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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.
11

Singing the body electric : Understanding the role of embodiment in performing and composing interactive music

Einarsson, Anna January 2017 (has links)
Almost since the birth of electronic music, composers have been fascinated by the prospect of integrating the human voice with its expressiveness and complexity into electronic musical works. This thesis addresses how performing with responsive technologies in mixed works, i.e. works that combine an acoustic sound source with a digital one, is experienced by participating singers, adopting an approach of seamlessness, of zero – or invisible – interface, between singer and computer technology. It demonstrates how the practice of composing and the practice of singing both are embodied activities, where the many-layered situation in all its complexity is of great importance for a deepened understanding. The overall perspective put forward in this thesis is that of music as a sounding body to resonate with, where the resonance, a process of embodying, of feeling and emotion, guides the decision-making. The core of the investigation is the lived experiences through the process of composing and performing three musical works. One result emerging from this process is the suggested method of calibration, according to which a bodily rooted attention forms a kind of joint attention towards the work in the making. Experiences from these three musical works arrive in the formulation of an over-arching framework entailing a view of musical composition as a process of construction – and embodied mental simulation – of situations, whose dynamics unfold to engage musicians and audience through shifting fields of affordances, based on a shared landscape of affordances.
12

GranCloud: A real-time granular synthesis application and its implementation in the interactive composition Creo.

Lee, Terry Alan 12 1900 (has links)
GranCloud is new application for the generation of real-time granular synthesis in the SuperCollider programming environment. Although the software was initially programmed for use in the interactive composition Creo, it was implemented as an independent program for use in any computer music project. GranCloud consists of a set of SuperCollider classes representing granular clouds and parameter objects defining control data for the synthesis. The software is very flexible, allowing users to create their own grain synthesis definitions and control parameters. Cloud objects encapsulate all of the control data and methods necessary to render virtually any type of granular synthesis. Parameter objects provide several simple methods for mapping grain parameters to complex changing data sets or to external data sources. GranCloud simplifies the complex task of generating granular synthesis, allowing composers to focus less on technological issues and more on musical considerations during the compositional process.
13

Situated, perceptual, emotive and cognitive music systems: a psychologically grounded approach to interactive music composition

Le Groux, Sylvain 19 May 2011 (has links)
This thesis introduces a novel situated interactive composition system called the SMuSe (for Situated Music Server) that is grounded on principles of modern cognitive science, provides perceptual control of sound synthesis and includes emotional feedback. It illustrates both a new music composition paradigm and a synthetic psychology approach to the study of music perception, emotion and cognition. The SMuSe is composed of cognitively plausible modules implemented as a hierarchy of musical agents and relies on distributed control, parallelism, emergence and embodiment. By interacting with its environment, which provides feedback via multiple sensors, the system generates complex adaptive affective musical structures. Focusing on the micro-level of sound generation, we present two complementary techniques that give high-level perceptual control over low-level sound synthesis parameters. In a first implicit approach, a support vector machine algorithm learns to automatically map perceptual features such as loudness, pitch and brightness onto additive synthesis parameters. In a second approach, a physically-inspired synthesis model provides explicit access to perceptual and physical parameters such as pitch, loudness, brightness, attack time, inharmonicity and damping. Moving from the study of music generation and control towards the study of the musical experience itself, we then evaluate how the music generated by the SMuSe influences the listeners' emotional responses. A first psychoacoustics experiment shows the significant influence of structural (scale, register, harmony), expressive (velocity, tempo, articulation) and timbre (brightness, attack time, spectral flux) parameters on the emotional scales of valence, arousal and dominance. An additional large scale experiment involving dementia patients (an illness known to induce cognitive and affective deficits) shows that specific sound features (e.g. low loudness, low brightness) provoke specific emotional responses within the patients (e.g. low stress). Moreover, the patients' emotional responses differ from the age-matched control group, and the analysis shows an increased emotional sensitivity to sounds as the severity of the disease increases. These results suggest that sound-based therapy and diagnosis for dementia are possible. Finally, the maturity and flexibility of the SMuSe music system are demonstrated by a series of real-world applications including the sonification of a mixed-reality space, a study on physiologically-based musical interaction, a neurofeedback musical interface, a closed loop system based on reinforcement learning of emotional feedback, and a large scale multimedia performance using brain-computer interfaces. A situated, perceptive, emotive and cognitive approach to the design of musical systems paves the way for new applications for therapy but also for interactive gaming and novel physiologically-based instruments. Our approach provides a well-grounded paradigm to develop advanced synthetic aesthetics system that can inform our understanding of the psychological processes on which they rely. / Esta tesis introduce un nuevo sistema de composición situada e interactiva llamado SMuSe (por Situated Music Server). Dicho sistema está basado en principios extraídos de la ciencia cognitiva moderna, proporciona control perceptual sobre la síntesis sonora e incluye feedback emocional. Por lo tanto, ilustra tanto un paradigma nuevo para la composición musical, como un sintético enfoque psicológico al estudio de la percepción musical, las emociones y la cognición. SMuSe consta de diversos modulos, plausibles desde un punto de vista cognitivo, implementados como una jerarquía de agentes. El funcionamiento de SMuSe explota los principios de control distribuido, paralelismo, emergencia y embodiment. En función del feedback obtenido por la interacción con el entorno, el sistema genera complejas estructuras musicales afectivas. En concreto, a nivel de generación de sonido, presentamos dos técnicas complementarias que proporcionan un control perceptivo de alto nivel sobre parámetros concretos de síntesis sonora. En un primer método implícito, un algoritmo de support vector machine aprende a traducir automáticamente características perceptuales, como volumen, tono y brillo en parámetros de síntesis aditiva. En el segundo método, un modelo físico de síntesis proporciona explícitamente acceso a parámetros perceptivos y físicos, tales como tono, volumen, brillo, tiempo de ataque, inarmonía y factor de amortiguamiento. En lo que respecta al estudio de la experiencia musical en sí misma, evaluamos la influencia de la música generada por SMuSe en las respuestas emocionales del sujeto. Un primer experimento psicoacústico muestra la influencia significativa que tienen parámetros estructurales (escala,registro, armonía), expresivos (velocidad, tempo, articulación) y de timbre (brillo, ataque, flujo espectral) en la escalas emocionales de valencia, activacíon y dominancia. Adicionalmente, un experimento de gran escala realizado con pacientes de demencia, una patología que asociada a déficits afectivos y cognitivos, demuestra que los pacientes responden emocionalmente a rasgos específicos del sonido (e.g. bajo volumen y brillo inducen poca tensión). Además, la respuesta emocional de los pacientes difiere si se compara con la mostrada por un grupo de control con la misma edad media. De tal manera, una mayor respuesta emocional aparece asociada a un mayor grado de demencia. Estos resultados sugieren que sería posible desarrollar técnicas basadas en el uso de música tanto para el tratamiento de la demencia como para su diagnóstico. Para concluir, la madurez y flexibilidad de SMuSe se demuestra con una serie de aplicaciones que incluyen la sonificación de un espacio de realidad mixta, un estudio acerca de la interacción musical mediante datos fisiológicos, un interfaz musical basado en feedback neurológico, un sistema basado en aprendizaje por refuerzo del feedback emocional, y una performance multimedia de gran escala controlada mediante interfaces cerebro-máquina. Este enfoque situado, perceptivo, emocional y cognitivo al diseño de sistemas musicales abre la posibilidad de desarrollar aplicaciones no sólo terapéuticas sino también para los juegos interactivos y nuevos interfaces que empleen fisiología. Nuestra propuesta proporciona un sólido paradigma para el desarrollo de sistemas de síntesis de estéticas avanzadas, que puedan servir para entender los procesos psicológicos subyacentes
14

EDUCAÇÃO MUSICAL INTERATIVA: RECURSOS DA MUSICA VISUAL PARA AS TECNOLOGIAS EDUCACIONAIS EM REDE

Gonçalves, Jair dos Santos 24 June 2015 (has links)
This research has the objective to carry out scientific studies, through which, we can reflect on interactive techno-aesthetic objects and the production thereof in order to explore their interdisciplinary possibilities for the area of music education within perspectives of Contemporary Art and Educational Technology Network. With empirical / qualitative, this research continues the investigations carried out by the Student Orchestra in a public school in the state of Rio Grande do Sul. Aiming at an interdisciplinary contribution between the areas of Visual Arts and Music, with mediation by the Information and Communication Network, seeks to provide reflections on music education mediated by ICT. Narratives of sound production proposals were developed by means of sound-musical interpretation activities, based on imagery resources for Visual Music Productions. The discussion of political, economic and conscientious use of the Internet, with the methodological procedures for the appraisal of musical scenes of daily life activities, it is also one of the purposes of this research. The final product of this research is the development of methodologies for teaching proposals in Interactive Music Education, with the development of Visual Music Scripts and a composition with Visual Music Interactive, using the musical style of Free Improvisation. / Esta pesquisa tem como escopo a realização de estudos científicos, através dos quais, se possa refletir sobre objetos tecno-estéticos interativos e a produção dos mesmos a fim de explorar suas possibilidades de interdisciplinaridade para a área de Educação Musical, dentro de perspectivas da Arte Contemporânea e das Tecnologias Educacionais em Rede. Com caráter empírico/qualitativo, esta pesquisa dá continuidade às investigações realizadas junto à Orquestra Estudantil de uma escola pública no estado do Rio Grande do Sul. Visando uma contribuição interdisciplinar entre as áreas de Artes Visuais e Música, com mediação através das Tecnologias da Informação e Comunicação em Rede, busca-se proporcionar reflexões acerca da educação musical mediada pelas TIC. foram desenvolvidas propostas de produção de narrativas sonoras por meio de atividades de interpretação sonoro-musical, baseando-se em recursos imagéticos para as produções de Música Visual. A discussão de aspectos políticos e da utilização conscienciosa da Internet, tendo como procedimentos metodológicos atividades de apreciação de cenas musicais do cotidiano, também é uma das propostas desta pesquisa. O produto final desta pesquisa consiste na elaboração de metodologias para propostas didáticas em Educação Musical Interativa, com o desenvolvimento de Scripts de Música Visual e de uma composição com Música Visual Interativa, utilizando o estilo musical da Improvisação Livre.
15

Rekommendationssystem för interaktiva musiktjänster : en utredning av aktuella trender och attityder gentemot framtidens rekommendationssystem diskuterat ur forskar-, industri- & användarperspektiv / Interactive Music Recommender Systems : An Exploration of Current Trends & Future Predictions based on Researcher, Industry & User Point of views

Johnson, Magnus, Svensson, Rasmus January 2014 (has links)
Parallel to new technological advancements, including the development of interactive recommender systems, digital music services on the Internet, such as Spotify, have in a short time span gradually replaced former physical media such as CDs and MP3-players and become pioneers on a market with an otherwise uncertain future. By subscribing to the service, users have access to a vast library of music and from any device with Internet access. In order to provide a satisfactory and useful musical experience, different ways of coping with the vastness is required - which is precisely what recommender systems are for. Improved filtering techniques and use of devices built in sensors, make way for new opportunities of more precise and contextually tailored suggestions for track selection, which in turn leads to potential privacy issues when using interactive music services. But where do we stand today? By compiling, exemplifying and discussing three different perspectives with relating to the development of interactive music recommender systems, the objective for this paper is to provide a for science, industry and user, objectively nuanced account of current potentials and expectations. A conducted survey among Swedish-speaking Spotify users as well as a performed asynchronous interview with an industry expert at Spotify, make up the foundation for an analysis based on dimensions and qualities of satisfaction related to the evaluation process of recommender systems. The study shows that users' are somewhat cautious toward future technological implementations, which may potentially infringe on their privacy, yet still accepting, due to the potential of a more personalized music experience. From an industry perspective, the possibility of offering contextualized recommendations is considered potentially valuable. Thus, conditions for realizing a more accomplished recommender system exists, but with some reservations - primarily requests for increased transparency regarding what information recommendations are based upon, and the ability for users to self-regulate what information is made available to the service - which in turn the recommendations shall be based on. / Parallellt med nya tekniska förutsättningar, däribland utvecklingen av interaktiva rekommendationssystem, har digitala musiktjänster på Internet, som Spotify, successivt ersatt den tidigare fysiska CD-skivan och MP3-spelaren och blivit världsledande aktörer på en marknad med annars oviss framtid. Genom prenumerationer erbjuds användare tillgång till ett oändligt bibliotek av musik och från flertalet olika enheter. För att tillgodose en användbar musikupplevelse, förutsätts möjligheten, både för bransch och som användare, att på olika sätt hantera denna oändliga mängd musik – vilket just är rekommendationssystemens uppgift. I takt med förbättrade filtrerings-tekniker och nyttjandet av enheters olika sensoriska data, finns möjligheter för mer precisa och kontextuellt anpassade förslag på musikspår, vilket föranleder potentiella integritetsaspekter i anslutning till användning av interaktiva musiktjänster. Men var står utvecklingen idag? Genom att sammanställa, exemplifiera och diskutera tre olika perspektiv på utvecklingen, är målsättningen att bidra till en för vetenskapen, bransch och användare gemensam, objektivt nyanserad redogörelse att förhålla sig till gällande utvecklingen av framtidens rekommendationssystem för interaktiva musiktjänster. Mot basis av aktuell forskning på området genomfördes en attitydundersökning bland svensktalande spotify-användare och en asynkron intervju med branschinsatt på Spotify, vilka analyserats utifrån dimensioner och kvaliteter av tillfredsställelse kopplade till utvärderingsprocessen av rekommendationssystem. Av studien framgår att användares inställning till framtida tekniska implementeringar, som potentiellt kan inkräkta på den egna integriteten, är något avvaktande men ändå accepterande då en mer personaliserad musikupplevelse ses som positiv. Branschen anser möjligheten att i tjänsteutbudet kunna erbjuda kontextualiserade rekommendationer som potentiellt värdefullt. Förutsättningar finns därmed för utveckling av ett mer fulländat rekommendationssystem, men med visst förbehåll – primärt önskas ökad transparens där det framgår vilken information som rekommendationer baseras på och att man som användare har möjlighet att själv reglera vilken information som görs tillgänglig för tjänsten – tillika rekommendationer ska baseras på.
16

Personalización subjetiva en los sistemas de música interactiva en los videojuegos. En busca de una experiencia de juego a la medida del individuo

Guerra Recas, Luis 02 September 2021 (has links)
[ES] El papel de la Música como elemento de expresión e inducción emocional ha cobrado recientemente importancia en el entorno de la interactividad y los Videojuegos. Los efectos que tiene la música sobre la experiencia emocional del jugador han sido el eje vertebrador de esta investigación que, con el objetivo de crear una experiencia adaptada a la individualidad de cada persona, propone la utilización de la medición fisiológica como elemento activo en la selección musical del videojuego. En base a la revisión de experiencias previas existentes en la literatura científica, este trabajo incluye el diseño y desarrollo de un prototipo de Sistema Musical Interactivo (SMI) basado en la medición de Respuesta Galvánica de la Piel (GSR) como detonante de las variaciones de la música, con el que poder observar la viabilidad de la propuesta con cualquier videojuego existente. La experimentación con este sistema ha sido apoyada también por la creación de varias composiciones musicales con funcionalidad interactiva que ha tenido en cuenta, además, la incorporación de elementos musicales con demostrada efectividad en la respuesta emocional. Así ha sido posible observar distintos aspectos de la respuesta emocional de los jugadores y sugerir algunas formas de aplicación de la medición fisiológica como medio para generar una experiencia de juego individualizada. / [CA] El paper de la Música com a element d'expressió i inducció emocional ha cobrat recentment importància al voltant de la interactivitat i els Videojocs. Els efectes que té la música sobre l'experiència emocional del jugador han sigut l'eix vertebrador d'esta investigació que, amb l'objectiu de crear una experiència adaptada a la individualitat de cada persona, proposa la utilització del mesurament fisiològic com a element actiu en la selecció musical del videojoc. Sobre la base de la revisió d'experiències prèvies existents en la literatura científica, este treball inclou el disseny i desenvolupament d'un prototip de Sistema Musical Interactiu (SMI) basat en el mesurament de Resposta Galvànica de la Pell (GSR) com a detonant de les variacions de la música, amb el qual poder observar la viabilitat de la proposta amb qualsevol videojoc existent. L'experimentació amb este sistema ha sigut secundada també per la creació de diverses composicions musicals amb funcionalitat interactiva que ha tingut en compte, a més, la incorporació d'elements musicals amb demostrada efectivitat en la resposta emocional. Aixina, ha sigut possible observar diferents aspectes de la resposta emocional dels jugadors i suggerir algunes formes d'aplicació del mesurament fisiològic com a medi per a generar una experiència de joc individualitzada. / [EN] The role of Music as an element of expression and emotional induction has recently gained importance in the environment of interactivity and Videogames. The effects that music has on the emotional experience of the player have been the backbone of this research that, with the aim of creating an experience adapted to the individuality of each person, proposes the use of physiological measurement as an active element in the selection musical video game. Based on the review of previous experiences in the scientific literature, this work includes the design and development of a prototype of an Interactive Musical System (SMI) based on the measurement of Galvanic Response of the Skin (GSR) as a trigger for the variations of music, with which to observe the viability of the proposal with any existing video game. Experimentation with this system has also been supported by the creation of various musical compositions with interactive functionality that has also taken into account the incorporation of musical elements with proven effectiveness in emotional response. In this way, it has been possible to observe different aspects of the emotional response of the players and to suggest some forms of application of the physiological measurement as a means to generate an individualized gaming experience. / Guerra Recas, L. (2021). Personalización subjetiva en los sistemas de música interactiva en los videojuegos. En busca de una experiencia de juego a la medida del individuo [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/172545 / TESIS
17

Model-based testing real-time and interactive music systems / Tests de systèmes musicaux interactifs et temps réel basés sur modèles

Poncelet Sanchez, Clément 10 November 2016 (has links)
Est-il possible de tester automatiquement le comportement temporisé des systèmes interactifs temps réel ? Ces travaux proposent une solution en fournissant un ensemble d’outils de test basé sur modèles pour Systèmes Musicaux Interactifs (SMI). Les SMIs doivent calculer et réagir pendant une performance musicale et ainsi accompagner les musiciens. Certains de ces SMIs peuvent être basés sur partition et doivent, dans ce cas, suivre à tout prix les contraintes temporelles imposées par le document haut-niveau appelé partition. En somme, pendant une performance, le système doit réagir en temps réel aux signaux audio venant des musiciens en suivant cette partition. Ceci demande au système une forte fiabilité temporelle et une robustesse face aux erreurs pouvant arriver en entrée du système. Hors, la vérification formelle de propriétés, comme la fiabilité temporelle avant l’exécution du système lors d’une performance, est insuffisamment traitée par la communauté de l’informatique musicale. Nous présentons dans cette thèse, la réalisation d’un ensemble d’outils de test basé sur modèles appliqué à un SMI. Il est à noter que ces outils de test ont été définis formellement dans le but de tester plus généralement le comportement temporelle des systèmes interactifs temps réel prenant en compte des évènements discrets et des durées définissables sur des échelles multiples. Pour ce résumé nous présentons rapidement l’état de l’art de nos travaux avant d’introduire la définition de notre modèle créé pour spécifier les aspects évènementiel («event-triggerred») et temporel («timed-driven») des SMIs. Ce modèle a la particularité d’être automatiquement construit depuis les conditions temporelles définies dans un document haut-niveau et peut être traduit vers un réseau d’Automates Temporisés (TA). Dans le cadre de la performance musique mixte électronique/instrumentale nous avons introduit une notion de durée multi-temps gérée par notre modèle et une génération de trace d’entrée musicalement pertinente par notre ensemble d’outils de test. Pour tester un SMI selon les différentes attentes de l’utilisateur, notre ensemble d’outils a été implémenté avec plusieurs options possibles. Parmi ces options, la possibilité de tester automatiquement, selon une approche différée ou temps réel, la conformité temporelle du SMI est proposée. En effet, l’approche différée utilise des outils de la gamme du logiciel Uppaal [44] pour générer une suite de traces d’entrées exhaustive et garantir la conformité temporelle du système testé. Il est également possible de tester une trace d’entrée particulière ou une version altérée («fuzzed») de la trace idéale définie par la partition. L’approche temps réel interprète quand-à elle directement le modèle comme des instructions de byte-code grâce à une machine virtuelle. Finalement, des expériences ont été conduites via une étude de cas sur le suiveur de partition Antescofo. Ces expériences ont permis de tester ce système et d’évaluer notre ensemble d’outils et ses différentes options. Ce cas d’étude applique nos outils de test sur Antescofo avec succès et a permit d’identifier des bogues parfois non triviaux dans ce SMI. / Can real-time interactive systems be automatically timed tested ? This work proposes an answer to this question by providing a formal model based testing framework for Interactive Music Systems (IMS). IMSs should musically perform computations during live performances, accompanying and acting like real musicians. They can be score-based, and in this case must follow at all cost the timed high-level requirement given beforehand, called score. During performance, the system must react in real-time to audio signals from musicians according to this score. Such goals imply strong needs of temporal reliability and robustness to unforeseen errors in input. Be able to formally check this robustness before execution is a problem insufficiently addressed by the computer music community. We present, in this document, the concrete application of a Model-Based Testing (MBT) framework to a state-of-the-art IMS. The framework was defined on purpose of testing real-time interactive systems in general. We formally define the model in which our method is based. This model is automatically constructed from the high-level requirements and can be translated into a network of time automata. The mixed music environment implies the management of a multi-timed context and the generation of musically relevant input data through the testing framework. Therefore, this framework is both time-based, permitting durations related to different time units, and event-driven, following the musician events given in input. In order to test the IMS against the user’s requirements, multiple options are provided by our framework. Among these options, two approaches, offline and online, are possible to assess the system timed conformance fully automatically, from the requirement to the verdict. The offline approach, using the model-checker Uppaal, can generate a covering input suite and guarantee the system time reliability, or only check its behavior for a specific or fuzzed input sequence. The online approach, directly interprets the model as byte-code instructions thanks to a virtual machine. Finally, we perform experiments on a real-case study: the score follower Antescofo. These experiments test the system with a benchmark of scores and a real mixed-score given as input requirements in our framework. The results permit to compare the different options and scenarios in order to evaluate the framework. The application of our fully automatic framework to real mixed scores used in concerts have permitted to identify bugs in the target IMS.
18

Taxonomy of interactive music systems according to a conceptualization of rhythm / Taxonomi för interaktiva musiksystem enligt en konceptualisering av rytm

Larsson Holmgren, David January 2023 (has links)
Multiple taxonomies and typologies related to interactive music systems have been made, focusing on improvisation, music generation and software based music agents. These studies are comprehensive but general in their analysis of the generated output and music interaction, lacking an in-depth consideration of rhythm. Based on relevant literature on rhythm perception, principles of music performance and interactive music systems, this thesis conceptualizes rhythm according to seven rhythm dimensions, and surveys the state-of-theart of interactive music systems. It considers eighteen interactive music systems affording music input and rhythm generation. These systems are analyzed and categorized according to a rhythm taxonomy extending on a prior taxonomy related to interactive music systems. Analyzing the data reveals dimensions of rhythm that need deeper considerations, which, in comparison with the conclusions of the prior taxonomy, results in design considerations and evaluation methods for the design of rhythmic generation and rhythmic interaction of future interactive music systems. / Det existerar ett flertal taxonomier och typologier relaterade till interaktiva musiksystem, med fokus på improvisation, musikgenerering och mjukvarubaserade intelligenta musikagenter. Dessa studier är omfattande men allmänna i sin analys av musikinteraktionen och musiken som genereras av systemen och saknar en djupgående beaktande av rytm. Baserat på relevant litteratur om rytmuppfattning, principer för musikframförande och interaktiva musiksystem, konceptualiserar denna master uppsats rytm enligt sju rytmdimensioner och undersöker forskningsfältet för interaktiva musiksystem. Arton interaktiva musiksystem som möjliggör musikinmatning och rytmgenerering undersöks. Dessa system analyseras och kategoriseras enligt en rytm-taxonomi som bygger på en tidigare taxonomi relaterad till interaktiva musiksystem. Genom dataanalys framkommer det vilka rytmdimensioner som är i behov av ytterligare efterforskning, vilket i jämförelse med slutsatserna av den tidigare taxonomin resulterar i designöverväganden och utvärderingsmetoder för framtida utveckling av interaktiva musiksystem med fokus på rytm.
19

Interfaces sensoriais sem toque: poéticas sistêmicas e música interativa

Teles, Paulo César da Silva 10 June 2009 (has links)
Made available in DSpace on 2016-04-26T18:18:03Z (GMT). No. of bitstreams: 1 Paulo Cesar da Silva Teles.pdf: 5953003 bytes, checksum: a562faed567bb40ee6c5f2ea54f0a75f (MD5) Previous issue date: 2009-06-10 / This PhD thesis aims to point-out and map into our context, artistic tendencies basedon communication technologies that are supported by sensorial interfaces (triggered by gestures, touch and sound). The hypothesis realms that human-machines interactions shall be mediated by bodies-responsive touchless interfaces, without any device aid, like mouse, keyboards and many others. Our research has been supported by systemic works and researches - especially from the Claudia Gianetti, Esteves de Vasconcellos and Mark Hansen ones - and analyses highlighted artworks based-on digital media from Sterlac; Carmem Franinovic and Yon Visel; Myron Krueger; John Cage and Merce Cunnighan. Thus, we also propose artistic installations projects and a new approach of interactive music based-on our own touchless sensorial interface prototype. At our prototype and artworks, presence, gestuality and movements caused by the interactors, are mapped in a tridimensional space. Within this environment, people are detected by sensors that transform the triggered signals onto sound and images (generated and transformed) in real time, that sign irreversible imbrications between art and communication, and confirm our central issue / Esta pesquisa tem o propósito de pontuar e mapear tendências artísticas contemporâneas baseadas em tecnologias de comunicação, elaboradas a partir de interfaces sensoriais (reativas a gestos, toque e som). A hipótese que orientou a investigação é que as relações homem-máquina passarão a ser mediadas por interfaces que respondem ao corpo, sem utilização de comandos de teclado ou periféricos como o mouse. Do ponto de vista metodológico, operou-se a leitura crítica de bibliografia especializada e um mapeamento de obras artísticas relacionadas ao tema A partir de estudos de natureza sistêmica baseados em Maria Esteves de Vasconcellos, Claudia Gianetti, Humberto Maturana e Mark Hansen, são analisados projetos criativos com mídias digitais elaborados em ambientações com interfaces sensoriais e imersivas que constituem o corpus da pesquisa. Destacam-se aí os trabalhos de Sterlac; Carmem Franinovic e Yon Visel; Myron Krueger; John Cage e Merce Cunnighan. Ao final, apresentam-se projetos de instalações artísticas e um protótipo de uma interface interativa multimídia - por nós desenvolvidos - que reage poeticamente aos participantes sem a necessidade de qualquer contato físico. Neles, a presença, a gestualidade e a movimentação dos interatores são mapeadas em um espaço interativo tridimensional. No âmbito dessas instalações, os interatores são detectados por sensores geradores de algoritmos (capazes de ativar, gerar e modificar sons e imagens, expressas em tempo real), criando ambientes mediados por interfaces sensoriais, que anunciam as imbricações irreversíveis entre a arte e a comunicação e confirmam nossa hipótese central
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Adaptive Game Music: The Evolution and Future of Dynamic Music Systems in Video Games

Young, David M. 19 June 2012 (has links)
No description available.

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