464 research outputs found

    Consider the Source: The Value of Source Code to Digital Preservation Strategies

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    One of the major challenges in the digital preservation field is the difficulty of ensuring long-term access to digital objects, especially in cases when the software that was used to create an object is no longer current. Software source code has a human-readable, documentary structure that makes it an overlooked aspect of digital preservation strategies, in addition to a valuable component for the records of modern computing history. The author surveys several approaches to software preservation and finds that, by supporting open source initiatives, digital libraries can improve their ability to preserve access to their collections for future generations

    Physically-based modelling techniques for sound and synthesis

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    Among the many physically-based modelling techniques, various have been designed in computer music for sound synthesis. This text reviews some of the most important

    Physically-based modelling techniques

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    International audiencePhysically-based modelling have developed considerably for the past 20 years in computer graphics, computer music, haptics and virtual realities. As well as a number of signal-based synthesis schemes have been proposed over years, various physically-based techniques have been introduced, each one allowing the design of models for various categories of objects and phenomena

    Mapping and control vs. Instrumental interaction

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    International audienceFor a human-computer interactive system, implementing the paradigms of control/mapping can correspond, in some cases, to fundamental drawbacks. The current item provides an illustration of this observation by examining the typical case of today's mapping-based digital musical instruments

    Physically-based modelling

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    International audienceA model can be said to be physically-based when the modelling and the synthesis of sensible phenomena one want to produce (a sound, a movement, etc) by using signal-based models, is replaced with the modelling and the simulation of its physical origin or cause (the sound structure that produces the sound, the objects that moves, some prominent properties of a real-world object, etc.). Hence, physically-based modelling corresponds with an historical evolution of the categories of models

    Physically-based modelling techniques for multisensory simulation

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    International audienceThe framework of enactive interfaces emphasizes the unicity of human perception, and in parallel the need of a particularly high and thin correlation between the gesture of the user and the various multisensory stimuli generated. One can also try to design a single multisensory physically-based model. In such a case, as a vis-Ă -vis of the unicity of human sensori-motricity, the model is unique and generates all the sensory outputs in response to gesture in one shot. However, only a very few modelling framework qualify for such multisensory simulation. We review below the mass-interaction framework

    Recension : Paola Manni, Marco Biffi Ă©d., Glossario leonardiano. Nomenclatura delle macchine nei codici di Madrid e Atlantico

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    International audienceRecension d’un glossaire de 345 substantifs désignant des machines, des mécanismes et des parties de machines présents dans trois manuscrits de Léonard de Vinci : le codex Atlanticus (Milan, Biblioteca Ambrosiana) et les manuscrits de Madrid (cod. 8937 et cod. 8936, Biblioteca Nacional), qui contiennent les pages les plus techniques de Léonard

    L'environnement GENESIS: créer avec les modèles physiques masse-interaction

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    International audienceLa modélisation physique est reconnue aujourd'hui comme l'un des paradigmes de base pour la synthèse sonore, mais ses possibilités réelles sont pourtant encore peu exploitées. L'environnement GENESIS, outil informatique pour la création musicale à l'aide des modèles physiques " masse-interaction ", permet d'ouvrir ces nouveaux champs de création où la modélisation physique n'apparaît plus seulement comme une technique de synthèse, mais comme un véritable mode de pensée. Nous présentons ici la version 1.5 de cet outil, mis en œuvre et expérimenté depuis plusieurs années dans le cadre de travaux de recherches et de créations. Nous introduisons ses fonctionnalités ainsi que leurs origines conceptuelles et leur ergonomie et nous expliquons les choix que nous avons réalisés dans l'objectif de faire de GENESIS un outil pour la création

    A Goals-Based review of physical Modelling

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    International audiencePhysical modelling (PM) encounters a growing success. Though, in the context of computer music, il covers numerous goals, needs and challenges. The article aims at contributing to their understanding. It provides a bibliographic overview of the various goals that researchers and musicians may pursue. Il introduces a set of features that an ideal PM technique should offer

    Creating music by means of 'physical thinking' : the musician oriented genesis environment

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    International audienceMass-interaction physical modeling scheme is often cited as the traditional physical modeling technique, but surprisingly some of the possibilities for musical creation it allows have not yet been pointed out. GENESIS is a graphical environment based on the CORDIS-ANIMA mass-interaction paradigm and designed for musicians. It was conceived so as to help the user "think physical"; that is, to discover and experiment with new ways of creating music, which is necessary when using physical modeling. The paper introduces version 1.5 of the GENESIS environment. Its major features and ergonomic aspects are exposed - especially model representation, low and h i g h level modeling tools, multisensorial simulation facilities. Examples of composer's works are presented
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