12 research outputs found
Sonification as Negotiation - Learning from Translation Studies.
This paper introduces a first comparison between the re-search domains of translation studies and data sonification.This contribution explores the idea of considering the prac-tice of sonification as an hermeneutic motion which entailsthe transfer of information across different media. Sonifi-cation is then envisioned as an adaptation concerned withthe transfer of incoming data into sonic forms. Transla-tion theories are used to reflect on various sonification ap-proaches: three translation perspectives are discussed andcompared to different sonification scenarios. The notionof negotiation is suggested to frame the translation of datainto sound as a process by which the designer mediates be-tween the source data and the target sound
A hybrid keyboard-guitar interface using capacitive touch sensing and physical modeling
This paper was presented at the 9th Sound and Music Computing Conference, Copenhagen, Denmark.This paper presents a hybrid interface based on a touch- sensing keyboard which gives detailed expressive control over a physically-modeled guitar. Physical modeling al- lows realistic guitar synthesis incorporating many expres- sive dimensions commonly employed by guitarists, includ- ing pluck strength and location, plectrum type, hand damp- ing and string bending. Often, when a physical model is used in performance, most control dimensions go unused when the interface fails to provide a way to intuitively con- trol them. Techniques as foundational as strumming lack a natural analog on the MIDI keyboard, and few digital controllers provide the independent control of pitch, vol- ume and timbre that even novice guitarists achieve. Our interface combines gestural aspects of keyboard and guitar playing. Most dimensions of guitar technique are control- lable polyphonically, some of them continuously within each note. Mappings are evaluated in a user study of key- boardists and guitarists, and the results demonstrate its playa- bility by performers of both instruments
From my pen to your ears: automatic production of radio plays from unstructured story text
A radio play is a form of drama which exists in the acoustic domain and is usually consumed over broadcast radio. In this paper a method is proposed that, given a story in the form of unstructured text, produces a radio play that tells this story. First, information about characters, acting lines, and environments is retrieved from the text. The information extracted serves to generate a production script which can be used either by producers of radiodrama, or subsequently used to automatically generate the radio play as an audio file. The system is evaluated in two parts: precision, recall, and f1 scores are computed for the information retrieval part while multistimulus listening tests are used for subjective evaluation of the generated audio
User HRTF Selection for 3D Auditory Mixed Reality
We introduce a novel approach for personalisation of an efficient 3D binaural rendering system designed for mobile, auditory mixed reality use cases. A head-related transfer function (HRTF) ranking method is outlined for users of real-time, interactive sound and music applications. Twenty participants tested the approach and its impact on their capacity to locate a continuous musical sound rendered in varying 3D positions. Analysis of HRTF rankings across three separate sessions reveal encouraging levels of reliability amongst some participants. Patterns of interaction show a significant benefit to horizontal precision that results from the selection process. In contrast, length of system exposure (rather than HRTF preference) demonstrates a significant degree of improvement to aspects of vertical perception and overall speed of response, with no detriment to horizontal accuracy. These findings provide an initial basis from which to consider priorities in the design of audio-only immersive applications and accompanying methods for effective user controlled personalisation
CREPE NOTES: A NEW METHOD FOR SEGMENTING PITCH CONTOURS INTO DISCRETE NOTES
Tracking the fundamental frequency (f0) of a monophonic instrumental performance is effectively a solved problem with several solutions achieving 99% accuracy. However, the related task of automatic music transcription requires a further processing step to segment an f0 contour into discrete notes. This sub-task of note segmentation is necessary to enable a range of applications including musicological analysis and symbolic music generation. Building on CREPE, a state-of-the-art monophonic pitch tracking solution based on a simple neural network, we propose a simple and effective method for post-processing CREPE’s output to achieve monophonic note segmentation. The proposed method demonstrates state-of-the-art results on two challenging datasets of monophonic instrumental music. Our approach also gives a 97% reduction in the total number of parameters used when compared with other deep learning based method
REAL-TIME PHYSICAL MODEL FOR SYNTHESIS OF SWORD SWING SOUNDS
Sword sounds are synthesised by physical models in real- time. A number of compact sound sources are used along the length of the sword which replicate the swoosh sound when swung through the air. Listening tests are carried out which reveal a model with reduced physics is perceived as more authentic. The model is further developed to be controlled by a Wii Controller and successfully extended to include sounds of a baseball bat and golf club
Simulating Piano Performance Mistakes for Music Learning
The development of machine-learning based technologies to support music instrument learning needs large-scale
datasets that capture the different stages of learning in
a manner that is both realistic and computation-friendly.
We are interested in modeling the mistakes of beginnerintermediate piano performances in practice or work-inprogress settings. In the absence of large-scale data representing our target case, our approach is to start by understanding such mistakes from real data and then provide a
methodology for their simulation, thus creating synthetic
data to support the training of performance assessment models. The main goals of this paper are: a) to propose a taxonomy of performance mistakes, specifically apt for simulating or reproducing/recreating them on mistake-free MIDI
performances, and b) to provide a pipeline for creating synthetic datasets based on the former. We incorporate prior
research in related contexts to facilitate the understanding of
common mistake behaviours. Then, we design a hierarchical mistake taxonomy to categorize two real-world datasets
capturing relevant piano performance contexts. Finally,
we discuss our approach with 3 music teachers through a
listening test and subsequent discussions
HMM-based Glissando Detection for Recordings of Chinese Bamboo Flute
Playing techniques such as ornamentations and articulation effects constitute important aspects of music performance. However, their computational analysis is still at an early stage due to a lack of instrument diversity, established methodologies and informative data. Focusing on the Chinese bamboo flute, we introduce a two-stage glissando detection system based on hidden Markov models (HMMs) with Gaussian mixtures. A rule-based segmentation process extracts glissando candidates that are consecutive note changes in the same direction. Glissandi are then identified by two HMMs. The study uses a newly created dataset of Chinese bamboo flute recordings, including both isolated glissandi and real-world pieces. The results, based on both frame- and segment-based evaluation for ascending and descending glissandi respectively, confirm the feasibility of the proposed method for glissando detection. Better detection performance of ascending glissandi over descending ones is obtained due to their more regular patterns. Inaccurate pitch estimation forms a main obstacle for successful fully-automated glissando detection. The dataset and method can be used for performance analysis