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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
171

Celestial Dreams

Knudson, Gary 08 1900 (has links)
Celestial Dreams is a three-movement work for chamber ensemble. This piece employs algorithmic processes (coded in BASIC and Pascal) that generate poetic text and convert it to musical pitches. The three movements contain coherent structures that allow for the complete integration of all ensemble members into the texture and for the flexibility to have one ensemble member emerge as the musical foreground. The chamber ensemble includes strings, tape, slides, and a narrator, who recites the poetic text which forms the foundation of the piece.
172

MCABC 0475 an Original Composition

Wilson, Don, 1942- 08 1900 (has links)
MCABC 0475 is the first composition generated by MCABC (Music Composition Aided by Computer), a computer program written in PL/1. Its duration is approximately 14 minutes. Using a North Texas State University computer library program, the full score and parts were drawn by the CALCOMP plotter. The text, which discusses processes and procedures in developing MCABC 0475, as well as indeterminacy, aesthetics of computer composition, and pro gr am user information, was printed by the IBM 1403 line printer using an ALA chain which has both upper and lower case characters.
173

Text manipulation voice with audio or acoustic augmentation /

Suiter, Wendy. January 2007 (has links)
Thesis (M.C.A.-Res.)--University of Wollongong, 2007. / Typescript. Includes 2 computer discs in front pocket of v. 2. Vol. 2 entitled: Creative component. Includes bibliographical references.
174

Fantasia essata : o computador a serviço da música /

Buck, Alex Kantorowicz, 1980- January 2018 (has links)
Orientador(a): Florivaldo Menezes Filho / Banca: Mikhail Malt / Alexandre Lunsqui / Resumo: Durante o período renascentista, Leonardo da Vinci cunhou o termo Fantasia Essata para descrever processos nos quais arte e ciência estivessem integrados, quando dispositivos desenvolvidos pelo conhecimento científico se colocavam a serviço da invenção artística. O objetivo do primeiro capítulo da dissertação é apresentar uma discussão sobre os efeitos produzidos pela inserção dessas máquinas, desenvolvidas especificamente para o fazer musical, sobre o campo da composição. Para isso, parti da escolha de alguns exemplos de máquinas musicais respeitando uma linha cronológica que compreende o período de meados do século XIX, com a invenção dos autômatos de Jaques de Vaucanson, aos dias atuais, com o surgimento do computador e, mais recentemente, da inteligência artificial. No segundo capítulo, trato estritamente do processo de elaboração das duas obras acusmáticas que produzi durante o Mestrado - Jazzex no1 (octofônica) e Fantasia Essata (estéreo) - e apresento uma breve discussão sobre as particularidades do processo composicional acusmático, uma modalidade de composição que estrutura o discurso a partir de sons prontos (sons concretos). No terceiro capítulo, apresento alguns patches produzidos durante o Mestrado nas linguagens de programação SuperCollider e OpenMusic / Abstract: During Renaissance period, Leonardo da Vinci coined the term Fantasia Essata to describe processes in which art and science were integrated; when devices developed by scientific knowledge were used to serve artistic invention. First chapter's main goal is to present a discussion about effects produced by incorporation of these machines, developed specifically for musical making, into compositional field. To accomplish this goal, I arbitrarily chose some examples of those musical machines, respecting a chronological line that covers the mid-nineteenth century, with the invention of Jaques de Vaucanson's automata, to the present day, with the emergence of computer and, more recently, artificial intelligence. In the second chapter, I deal strictly with aspect concerning the elaborating of the two acousmatic works produced during my Master degree - Jazzex nº1 (octophonic) and Fantasia Essata (stereo) - and a brief discussion on the particularities of acousmatic compositional process, a composition modality in which the discourse is constructed from ready-made sounds (concrete sounds). In the third chapter, I present some patches produced during my research in the programming languages SuperCollider and OpenMusic / Mestre
175

Mise en oeuvre de méthodes de résolution du problème inverse dans le cadre de la synthèse sonore par modélisation physique masses-interactions / Implementing inverse problem resolution methods in the context of mass-interaction modeling for sound synthesis

Villeneuve, Jérôme 24 May 2013 (has links)
Un "problème inverse", dans son sens général, consiste en une «inversion» de la relation de cause à effet. Il ne s'agit pas de produire un phénomène «cause» à partir d'un phénomène «effet», mais plutôt de s'essayer à définir un phénomène «cause» dont un effet observé serait la conséquence.Dans le contexte du formalisme de modélisation physique et de simulation CORDIS-ANIMA, et plus particulièrement dans le cadre de l'interface de création sonore et de composition musicale qui le met en œuvre, GENESIS, créés par le laboratoire ACROE-ICA, on identifie une problématique d'une telle nature : étant donné un phénomène sonore, quel modèle physique construire qui permettrait de l'obtenir ? Cette interrogation est fondamentale dans le cadre du processus de création engagé par l'utilisation de tels outils. En effet, pouvoir décrire et concevoir le procédé qui permet d'engendrer un phénomène ou un événement sonore (musical) préalablement définis est une nécessité inhérente à l'acte de création musicale. Réciproquement, disposer des éléments d'analyse et de décomposition de la chaîne de production du phénomène sonore permet d'envisager, par représentation, traitement direct, composition des éléments de cette décomposition, la production de phénomènes très riches, nouveaux, expressifs et présentant une cohérence intime avec les sons naturels sur lesquels l'expérience perceptive et cognitive est construite.Dans l'objectif d'aborder cette problématique, nous avons dû formuler et étudier deux des aspects fondamentaux qui la sous-tendent. Le premier concerne la description même du résultat final, le phénomène sonore. Celle-ci pouvant être de plusieurs natures et souvent difficile en termes objectifs et quantitatifs, notre approche a tout d'abord consisté à réduire le problème aux notions de contenu spectral, ou encore de « structure modale » définis par une approche phénoménologique de type signal. Le second concerne la nature fonctionnelle et paramétrique des modèles construits au sein du paradigme CORDIS-ANIMA. Étant, par essence, une métaphore du contexte instrumental, tout modèle doit alors être conçu comme la mise en interaction d'un couple « instrument/instrumentiste ». De ces spécifications nous avons alors pu définir UN problème inverse, dont la résolution a demandé la mise au point d'outils d'interprétation de données phénoménologiques en données paramétriques. Ce travail de thèse a finalement abouti à la mise en œuvre de ces nouveaux outils au sein même du logiciel de création GENESIS, ainsi que dans l'environnement didactique qui l'accompagne. Les modèles qui en résultent, répondent à des critères de cohérence, de clarté et ont pour première vocation d'être réintégrés au processus de création. Ils ne constituent pas une finalité en eux-mêmes, mais un appui proposé à l'utilisateur pour compléter sa démarche.En conclusion de ce travail, nous détaillons les directions pouvant être suivies à des fins d'extension ou éventuellement de reformulation de cette problématique. / An “Inverse Problem”, usually consists in an inversion of the cause-to-effect relation. It's not about producing a “cause” phenomenon from a given “effect” phenomenon, but rather defining a “cause” phenomenon of which an observed effect would be the consequence. In the context of the CORDIS-ANIMA physical modeling and simulation formalism, and in particular within the GENESIS interface for sound synthesis and musical creation, both built by the ACROE-ICA laboratory, it is possible to identify such a problem: Considering a sound, which physical model could be built to produce it? This interrogation is fundamental if we consider the creative process engaged by the users of such tools. Indeed, being able to describe and to conceive the process which engenders a previously defined phenomenon or sonic (musical) event is an inherent need for the activity of musical creation. Reciprocally, disposing of elements for analyzing and decomposing the sound phenomenon's production chain allows to consider, by means of representation, direct processing, and re-composition, the production of very rich and expressive phenomena that present an intimate coherency with the natural sounds upon which the perceptive and cognitive experience are built.To approach this problem, we formulated and studied two underlying fundamental aspects. The first one covers the very description of the final result, the sound phenomenon. This description can be of different kinds and is often complex regarding objective and quantitative matters, therefore, our approach has consisted first in a reduction of the general problem by considering spectral content, or “modal structure”, defined by a phenomenological signal based approach. The second aspect concerns the functional and parametrical nature of models built with the CORDIS-ANIMA paradigm. Since all models are inherently a metaphor of an instrumental situation, each one must then be conceived as an interactive combination of an “instrument/instrumentist” couple. From these specifications we have defined ONE inverse problem, whose resolution required developing tools to interpret phenomenological data to parametrical data. Finally, this work has led to the implementation of these new tools in within the GENESIS software, as well as in its didactic environment. The resulting models fulfill coherence and clarity criteria and are intended to reintegrate the creative process. They do not constitute an end in themselves, rather a support proposed to the user in order to complete his process.As a conclusion to this work, we detail further directions that could be pursued in order to extend or possibly reformulate the inverse problem.
176

Uma infraestrutura para o design da interação musical com dispositivos móveis cotidianos / An infrastructure for the design of musical interaction with everyday mobile devices

Flores, Luciano Vargas January 2014 (has links)
Esta tese de doutorado tem como base uma pesquisa exploratória que investigou as possibilidades e os elementos envolvidos na utilização de dispositivos móveis de consumo (consumer mobile devices) como ferramentas para atividades musicais. Dispositivos móveis comuns de informação e comunicação – telefones celulares, smartphones e computadores de mão – têm incorporado cada vez mais funcionalidades através do fenômeno da convergência, e tendem a se tornar plataformas de computação móvel genérica. Neste sentido, seu uso na música já vem sendo investigado por outros pesquisadores, tendo sido inclusive proposta uma área própria de pesquisa denominada Mobile Music (música em dispositivos móveis). Entretanto o tema ainda é emergente, justificando a abordagem exploratória adotada aqui. Os trabalhos existentes apresentam soluções específicas, havendo a necessidade de uma proposta de organização de conceitos gerais e de fundamentação para o design de interação nesta área. Do ponto de vista da área de Interação Humano-Computador, um problema central neste contexto é como realizar o design de interação de um sistema para atividades musicais que envolve dispositivos móveis não-específicos, ou seja, que não foram projetados originalmente para tarefas musicais. É o que identificamos neste trabalho como o problema do “reaproveitamento de dispositivos” (device repurposing). A solução envolve não modificar os dispositivos, e sim encontrar maneiras próprias e variadas (alternativas) de manipular dados e informações musicais utilizando os recursos já existentes nos aparelhos. Além disso, o design da interação musical não deve considerar apenas o paradigma instrumental – baseado na interação com instrumentos musicais tradicionais – mas sim incluir no espaço de design outros paradigmas de interação, muitos deles originados e já adotados na área de Computação Musical. Neste trabalho, esses diversos paradigmas ou formas de interação musical são identificados e formalizados como proto-patterns de interação. A coleta e o refinamento dos patterns foi possível por meio de uma metodologia exploratória baseada na experiência de desenvolvimento de vários protótipos musicais móveis, e que incluiu também uma extensa revisão bibliográfica e a análise de sistemas existentes. O resultado deste processo foi organizado na forma de uma infraestrutura composta por conceitos e princípios, patterns de interação e ferramentas para o apoio ao design de sistemas interativos musicais envolvendo dispositivos móveis de consumo. / The present thesis is an exploratory research on the possibilities and on the elements that may be relevant for making use of consumer mobile devices as tools for musical activities. Ordinary mobile information and communication devices – cell phones, smartphones, and PDAs – have been integrating more and more functionalities as a result of the “convergence” phenomenon. Today, these devices also tend to become generic mobile computing platforms. In this sense, their use in musicmaking is already being studied by other researchers, and even a specific research field has been proposed, called Mobile Music. Nevertheless, this topic is still emergent, which is the reason for adopting an exploratory approach in this thesis. Current papers tend to present particular solutions, and thus there is a need for proposals that deal with organizing general concepts, and also with the foundations for interaction design within this new field. From the perspective of Human-Computer Interaction, a basic problem in such context is how to carry out the interaction design of a system for musical activities which involves non-specific mobile devices. That is, these devices were not originally designed for musical tasks. This is what we identify in this work as the “device repurposing” problem. The answer lies not on adapting the device, but on finding unique and multiple (i.e., alternative) ways to manipulate data and musical information by using the features that the devices already provide. Additionally, musical interaction design should not consider just the instrumental paradigm – based on interaction with traditional musical instruments – but should also include other interaction models in the design space, most of which are well-known in the Computer Music domain. In this thesis, those various models or paradigms of musical interaction are identified and formalized as interaction design proto-patterns. Collecting and refining these patterns was made possible through an exploratory methodology, based on the experience of developing several mobile music prototypes, and which also included an extensive literature review and the analysis of existing systems. The product of this research was combined into an infrastructure, composed of concepts and principles, interaction design patterns, and tools, to support the design of interactive musical systems which involve consumer mobile devices.
177

Portfolio of original compositions

Soria Luz, Rosalia January 2016 (has links)
This portfolio of compositions investigates the adaptation of state-space models, frequently used in engineering control theory, to the electroacoustic composition context. These models are mathematical descriptions of physical systems that provide several variables representing the system’s behaviours. The composer adapts a set of state-space models of either abstract, mechanical or electrical systems to a music creation environment. She uses them in eight compositions: five mixed media multi-channel pieces and three mixed media pieces. In the portfolio, the composer investigates multiple ways of meaningfully mapping these system’s behaviours into music parameters. This is done either by exploring and creating timbre in synthetic sound, or by transforming existing sounds. The research also involves the process of incorporating state-space models as a real-time software tool using Max and SuperCollider. As real-time models offer several variables of continuous evolutions, the composer mapped them to different dimensions of sound simultaneously. The composer represented the model’s evolutions with either short/interrupted, long or indefinitely evolving sounds. The evolution implies changes in timbre, length and dynamic range. The composer creates gestures, textures and spaces based on the model’s behaviours. The composer explores how the model’s nature influences the musical language and the integration of these with other music sources such as recordings or musical instruments. As the models represent physical processes, the composer observes that the resulting sounds evolve in organic ways. Moreover, the composer not only sonifies the real-time models, but actually excites them to cause changes. The composer develops a compositional methodology which involves interacting with the models while observing/designing changes in sound. In that sense, the composer regards real-time state-space models as her own instruments to create music. The models are regarded as additional forces and as sound transforming agents in mixed media pieces. In fixed media pieces, the composer additionally exploits their linearity to create space through sound de-correlation.
178

Uma infraestrutura para o design da interação musical com dispositivos móveis cotidianos / An infrastructure for the design of musical interaction with everyday mobile devices

Flores, Luciano Vargas January 2014 (has links)
Esta tese de doutorado tem como base uma pesquisa exploratória que investigou as possibilidades e os elementos envolvidos na utilização de dispositivos móveis de consumo (consumer mobile devices) como ferramentas para atividades musicais. Dispositivos móveis comuns de informação e comunicação – telefones celulares, smartphones e computadores de mão – têm incorporado cada vez mais funcionalidades através do fenômeno da convergência, e tendem a se tornar plataformas de computação móvel genérica. Neste sentido, seu uso na música já vem sendo investigado por outros pesquisadores, tendo sido inclusive proposta uma área própria de pesquisa denominada Mobile Music (música em dispositivos móveis). Entretanto o tema ainda é emergente, justificando a abordagem exploratória adotada aqui. Os trabalhos existentes apresentam soluções específicas, havendo a necessidade de uma proposta de organização de conceitos gerais e de fundamentação para o design de interação nesta área. Do ponto de vista da área de Interação Humano-Computador, um problema central neste contexto é como realizar o design de interação de um sistema para atividades musicais que envolve dispositivos móveis não-específicos, ou seja, que não foram projetados originalmente para tarefas musicais. É o que identificamos neste trabalho como o problema do “reaproveitamento de dispositivos” (device repurposing). A solução envolve não modificar os dispositivos, e sim encontrar maneiras próprias e variadas (alternativas) de manipular dados e informações musicais utilizando os recursos já existentes nos aparelhos. Além disso, o design da interação musical não deve considerar apenas o paradigma instrumental – baseado na interação com instrumentos musicais tradicionais – mas sim incluir no espaço de design outros paradigmas de interação, muitos deles originados e já adotados na área de Computação Musical. Neste trabalho, esses diversos paradigmas ou formas de interação musical são identificados e formalizados como proto-patterns de interação. A coleta e o refinamento dos patterns foi possível por meio de uma metodologia exploratória baseada na experiência de desenvolvimento de vários protótipos musicais móveis, e que incluiu também uma extensa revisão bibliográfica e a análise de sistemas existentes. O resultado deste processo foi organizado na forma de uma infraestrutura composta por conceitos e princípios, patterns de interação e ferramentas para o apoio ao design de sistemas interativos musicais envolvendo dispositivos móveis de consumo. / The present thesis is an exploratory research on the possibilities and on the elements that may be relevant for making use of consumer mobile devices as tools for musical activities. Ordinary mobile information and communication devices – cell phones, smartphones, and PDAs – have been integrating more and more functionalities as a result of the “convergence” phenomenon. Today, these devices also tend to become generic mobile computing platforms. In this sense, their use in musicmaking is already being studied by other researchers, and even a specific research field has been proposed, called Mobile Music. Nevertheless, this topic is still emergent, which is the reason for adopting an exploratory approach in this thesis. Current papers tend to present particular solutions, and thus there is a need for proposals that deal with organizing general concepts, and also with the foundations for interaction design within this new field. From the perspective of Human-Computer Interaction, a basic problem in such context is how to carry out the interaction design of a system for musical activities which involves non-specific mobile devices. That is, these devices were not originally designed for musical tasks. This is what we identify in this work as the “device repurposing” problem. The answer lies not on adapting the device, but on finding unique and multiple (i.e., alternative) ways to manipulate data and musical information by using the features that the devices already provide. Additionally, musical interaction design should not consider just the instrumental paradigm – based on interaction with traditional musical instruments – but should also include other interaction models in the design space, most of which are well-known in the Computer Music domain. In this thesis, those various models or paradigms of musical interaction are identified and formalized as interaction design proto-patterns. Collecting and refining these patterns was made possible through an exploratory methodology, based on the experience of developing several mobile music prototypes, and which also included an extensive literature review and the analysis of existing systems. The product of this research was combined into an infrastructure, composed of concepts and principles, interaction design patterns, and tools, to support the design of interactive musical systems which involve consumer mobile devices.
179

Uma infraestrutura para o design da interação musical com dispositivos móveis cotidianos / An infrastructure for the design of musical interaction with everyday mobile devices

Flores, Luciano Vargas January 2014 (has links)
Esta tese de doutorado tem como base uma pesquisa exploratória que investigou as possibilidades e os elementos envolvidos na utilização de dispositivos móveis de consumo (consumer mobile devices) como ferramentas para atividades musicais. Dispositivos móveis comuns de informação e comunicação – telefones celulares, smartphones e computadores de mão – têm incorporado cada vez mais funcionalidades através do fenômeno da convergência, e tendem a se tornar plataformas de computação móvel genérica. Neste sentido, seu uso na música já vem sendo investigado por outros pesquisadores, tendo sido inclusive proposta uma área própria de pesquisa denominada Mobile Music (música em dispositivos móveis). Entretanto o tema ainda é emergente, justificando a abordagem exploratória adotada aqui. Os trabalhos existentes apresentam soluções específicas, havendo a necessidade de uma proposta de organização de conceitos gerais e de fundamentação para o design de interação nesta área. Do ponto de vista da área de Interação Humano-Computador, um problema central neste contexto é como realizar o design de interação de um sistema para atividades musicais que envolve dispositivos móveis não-específicos, ou seja, que não foram projetados originalmente para tarefas musicais. É o que identificamos neste trabalho como o problema do “reaproveitamento de dispositivos” (device repurposing). A solução envolve não modificar os dispositivos, e sim encontrar maneiras próprias e variadas (alternativas) de manipular dados e informações musicais utilizando os recursos já existentes nos aparelhos. Além disso, o design da interação musical não deve considerar apenas o paradigma instrumental – baseado na interação com instrumentos musicais tradicionais – mas sim incluir no espaço de design outros paradigmas de interação, muitos deles originados e já adotados na área de Computação Musical. Neste trabalho, esses diversos paradigmas ou formas de interação musical são identificados e formalizados como proto-patterns de interação. A coleta e o refinamento dos patterns foi possível por meio de uma metodologia exploratória baseada na experiência de desenvolvimento de vários protótipos musicais móveis, e que incluiu também uma extensa revisão bibliográfica e a análise de sistemas existentes. O resultado deste processo foi organizado na forma de uma infraestrutura composta por conceitos e princípios, patterns de interação e ferramentas para o apoio ao design de sistemas interativos musicais envolvendo dispositivos móveis de consumo. / The present thesis is an exploratory research on the possibilities and on the elements that may be relevant for making use of consumer mobile devices as tools for musical activities. Ordinary mobile information and communication devices – cell phones, smartphones, and PDAs – have been integrating more and more functionalities as a result of the “convergence” phenomenon. Today, these devices also tend to become generic mobile computing platforms. In this sense, their use in musicmaking is already being studied by other researchers, and even a specific research field has been proposed, called Mobile Music. Nevertheless, this topic is still emergent, which is the reason for adopting an exploratory approach in this thesis. Current papers tend to present particular solutions, and thus there is a need for proposals that deal with organizing general concepts, and also with the foundations for interaction design within this new field. From the perspective of Human-Computer Interaction, a basic problem in such context is how to carry out the interaction design of a system for musical activities which involves non-specific mobile devices. That is, these devices were not originally designed for musical tasks. This is what we identify in this work as the “device repurposing” problem. The answer lies not on adapting the device, but on finding unique and multiple (i.e., alternative) ways to manipulate data and musical information by using the features that the devices already provide. Additionally, musical interaction design should not consider just the instrumental paradigm – based on interaction with traditional musical instruments – but should also include other interaction models in the design space, most of which are well-known in the Computer Music domain. In this thesis, those various models or paradigms of musical interaction are identified and formalized as interaction design proto-patterns. Collecting and refining these patterns was made possible through an exploratory methodology, based on the experience of developing several mobile music prototypes, and which also included an extensive literature review and the analysis of existing systems. The product of this research was combined into an infrastructure, composed of concepts and principles, interaction design patterns, and tools, to support the design of interactive musical systems which involve consumer mobile devices.
180

Transcrição automática do baixo em músicas populares com processamento de sinais baseado em predição linear / Automatic transcription of the bass in popular music with signal processing based on linear prediction

Tavares, Tiago Fernandes, 1984- 16 August 2018 (has links)
Orientadores: Amauri Lopes, Jayme Garcia Arnal Barbedo / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Elétrica e de Computação / Made available in DSpace on 2018-08-16T06:17:57Z (GMT). No. of bitstreams: 1 Tavares_TiagoFernandes_M.pdf: 763143 bytes, checksum: cfba6871d2749e15550eaebf61615c90 (MD5) Previous issue date: 2010 / Resumo: Este trabalho aborda o problema da transcrição automática de música aplicado à transcrição do baixo em músicas populares. Conceitos teóricos básicos em música e acústica são apresentados. Um método de transcrição existente na literatura científica é descrito e implementado. Na tentativa de melhorar a resolução das analises realizadas no domínio da freqüência, são utilizadas técnicas de predição linear. Verifica-se que o uso de tais técnicas traz ganhos consideráveis ao desempenho do transcritor automático implementado / Abstract: In this work, the problem of automatic transcription of the bass in popular music is studied. Basic theoretical concepts are presented. An automatic transcription method, obtained in scientific literature, is described and implemented. In order to improve the resolution of necessary frequency domain analysis, linear prediction techniques are used. It is observed that the use of such techniques brings sensible improvements to the accuracy of the implemented transcriptor / Mestrado / Telecomunicações e Telemática / Mestre em Engenharia Elétrica

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