3,843 research outputs found

    miMic: The microphone as a pencil

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    miMic, a sonic analogue of paper and pencil is proposed: An augmented microphone for vocal and gestural sonic sketching. Vocalizations are classified and interpreted as instances of sound models, which the user can play with by vocal and gestural control. The physical device is based on a modified microphone, with embedded inertial sensors and buttons. Sound models can be selected by vocal imitations that are automatically classified, and each model is mapped to vocal and gestural features for real-time control. With miMic, the sound designer can explore a vast sonic space and quickly produce expressive sonic sketches, which may be turned into sound prototypes by further adjustment of model parameters

    Audio convolution by the mean of GPU: CUDA and OpenCL implementations

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    This paper focuses on the use of GPGPU (General-Purpose computing on Graphics Processing Units) for audio processing. This is a promising approach to problems where a high parallelization of tasks is desirable. Within the context of binaural spatialization we will develop a convolution engine having in mind both offline and real-time scenarios, and the support for multiple sound sources. Details on implementations and strategies used with both dominant technologies, namely CUDA and OpenCL, will be presented highlighting both advantages and issues. Comparisons between this approach and typical CPU implementations will be presented as well as between frequency (FFT) and time-domain approaches. Results will show that benefits exist in terms of execution time for a number of situations

    Sonic in(tro)spection by vocal sketching

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    How can the art practice of self-representation be ported to sonic arts? In S’i’ fosse suono, brief sonic self-portraits are arranged in the form of an audiovisual checkerboard. The recorded non-verbal vocal sounds were used as sketches for synthetic renderings, using two seemingly distant sound modeling techniques. Through this piece, the authors elaborate on the ideas of self-portrait, vocal sketching, and sketching in sound design. The artistic exploration gives insights on how vocal utterances may be automatically converted to synthetic sounds, and ultimately how designers may effectively sketch in the domain of sound

    Audio convolution on GPUs: a follow-up

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    This paper focuses on the use of GPGPU (General- Purpose computing on Graphics Processing Units) for audio processing. This is a promising approach to problems where a high parallelization of tasks is desirable. Within the context of binaural spatialization we will develop a convolution engine having in mind both offine and real-time scenarios, and the support for multiple sound sources. Details on implementations and strategies used with both dominant technologies, namely CUDA and OpenCL, will be presented highlighting both advantages and issues. Comparisons between this approach and typical CPU implementations will be presented as well as between frequency (FFT) and time-domain approaches. Results will show that benefits exist in terms of execution time for a number of situations

    Self-organizing the space of vocal imitations

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    The human voice is a powerful instrument for producing sound sketches. The sonic space that can be spanned with the voice is vast and complex and, therefore, it is difïŹcult to organize and explore. In this contribution, we report on our attempts at extracting the principal components from a database of 152 short excerpts of vocal imitations. We describe each excerpt by a set of statistical audio features and by a measure of similarity of the envelope to a small number of prototype envelopes. We apply k-means clustering on a space whose dimensionality has been reduced by singular value decomposition, and discuss how meaningful the resulting clusters are. Eventually, a representative of each cluster, chosen to be close to its centroid, may serve as a landmark for exploring the sound space

    On binaural spatialization and the use of GPGPU for audio processing

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    3D recordings and audio, namely techniques that aim to create the perception of sound sources placed anywhere in 3 dimensional space, are becoming an interesting resource for composers, live performances and augmented reality. This thesis focuses on binaural spatialization techniques. We will tackle the problem from three different perspectives. The first one is related to the implementation of an engine for audio convolution, this is a real implementation problem where we will confront with a number of already available systems trying to achieve better results in terms of performances. General Purpose computing on Graphic Processing Units (GPGPU) is a promising approach to problems where a high parallelization of tasks is desirable. In this thesis the GPGPU approach is applied to both offline and real-time convolution having in mind the spatialization of multiple sound sources which is one of the critical problems in the field. Comparisons between this approach and typical CPU implementations are presented as well as between FFT and time domain approaches. The second aspect is related to the implementation of an augmented reality system having in mind an “off the shelf” system available to most home computers without the need of specialized hardware. A system capable of detecting the position of the listener through a head-tracking system and rendering a 3D audio environment by binaural spatialization is presented. Head tracking is performed through face tracking algorithms that use a standard webcam, and the result is presented over headphones, like in other typical binaural applications. With this system users can choose audio files to play, provide virtual positions for sources in an Euclidean space, and then listen as if they are coming from that position. If users move their head, the signals provided by the system change accordingly in real-time, thus providing the realistic effect of a coherent scene. The last aspect covered by this work is within the field of psychoacoustic, long term research where we are interested in understanding how binaural audio and recordings are perceived and how then auralization systems can be efficiently designed. Considerations with regard to the quality and the realism of such sounds in the context of ASA (Auditory Scene Analysis) are propose

    To “Sketch-a-Scratch”

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    A surface can be harsh and raspy, or smooth and silky, and everything in between. We are used to sense these features with our fingertips as well as with our eyes and ears: the exploration of a surface is a multisensory experience. Tools, too, are often employed in the interaction with surfaces, since they augment our manipulation capabilities. “Sketch-a-Scratch” is a tool for the multisensory exploration and sketching of surface textures. The user’s actions drive a physical sound model of real materials’ response to interactions such as scraping, rubbing or rolling. Moreover, different input signals can be converted into 2D visual surface profiles, thus enabling to experience them visually, aurally and haptically

    Influence of the listening context on the perceived realism of binaural recordings

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    Binaural recordings and audio are becoming an interesting resource for composers, live performances and augmented reality. This paper focuses on the acceptance and the perceived quality by the audience of such spatial recordings. We present the results of a preliminary study of psychoacoustic perception where N=26 listeners had to report on the realism and the quality of different couples of sounds taken from two different rooms with peculiar reverb. Sounds are recorded with a self-made dummy head. The stimuli are grouped into classes with respects to some characteristics highlighted as potentially important for the task. Listening condition is fixed with headphones. Participants are divided into musically trained and naive subjects. Results show that there exists differences between the two groups of participants and that the “semantic relevance” of a sound plays a central role
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