• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 3
  • 1
  • 1
  • Tagged with
  • 13
  • 13
  • 6
  • 5
  • 4
  • 4
  • 3
  • 3
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 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

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.
12

Techniques for automated and interactive note sequence morphing of mainstream electronic music

Wooller, René William January 2007 (has links)
Note sequence morphing is the combination of two note sequences to create a ‘hybrid transition’, or ‘morph’. The morph is a ‘hybrid’ in the sense that it exhibits properties of both sequences. The morph is also a ‘transition’, in that it can segue between them. An automated and interactive approach allows manipulation in realtime by users who may control the relative influence of source or target and the transition length. The techniques that were developed through this research were designed particularly for popular genres of predominantly instrumental electronic music which I will refer to collectively as Mainstream Electronic Music (MEM). The research has potential for application within contexts such as computer games, multimedia, live electronic music, interactive installations and accessible music or “music therapy”. Musical themes in computer games and multimedia can morph adaptively in response to parameters in realtime. Morphing can be used by electronic music producers as an alternative to mixing in live performance. Interactive installations and accessible music devices can utilise morphing algorithms to enable expressive control over the music through simple interface components. I have developed a software application called LEMorpheus which consists of software infrastructure for morphing and three alternative note sequence morphing algorithms: parametric morphing, probabilistic morphing and evolutionary morphing. Parametric morphing involves converting the source and target into continuous envelopes, interpolation, and converting the interpolated envelopes back into note sequences. Probabilistic morphing involves converting the source and target into probability matrices and seeding them on recent output to generate the next note. Evolutionary morphing involves iteratively mutating the source into multiple possible candidates and selecting those which are judged as more similar to the target, until the target is reached. I formally evaluated the probabilistic morphing algorithm by extracting qualitative feedback from participants in a live electronic music situation, benchmarked against a live, professional DJ. The probabilistic algorithm was competitive, being favoured particularly for long morphs. The evolutionary morphing algorithm was formally evaluated using an online questionnaire, benchmarked against a human composer/producer. For particular samples, the morphing algorithm was competitive and occasionally seen as innovative; however, the morphs created by the human composer typically received more positive feedback, due to coherent, large scale structural changes, as opposed to the forced continuity of the morphing software.
13

Thank You Parts I and II

Hensley, Dylan 12 1900 (has links)
"Thank You" Parts I and II is an experiment that attempts to break new ground in the field of anthropological cinema through the reflexive methodology and experience of myself. My establishment of a new theoretical film approach called meta-anthrochaomediacy and its evolution into radical autoethnographic mediation is explored throughout this thesis. I exercised my theory by producing and documenting a reflexive experience built on fostering emotional bonds and social relationships that provided interactivity and choice within an environment as a process of mediation for anthropological study. Part I features a physical installation I designed that exercised the transmission of memories shared with my familial table. Twelve individuals voluntarily experienced this process across 4 sessions in a single day where they interacted with the table, each other, and the memories of places that the table has lived in. The installation was primarily recorded with a 360 camera and subsequently established as qualitative data, as per my theoretical process, to be edited into a film object. Part II is a 58-minute multi-split-screen film that features my theoretical process in action as it expresses the crafting of emerging-in-real-time short term cultures through layers of reflexivity. I edited this film to test my theory towards exemplifying my film and process as anthropological cinema.

Page generated in 0.1127 seconds