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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.
201

Fantasia essata: o computador a serviço da música / Fantasia essata: computer as a musical device

Buck, Alex Kantorowicz [UNESP] 17 September 2018 (has links)
Submitted by ALEX KANTOROWICZ BUCK (alexbuck16@gmail.com) on 2018-11-09T10:59:50Z No. of bitstreams: 1 dissertacao_ALEXBUCK_FloMenezes.pdf: 17127016 bytes, checksum: 650f5b37fc496787da1c11fd2a06cc4d (MD5) / Rejected by Laura Mariane de Andrade null (laura.andrade@ia.unesp.br), reason: Solicitamos que realize uma nova submissão seguindo as orientações abaixo: - os itens “capa” e “folha de rosto” nos itens pré-textuais são obrigatórios segundo as normas da ABNT, portanto devem constar no arquivo anexo. Caso seja necessário, consulte o modelo em: http://www.ia.unesp.br/Home/Biblioteca/orientacoes-para-a-normalizacao-de-trabalhos-academicos_iaunesp_26_03.pdf Caso haja dúvidas, consulte a biblioteca. Agradecemos a compreensão. on 2018-11-09T16:15:48Z (GMT) / Submitted by ALEX KANTOROWICZ BUCK (alexbuck16@gmail.com) on 2018-11-09T18:51:18Z No. of bitstreams: 1 dissertacao_ALEXBUCK_VFcorrigida.pdf: 17311327 bytes, checksum: dba48ccfa3746f5de4394a82e1e9f33c (MD5) / Approved for entry into archive by Laura Mariane de Andrade null (laura.andrade@ia.unesp.br) on 2018-11-09T23:25:39Z (GMT) No. of bitstreams: 1 buck_ak_me_ia.pdf: 17280007 bytes, checksum: be673561d77174ea5cddd7887280050c (MD5) / Made available in DSpace on 2018-11-09T23:25:39Z (GMT). No. of bitstreams: 1 buck_ak_me_ia.pdf: 17280007 bytes, checksum: be673561d77174ea5cddd7887280050c (MD5) Previous issue date: 2018-09-17 / 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. / 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.
202

Analyse des musiques d'informatique, vers une intégration de l'artefact : propositions théoriques et application sur Jupiter (1987) de Philippe Manoury / Computer music & musical analysis : through an integration of computer artefact. Theoretically propositions and application on Jupiter (1987) by Philippe Manoury

Larrieu, Maxence 12 January 2018 (has links)
Cette thèse questionne l'analyse des musiques d'informatique. Ces musiques sont particulières dans la mesure où elles existent avec un medium tout à fait singulier, un medium numérique, que nous désignons tout au long de nos travaux par artefact. Notre réflexion part du constat que les moyens d’appréhension de ces artefacts sont nouveaux pour la théorie de l’analyse musicale. Nous posons alors en liminaire de nos travaux la question suivante : «  comment analyser ces musiques à partir de leur artefact ? ». Notre thèse est une réponse à cette question en utilisant une pièce pionnière des années 1980, Jupiter, de Philippe Manoury, pour flûte et électronique, composée à l’Ircam avec Miller Puckette. Notre réponse se fait en trois temps. Dans un premier nous éclairons les artefacts en relevant cinq points de singularité qui leur sont propres et nous mettons en évidence un système clé dans l’étude des artefacts, le système Homme-Artefact-Son. Dans un deuxième temps nous apportons des réponses théoriques à la question. Nous montrons que les artefacts sont difficiles à saisir dans la mesure où ils se structurent en différents niveaux d’abstraction. Toute saisie doit alors se faire au sein d’un processus hautement dynamique, où des significations computationnelles, sonores et musicales se recouvrent autant que nécessaire. Un cadre conceptuel est ensuite proposé pour guider la description des artefacts. Enfin le dernier temps de notre thèse est dédié à l’analyse de Jupiter. Nous mettons en pratique les éléments de réponses que nous avons avancés. L’artefact de la pièce est entièrement démantelé et ensuite une analyse est effectuée, section par section, en confrontant l’écoute et la connaissance que nous avons acquise de l’artefact. / This thesis question the musical analysis of computer music works. These works are particular insofar as they exist with a wholly singular medium, a digital medium, which we name artifact. Our reflection starts from the ascertainment that the means needed to understand the artifact are new for the theory of musical analysis. Thereby our work begins with the following question : « how does computer music works can be analyzed with the help of their artifact ? ». Our thesis intends to answer to this question through a pioneer work from the 1980s, Jupiter, composed by Philippe Manoury at Ircam with Miller Puckette. Our answer is built in three parts. At first, we enlighten artifact by defining five points of singularity which characterize them. In the same line we identify a key system in the study of artifact, the Man Artifact Sound system. The second part is dedicated to our answer. One of the main difficulties in studying artifact is that they are structured in different levels of abstraction, and each one has its own structure. Consequently, the understanding of artifact had to be done inside a highly dynamic process, where the computational, sound and musical significations overlap as much as necessary. A conceptual framework is then suggested by which artifacts can be described, taking into account the different levels of abstraction. In the last part we put into practice those last propositions in analyzing Jupiter. His artifact is entirely dismantled and then an analysis is carried out, section by section, in confronting the listening and the knowledge we get from the artifact.
203

Levantamento, representação e análise computacional de hipóteses sobre combinações de frases percussivas

DIAS, Luca Bezerra 31 August 2015 (has links)
Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2016-07-12T11:59:57Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Luca Bezerra Dias - Dissertação de Mestrado (versão final) - Capas Oficiais e Normas ABNT [Digital].pdf: 5112956 bytes, checksum: 8c627192221d904c973b582471a171dc (MD5) / Made available in DSpace on 2016-07-12T11:59:57Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Luca Bezerra Dias - Dissertação de Mestrado (versão final) - Capas Oficiais e Normas ABNT [Digital].pdf: 5112956 bytes, checksum: 8c627192221d904c973b582471a171dc (MD5) Previous issue date: 2015-08-31 / FACEPE / Os avanços na área de computação musical ao longo dos anos trouxeram no-vas possibilidades e também novas perguntas. A área de geração automática de con-teúdo musical ganhou bastante interesse (BILES, 1994); (SAMPAIO, TEDESCO e RAMALHO, 2005); (GIFFORD, 2013), e com ela, surgiram questões mais profundas sobre o conteúdo gerado por estes sistemas. Qual a aplicabilidade de tais sistemas? Como trabalhar com conceitos como melodia e harmonia? É possível gerar música que não seja apenas um combinado aleatório de notas ou excertos musicais? Reduzindo o escopo da discussão para sistemas geradores de composições percussivas, um elemento essencial fica em evidência: o ritmo. Qual o impacto de um ritmo destoante dentro de uma música? É possível gerar ritmos neutros, que se en-caixem em qualquer composição? Como gerar automaticamente um bom ritmo? Para responder a essas questões, é necessário antes chegar à resposta de uma pergunta mais fundamental: como saber se um ritmo A combina com um ritmo B? A literatura (inclusive musical) sobre esse assunto é escassa e, na sua maioria, subjetiva, pessoal e sem bases empíricas. Em geral, o caminho tomado pelos traba-lhos costuma se basear no que pode ser feito algoritmicamente, para depois encaixar os resultados dentro do conceito de ritmo, tornando os resultados questionáveis. Diante disso, resolvemos seguir o caminho inverso, partindo de teorias e con-ceitos para só depois chegarmos ao algoritmo. Para tal, pedimos que músicos e estu-diosos apresentassem definições de ritmo e suas características fundamentais, a par-tir das quais construímos hipóteses para responder à pergunta deste trabalho. Isto demandou buscar junto aos músicos possíveis hipóteses, encontrar uma forma de representá-las computacionalmente, levantar exemplos concretos (dados) musicais e decidir como representa-los computacionalmente, planejar experimentos que pudes-sem confrontar hipóteses e dados, para, enfim, tirar conclusões com respeito à per-gunta de pesquisa. Neste trabalho, que se insere na linha do uso de computadores como ferramenta de auxílio ao musicólogo, narramos este processo de investigação, elencando as dificuldades, justificando as escolhas, apresentando os resultados obti-dos e discutindo as lições aprendidas. / The advances in the computer music field throughout the years have brought new possibilities, and also new questions. The automatic generation of music content field has aroused a lot of interest (BILES, 1994); (SAMPAIO, TEDESCO e RAMALHO, 2005); (GIFFORD, 2013), and, with it, many deeper questions about the content gen-erated by these systems were brought into attention. What is the point of such sys-tems? How some concepts such as melody and harmony can be dealt with? Is it pos-sible to generate music that is not just a random sequence of notes or musical ex-cerpts? Narrowing the scope to percussive compositions generative systems, an essen-tial element stands out: the rhythm. What is the impact of a dissonant rhythm within a song? Is it possible to generate neutral rhythms, which could fit into any composition? How to generate a good rhythm? To answer these questions, first of all it is necessary to find the answer to a more fundamental question: how to tell if rhythm A matches rhythm B? The academic literature (including the musical one) on this subject is scarce, and mostly subjective, relying on personal opinions and without empirical basis. In general, the path chosen on the studies is based on what can be done algorithmically, to only then fit the results within the concept of rhythm, making the results unreliable. Therefore, we have decided to take the opposite way, starting from theories and concepts, to only then think about the algorithm. In order to do so, we have asked musicians and researchers to provide us with definitions for rhythm and its most fun-damental characteristics, from which we have built the hypotheses to answer this re-search’s main question. To achieve this, we had to ask musicians for possible hypoth-esis, find a way of representing them computationally, find concrete musical examples (data) and decide how to represent this data computationally, plan experiments that could compare hypothesis against data to, finally, get to conclusions about this re-search’s main question. In this work, which is highly linked with using computers as an auxiliary tool for the musicologist, we describe this investigation process, revealing the difficulties, justifying the choices made, presenting the results obtained and discussing the lessons learned.
204

Controle de síntese sonora por analogia acústica e semântica aplicando computação bio-inspirada / Control of sound synthesis by acoustic and semantic analogy using bio-inspired computing

Costa, César Rennó 17 August 2018 (has links)
Orientadores: Fernando José Von Zuben, Jônatas Manzolli / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Elétrica e de Computação / Made available in DSpace on 2018-08-17T09:26:02Z (GMT). No. of bitstreams: 1 Costa_CesarRenno_M.pdf: 8817422 bytes, checksum: f05c86a8d8717568f1afd9da373b6a55 (MD5) Previous issue date: 2007 / Resumo: Este trabalho sugere novos paradigmas de controle de mecanismos de síntese sonora. Utilizando conceitos das ciências cognitivas, o processo gerativo é modelado como um sistema de conversões entre representações, da atuação subjetiva do usuário, passando pela descritiva e culminando no material sonoro. A partir do estudo da analogia descritiva, engendra-se a analogia acústica, representação por amostras sonoras, e a analogia semântica, representação por linguagem. Aplicadas à arquitetura modelada, essas analogias permitem que o processo de síntese sonora tenha um caráter mais intuitivo. São apresentadas duas implementações práticas, sendo que técnicas de computação bio-inspirada fornecem o maquinário computacional para a realização do mapeamento entre representações e controle do processo de síntese / Abstract: This work suggests novel control paradigms of sound synthesis mechanisms. Applying cognitive science concepts, the generative process is modeled as a system of conversions throughout representations: from user's insight, through descriptive, to the sound material. From descriptive analogy studies, the acoustic analogy (representation through sound) and the semantic analogy (representation through language) are engendered. Applied to the modeled architecture, these analogies allow the synthesis process to have a more intuitive nature. Two practical implementations are presented. Bio-inspired computing provides the computational machinery used to map different representations and to control the synthesis process / Mestrado / Mestre em Engenharia Elétrica
205

"Processamento distribuído de áudio em tempo real" / "Distributed Real-Time Audio Processing"

Nelson Posse Lago 04 June 2004 (has links)
Sistemas computadorizados para o processamento de multimídia em tempo real demandam alta capacidade de processamento. Problemas que exigem grandes capacidades de processamento são comumente abordados através do uso de sistemas paralelos ou distribuídos; no entanto, a conjunção das dificuldades inerentes tanto aos sistemas de tempo real quanto aos sistemas paralelos e distribuídos tem levado o desenvolvimento com vistas ao processamento de multimídia em tempo real por sistemas computacionais de uso geral a ser baseado em equipamentos centralizados e monoprocessados. Em diversos sistemas para multimídia há a necessidade de baixa latência durante a interação com o usuário, o que reforça ainda mais essa tendência para o processamento em um único nó. Neste trabalho, implementamos um mecanismo para o processamento síncrono e distribuído de áudio com características de baixa latência em uma rede local, permitindo o uso de um sistema distribuído de baixo custo para esse processamento. O objetivo primário é viabilizar o uso de sistemas computacionais distribuídos para a gravação e edição de material musical em estúdios domésticos ou de pequeno porte, contornando a necessidade de hardware dedicado de alto custo. O sistema implementado consiste em duas partes: uma, genérica, implementada sob a forma de um middleware para o processamento síncrono e distribuído de mídias contínuas com baixa latência; outra, específica, baseada na primeira, voltada para o processamento de áudio e compatível com aplicações legadas através da interface padronizada LADSPA. É de se esperar que pesquisas e aplicações futuras em que necessidades semelhantes se apresentem possam utilizar o middleware aqui descrito para outros tipos de processamento de áudio bem como para o processamento de outras mídias, como vídeo. / Computer systems for real-time multimedia processing require high processing power. Problems that depend on high processing power are usually solved by using parallel or distributed computing techniques; however, the combination of the difficulties of both real-time and parallel programming has led the development of applications for real-time multimedia processing for general purpose computer systems to be based on centralized and single-processor systems. In several systems for multimedia processing, there is a need for low latency during the interaction with the user, which reinforces the tendency towards single-processor development. In this work, we implemented a mechanism for synchronous and distributed audio processing with low latency on a local area network which makes the use of a low cost distributed system for this kind of processing possible. The main goal is to allow the use of distributed systems for recording and editing of musical material in home and small studios, bypassing the need for high-cost equipment. The system we implemented is made of two parts: the first, generic, implemented as a middleware for synchronous and distributed processing of continuous media with low latency; and the second, based on the first, geared towards audio processing and compatible with legacy applications based on the standard LADSPA interface. We expect that future research and applications that share the needs of the system developed here make use of the middleware we developed, both for other kinds of audio processing as well as for the processing of other media forms, such as video.
206

Opérateurs convolutionnels dans le plan temps-fréquence / Convolutional operators in the time-frequency domain

Lostanlen, Vincent 02 February 2017 (has links)
Dans le cadre de la classification de sons,cette thèse construit des représentations du signal qui vérifient des propriétés d’invariance et de variabilité inter-classe. D’abord, nous étudions le scattering temps- fréquence, une représentation qui extrait des modulations spectrotemporelles à différentes échelles. Enclassification de sons urbains et environnementaux, nous obtenons de meilleurs résultats que les réseaux profonds à convolutions et les descripteurs à court terme. Ensuite, nous introduisons le scattering en spirale, une représentation qui combine des transformées en ondelettes selon le temps, selon les log-fréquences, et à travers les octaves. Le scattering en spirale suit la géométrie de la spirale de Shepard, qui fait un tour complet à chaque octave. Nous étudions les sons voisés avec un modèle source-filtre non stationnaire dans lequel la source et le filtre sont transposés au cours du temps, et montrons que le scattering en spirale sépare et linéarise ces transpositions. Le scattering en spirale améliore lesperformances de l’état de l’art en classification d’instruments de musique. Outre la classification de sons, le scattering temps-fréquence et le scattering en spirale peuvent être utilisés comme des descripteurspour la synthèse de textures audio. Contrairement au scattering temporel, le scattering temps-fréquence est capable de capturer la cohérence de motifs spectrotemporels en bioacoustique et en parole, jusqu’à une échelle d’intégration de 500 ms environ. À partir de ce cadre d’analyse-synthèse, une collaboration artscience avec le compositeur Florian Hecker / This dissertation addresses audio classification by designing signal representations which satisfy appropriate invariants while preserving inter-class variability. First, we study time-frequencyscattering, a representation which extract modulations at various scales and rates in a similar way to idealized models of spectrotemporal receptive fields in auditory neuroscience. We report state-of-the-artresults in the classification of urban and environmental sounds, thus outperforming short-term audio descriptors and deep convolutional networks. Secondly, we introduce spiral scattering, a representationwhich combines wavelet convolutions along time, along log-frequency, and across octaves. Spiral scattering follows the geometry of the Shepard pitch spiral, which makes a full turn at every octave. We study voiced sounds with a nonstationary sourcefilter model where both the source and the filter are transposed through time, and show that spiral scattering disentangles and linearizes these transpositions. Furthermore, spiral scattering reaches state-of-the-art results in musical instrument classification ofsolo recordings. Aside from audio classification, time-frequency scattering and spiral scattering can be used as summary statistics for audio texture synthesis. We find that, unlike the previously existing temporal scattering transform, time-frequency scattering is able to capture the coherence ofspectrotemporal patterns, such as those arising in bioacoustics or speech, up to anintegration scale of about 500 ms. Based on this analysis-synthesis framework, an artisticcollaboration with composer Florian Hecker has led to the creation of five computer music
207

Expansion of Musical Styles, Function of Texture, and Performing Techniques in Brian Lock's Sonic Archaeologies No. 1: A Performance Guide

Pardo, Daniel (Flutist) 05 1900 (has links)
British composer Brian Lock merges the composition styles of Alexander Goehr, Henryk Górecki and Witold Lutoslawski in his innovative works for instrumental sounds and electronics. His most recent work for flute, Sonic Archaeologies No.1, was premiered at the University of North Texas by Mary Karen Clardy, flute; Brian Lock, piano/electric keyboard; and Daniel Pardo, laptop/live mixing. The purpose of this dissertation is to provide flutists with artistic and technical guidance in preparing this work for flute, prerecorded orchestra, interactive electronics and improvisatory accompaniment. Sonic Archaeologies No. 1, a piece in five movements (Black Rain, Psychomania, Kodo, Susperia, and Deep in the Machine), incorporates contemporary techniques to create sounds other than the Western concert flute, with the use of live reinforcement devices such as microphones and time-based audio effects within a D.A.W. (Digital Audio Workstation.) Reggae, Hip-Hop and cinematic styles are juxtaposed within the work, fusing current genres with traditional rhythmic forms like the ones found in a bourrée. As the solo instrument, flute provides more textural than melodic elements, and the performer is required to interact with an unpredictable sonic soundscape as a result of the improvisatory element of the keyboards and computer. The notation of Sonic Archaeologies No.1 invites interpretation blending and altering traditional sounds through microphones and a processed signal flow. The performance guide will address acoustical considerations when the flute sound is being manipulated by dynamic and time-based processors in live performance; the interaction between the flute, electronics and acoustic spaces; the elements of sound production that provide interpretation of contemporary popular styles; and the opportunities for the performer to find, explore and develop artistry beyond the limitations of music notation.
208

Now All the Fingers of This Tree

Wood, Kelly Thomas 05 1900 (has links)
Now All the Fingers of This Tree is a work in two movements based upon a poem of the same name by E. E. Cummings. It is divided into two movements: The first movement is scored for nine part solo soprano, where one performer records each of the nine vocal lines. The second movement is an electro-acoustic work derived from four phrases of the original recording of the first movement. Total duration of the work is approximately 19 minutes. The paper provides a detailed analysis of both movements as well as a discussion on usage of text, problems addressed with traditional notation techniques, and technology utilized in the production of the work.
209

"Digital Tap Dance": Tap Dance as Medium for Composition

Thiede, Jacob 05 1900 (has links)
This dissertation investigates the process of collaboration and the application of both notational and technological schemes to integrate elements of contemporary composition and tap dance as a consolidated art form. Overall, this document gives an overview of choreographer/composer collaborations in Western classical music; movement notation; and ultimately analyzes my original music—a live set for tap dancer, live musicians and electronics—entitled Digital Tap Dance. Altogether, this project represents the culmination of music and dance as a compelling intermedia collaboration. By (1) researching different practices of composer-choreographer collaborations, (2) notating rudiments for tap dance, (3) creating software for tap dancers, and (4) composing original music for tap dancers, this dissertation will create options for composers and choreographers alike in composition and improvisation.
210

Virtual Stage: Merging Virtual Reality Technologies and Interactive Audio/Video

Lucas, Stephen, 1985- 05 1900 (has links)
Virtual Stage is a project to use Virtual Reality (VR) technology as an audiovisual performance interface. The depth of control, modularity of design, and user immersion aim to solve some of the representational problems in interactive audiovisual art and the control problems in digital musical instruments. Creating feedback between interaction and perception, the VR environment references the viewer's behavioral intuition developed in the real world, facilitating clarity in the understanding of artistic representation. The critical essay discusses of interactive behavior, game mechanics, interface implementations, and technical developments to express the structures and performance possibilities. This discussion uses Virtual Stage as an example with specific aesthetic and technical solutions, but addresses archetypal concerns in interactive audiovisual art. The creative documentation lists the interactive functions present in Virtual Stage as well as code reproductions of selected technical solutions. The included code excerpts document novel approaches to virtual reality implementation and acoustic physical modeling of musical instruments.

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