservoir Computing, show significant potential for use as a tool in the design of mappings for digital musical instruments. They have, however, seldom been used in this area, so this paper explores their possible applications. This project contributes a new open source library, which was developed to allow ESNs to run in the Pure Data dataflow environment. Several use cases were explored, focusing on addressing current issues in mapping research. ESNs were found to work successfully in scenarios of pattern classification, multiparametric control, explorative mapping and the design of nonlinearities and uncontrol. 'Un-trained' behaviours are proposed, as augmentations to the conventional reservoir system that allow the player to introduce potentially interesting non-linearities and uncontrol into the reservoir. Interactive evolution style controls are proposed as strategies to help design these behaviours, which are otherwise dependent on arbitrary values and coarse global controls. A study on sound classification showed that ESNs could reliably differentiate between two drum sounds, and also generalise to other similar input. Following evaluation of the use cases, heuristics are proposed to aid the use of ESNs in computer music scenarios

    Sensing and mapping for interactive performance

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    This paper describes a trans-domain mapping (TDM) framework for translating meaningful activities from one creative domain onto another. The multi-disciplinary framework is designed to facilitate an intuitive and non-intrusive interactive multimedia performance interface that offers the users or performers real-time control of multimedia events using their physical movements. It is intended to be a highly dynamic real-time performance tool, sensing and tracking activities and changes, in order to provide interactive multimedia performances. From a straightforward definition of the TDM framework, this paper reports several implementations and multi-disciplinary collaborative projects using the proposed framework, including a motion and colour-sensitive system, a sensor-based system for triggering musical events, and a distributed multimedia server for audio mapping of a real-time face tracker, and discusses different aspects of mapping strategies in their context. Plausible future directions, developments and exploration with the proposed framework, including stage augmenta tion, virtual and augmented reality, which involve sensing and mapping of physical and non-physical changes onto multimedia control events, are discussed

    Computers in Support of Musical Expression

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    Developing a flexible and expressive realtime polyphonic wave terrain synthesis instrument based on a visual and multidimensional methodology

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    The Jitter extended library for Max/MSP is distributed with a gamut of tools for the generation, processing, storage, and visual display of multidimensional data structures. With additional support for a wide range of media types, and the interaction between these mediums, the environment presents a perfect working ground for Wave Terrain Synthesis. This research details the practical development of a realtime Wave Terrain Synthesis instrument within the Max/MSP programming environment utilizing the Jitter extended library. Various graphical processing routines are explored in relation to their potential use for Wave Terrain Synthesis

    Timbral Learning for Musical Robots

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    abstract: The tradition of building musical robots and automata is thousands of years old. Despite this rich history, even today musical robots do not play with as much nuance and subtlety as human musicians. In particular, most instruments allow the player to manipulate timbre while playing; if a violinist is told to sustain an E, they will select which string to play it on, how much bow pressure and velocity to use, whether to use the entire bow or only the portion near the tip or the frog, how close to the bridge or fingerboard to contact the string, whether or not to use a mute, and so forth. Each one of these choices affects the resulting timbre, and navigating this timbre space is part of the art of playing the instrument. Nonetheless, this type of timbral nuance has been largely ignored in the design of musical robots. Therefore, this dissertation introduces a suite of techniques that deal with timbral nuance in musical robots. Chapter 1 provides the motivating ideas and introduces Kiki, a robot designed by the author to explore timbral nuance. Chapter 2 provides a long history of musical robots, establishing the under-researched nature of timbral nuance. Chapter 3 is a comprehensive treatment of dynamic timbre production in percussion robots and, using Kiki as a case-study, provides a variety of techniques for designing striking mechanisms that produce a range of timbres similar to those produced by human players. Chapter 4 introduces a machine-learning algorithm for recognizing timbres, so that a robot can transcribe timbres played by a human during live performance. Chapter 5 introduces a technique that allows a robot to learn how to produce isolated instances of particular timbres by listening to a human play an examples of those timbres. The 6th and final chapter introduces a method that allows a robot to learn the musical context of different timbres; this is done in realtime during interactive improvisation between a human and robot, wherein the robot builds a statistical model of which timbres the human plays in which contexts, and uses this to inform its own playing.Dissertation/ThesisDoctoral Dissertation Media Arts and Sciences 201

    Proceedings of the Linux Audio Conference 2018

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    These proceedings contain all papers presented at the Linux Audio Conference 2018. The conference took place at c-base, Berlin, from June 7th - 10th, 2018 and was organized in cooperation with the Electronic Music Studio at TU Berlin

    ApProgXimate Audio: a distributed interactive experiment in sound art and live coding

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    ApProgXimate Audio is a browser-based sound art experiment, a distributed and participatory piece where code and livecoding are fundamental to the participants’ experience. The piece is based on a coding technique called Approximate Programming. It allows participants to explore complex sound synthesis algorithms through relatively simple techniques, by writing and editing code and through screen-based mouse interaction. It foregrounds code as the primary medium of engagement. This article explains the technical background behind the piece, and then explores the design philosophy through three themes that emerged during its creation: accessibility and paths to engagement in work based on live coding, the blurred boundaries between tools, instruments and artworks, and finally issues surround the web-browser as a venue for creative wor

    Music Representing Corpus Virtual: An Open Sourced Library for Explorative Music Generation, Sound Design, and Instrument Creation with Artificial Intelligence and Machine Learning

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    Music Representing Corpus Virtual (MRCV) is an open source software suite designed to explore the capabilities of Artificial Intelligence (AI) and Machine Learning (ML) in Music Generation, Sound Design, and Virtual Instrument Creation (MGSDIC). The software is accessible to users of varying levels of experience, with an emphasis on providing an explorative approach to MGSDIC. The main aim of MRCV is to facilitate creativity, allowing users to customize input datasets for training the neural networks, and offering a range of options for each neural network (thoroughly documented in the Github Wiki). The software suite is designed to be accessible to musicians, audio professionals, sound designers, and composers, regardless of their prior experience in AI or ML. The documentation is prepared in such a way as to abstract technical details, thereby making it easy to understand. The software is open source, meaning users can contribute to its development, and the community can collectively benefit from the insights and experience of other users.Comment: 16 page
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