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Anais do Simpósio Brasileiro de Computação Musical (SBCM 2019)最新文献

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TumTá and Pisada: Two Foot-controlled Digital Dance and Music Instruments Inspired by Popular Brazillian Traditions tumt<e:1>和Pisada:受巴西流行传统启发的两种足控数字舞蹈和音乐乐器
Pub Date : 2019-09-25 DOI: 10.5753/sbcm.2019.10426
João Tragtenberg, Filipe Calegario, G. Cabral, Geber Ramalho
This paper presents the development process of “TumTá”, a wearable Digital Dance and Music Instrument that triggers sound samples from foot stomps and “Pisada,” a dance-enabled MIDI pedalboard. It was developed between 2012 and 2017 for the use of Helder Vasconcelos, a dancer and musician formed by the traditions of Cavalo Marinho and Maracatu Rural from Pernambuco. The design of this instrument was inspired by traditional instruments like the Zabumba and by the gestural vocabulary from Cavalo Marinho, to make music and dance at the same time. The development process of this instrument is described in the three prototyping phases conducted by three approaches: building blocks, artisanal, and digital fabrication. The process of designing digital technology inspired by Brazilian traditions is analyzed, lessons learned, and future works are presented.
本文介绍了“tumt”的开发过程,“tumt”是一种可穿戴的数字舞蹈和音乐仪器,它可以触发跺脚的声音样本,而“Pisada”是一种可以跳舞的MIDI踏板。它是在2012年至2017年期间开发的,由来自伯南布哥Cavalo Marinho和Maracatu Rural的传统组成的舞蹈家和音乐家Helder Vasconcelos使用。这种乐器的设计灵感来自于传统乐器,如Zabumba和Cavalo Marinho的手势词汇,同时制作音乐和舞蹈。该仪器的开发过程描述了通过三种方法进行的三个原型阶段:构建块,手工和数字制造。受巴西传统启发设计数字技术的过程进行了分析,吸取了经验教训,并提出了未来的作品。
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引用次数: 4
State of art of real-time singing voice synthesis 实时歌唱声音合成技术的现状
Pub Date : 2019-09-25 DOI: 10.5753/sbcm.2019.10422
L. A. Z. Brum, E. Moreno
This paper describes the state of art of realtime singing voice synthesis and presents its concept, applications and technical aspects. A technological mapping and a literature review are made in order to indicate the latest developments in this area. We made a brief comparative analysis among the selected works. Finally, we have discussed challenges and future research problems. Keywords: Real-time singing voice synthesis, Sound Synthesis, TTS, MIDI, Computer Music.
本文介绍了实时歌声合成技术的现状,介绍了实时歌声合成的概念、应用和技术方面。为了表明这一领域的最新发展,进行了技术制图和文献综述。我们对所选作品作了简要的比较分析。最后,我们讨论了挑战和未来的研究问题。关键词:实时歌声合成,声音合成,TTS, MIDI,电脑音乐
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引用次数: 1
3A: mAchine learning Algorithm Applied to emotions in melodies 3A:机器学习算法应用于旋律中的情绪
Pub Date : 2019-09-25 DOI: 10.5753/sbcm.2019.10450
C. Gomes, Josue Da Silva, Marco Leal, Thiago Nascimento
At every moment, innumerable emotions can indicate and provide questions about daily attitudes. These emotions can interfere or stimulate different goals. Whether in school, home or social life, the environment increases the itinerant part of the process of attitudes. The musician is also passive of these emotions and incorporates them into his compositions for various reasons. Thus, the musical composition has innumerable sources, for example, academic formation, experiences, influences and perceptions of the musical scene. In this way, this work develops the mAchine learning Algorithm Applied to emotions in melodies (3A). The 3A recognizes the musician’s melodies in real time to generate accompaniment melody. As input, The 3A used MIDI data from a synthesizer to generate accompanying MIDI output or sound file by the programming language Chuck. Initially in this work, it is using the Gregorian modes for each intention of composition. In case, the musician changes the mode or tone, the 3A has an adaptation to continuing the musical sequence. Currently, The 3A uses artificial neural networks to predict and adapt melodies. It started from mathematical series for the formation of melodies that present interesting results for both mathematicians and musicians.
每时每刻,无数的情绪都可以暗示并提供关于日常态度的问题。这些情绪会干扰或刺激不同的目标。无论是在学校、家庭还是社会生活中,环境都增加了态度形成过程的流动部分。音乐家对这些情绪也很被动,并出于各种原因将它们融入到他的作品中。因此,音乐创作有无数的来源,例如,学术形成,经验,影响和对音乐场景的看法。通过这种方式,这项工作开发了应用于旋律情感的机器学习算法(3A)。3A实时识别音乐家的旋律,生成伴奏旋律。作为输入,3A使用来自合成器的MIDI数据通过编程语言Chuck生成伴随的MIDI输出或声音文件。最初在这个作品中,它是使用格里高利模式的每个意图组成。在音乐家改变调式或音调的情况下,3A具有继续音乐序列的适应性。目前,3A使用人工神经网络来预测和适应旋律。它从形成旋律的数学序列开始,为数学家和音乐家提供了有趣的结果。
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引用次数: 0
Sustainable Interfaces for Music Expression 可持续的音乐表达界面
Pub Date : 2019-09-25 DOI: 10.5753/sbcm.2019.10424
Igino Silva Junior, F. Schiavoni
The creation of Digital Musical Instruments (DMI) tries to keep abreast the technological progress and sometimes it does not worry about some possible side effects of its development. Obsolescence and residues, rampant consumption, constant need to generate innovation, code ephemerality, culture shock, social apartheid, are some possible traps that an equivocated DMI development can bring up to society. Faced all these possibilities, we are trying to understand what can be a sustainable Digital Instrument analyzing several dimensions of sustainability, from economical to cultural, from social to environmental. In this paper, we point out some possibilities to try to reach up more sustainable instruments development bringing up the human being and values like cooperation and collaboration to the center of the DMI development discussion. Through some questions, we seek to instigate a paradigm shift in art-science and provide a fertile field for future research.
数字乐器(DMI)的创造试图跟上技术进步,有时它不担心其发展可能产生的一些副作用。过时和残余物、猖獗的消费、不断产生创新的需求、代码的短暂性、文化冲击、社会隔离,这些都是模糊的DMI发展可能给社会带来的一些陷阱。面对所有这些可能性,我们试图理解什么是可持续的数字工具,分析可持续性的几个维度,从经济到文化,从社会到环境。在本文中,我们指出了努力实现更可持续的工具发展的一些可能性,将合作和协作等人的价值观置于DMI发展讨论的中心。通过一些问题,我们试图激发艺术科学的范式转变,为未来的研究提供一个肥沃的领域。
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引用次数: 1
Procedural Music in Games 游戏中的程序音乐
Pub Date : 2019-09-25 DOI: 10.5753/sbcm.2019.10462
J. Ayres, Pedro Arthur, Vitor G. Rolla, L. Velho
This workshop will bring to the audience an introduction to the Chuck audio programming language, to the Unity game engine within a hands-on experience how one can use such technologies to achieve a new level of immersion through procedural generated sounds responding to game events and visual effects. The workshop is intended to a broad audience ranging from programmers to ones with little to no knowledge in the field.
本次研讨会将带给观众介绍Chuck音频编程语言,Unity游戏引擎内的实践经验,如何使用这样的技术,通过程序生成的声音响应游戏事件和视觉效果实现一个新的沉浸水平。研讨会的目标受众广泛,从程序员到对该领域知之甚少甚至一无所知的人。
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引用次数: 0
MusTIC: Research and Innovation Group on Music, Technology, Interactivity and Creativity 音乐:音乐、科技、互动及创意研究及创新小组
Pub Date : 2019-09-25 DOI: 10.5753/sbcm.2019.10441
Filipe Calegario, G. Cabral, Geber Ramalho
MusTIC is a research and innovation group concerned in conceiving and developing products and experiences that have an impact on music, education, visual and performing arts, and entertainment. In particular, we have been working with tools, methods, and concepts from physical computing, interaction design, and signal processing to build new interfaces for artistic expression, to develop tools for rapid prototyping, and to improve education through robotics and gamification.
music是一家研究和创新集团,致力于构思和开发对音乐、教育、视觉和表演艺术以及娱乐产生影响的产品和体验。特别是,我们一直在使用来自物理计算、交互设计和信号处理的工具、方法和概念,为艺术表达构建新的界面,开发快速原型制作的工具,并通过机器人和游戏化改善教育。
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引用次数: 1
Predicting Music Popularity on Streaming Platforms 预测流媒体平台上的音乐受欢迎程度
Pub Date : 2019-09-25 DOI: 10.5753/sbcm.2019.10436
C. V. Araujo, Marco Cristo, Rafael Giusti
Online streaming platforms have become one of the most important forms of music consumption. Most streaming platforms provide tools to assess the popularity of a song in the forms of scores and rankings. In this paper, we address two issues related to song popularity. First, we predict whether an already popular song may attract higher-than-average public interest and become “viral”. Second, we predict whether sudden spikes in public interest will translate into long-term popularity growth. We base our findings in data from the streaming platform Spotify and consider appearances in its “Most-Popular” list as indicative of popularity, and appearances in its “Virals” list as indicative of interest growth. We approach the problem as a classification task and employ a Support Vector Machine model built on popularity information to predict interest, and vice versa. We also verify if acoustic information can provide useful features for both tasks. Our results show that the popularity information alone is sufficient to predict future interest growth, achieving a F1-score above 90% at predicting whether a song will be featured in the “Virals” list after being observed in the “Most-Popular”.
在线流媒体平台已经成为最重要的音乐消费形式之一。大多数流媒体平台都提供了以分数和排名的形式评估歌曲受欢迎程度的工具。在本文中,我们讨论了与歌曲流行有关的两个问题。首先,我们预测一首已经流行的歌曲是否会吸引高于平均水平的公众兴趣,并成为“病毒”。其次,我们预测公众兴趣的突然飙升是否会转化为长期的人气增长。我们的研究结果基于流媒体平台Spotify的数据,并将出现在“最受欢迎”榜单上作为受欢迎程度的指标,并将出现在“病毒”榜单上作为兴趣增长的指标。我们将这个问题作为一个分类任务来处理,并使用基于流行度信息的支持向量机模型来预测兴趣,反之亦然。我们还验证声学信息是否可以为这两项任务提供有用的特征。我们的研究结果表明,仅凭流行度信息就足以预测未来的兴趣增长,在预测一首歌曲在“最受欢迎”榜单上出现后是否会出现在“病毒”榜单上,f1得分超过90%。
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引用次数: 9
Cognitive Offloading: Can ubimus technologies affect our musicality? 认知卸载:智能技术会影响我们的音乐性吗?
Pub Date : 2019-09-25 DOI: 10.5753/sbcm.2019.10427
L. Costalonga, M. Pimenta
An interaction design that lean towards musical traits based on and constrained by our cognitive and biological system could, not only provide a better user experience, but also minimize collateral effects of excessive use of such technology to make music. This paper presents and discuss innate abilities involved in musical activities that - in the authors´ viewpoint - could be considered in design guidelines to computer music technologies, especially those related to ubimus.
基于我们的认知和生物系统并受其约束的倾向于音乐特征的交互设计不仅可以提供更好的用户体验,还可以最大限度地减少过度使用此类技术制作音乐的附带影响。本文提出并讨论了音乐活动中涉及的先天能力,在作者看来,这些能力可以在计算机音乐技术的设计指南中考虑,特别是与优比莫斯有关的设计指南。
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引用次数: 1
A computer-based framework to analyze continuous and discontinuous textural works using psychoacoustics audio descriptors 一个基于计算机的框架来分析连续和不连续的纹理作品使用心理声学音频描述符
Pub Date : 2019-09-25 DOI: 10.5753/sbcm.2019.10415
Micael Antunes, Danilo Rossetti, J. Manzolli
This paper discusses a computer-aided musical analysis methodology anchored on psychoacoustics audio descriptors. The musicological aim is to analyze compositions centered on timbre manipulations that explore sound masses and granular synthesis as their builders. Our approach utilizes two psychoacoustics models: 1) Critical Bandwidths and 2) Loudness, and two spectral features extractors: 1) Centroid and 2) Spectral Spread. A review of the literature, contextualizing the state-of-art of audio descriptors, is followed by a definition of the musicological context guiding our analysis and discussions. Further, we present results on a comparative analysis of two acousmatic pieces: Schall (1995) of Horacio Vaggione and Asperezas (2018) of Micael Antunes. As electroacoustic works, there are no scores, therefore, segmentation and the subsequent musical analysis is an important issue to be solved. Consequently, the article ends discussing the methodological implication of the computational musicology addressed here.
本文讨论了一种基于心理声学音频描述符的计算机辅助音乐分析方法。音乐学的目的是分析以音色操作为中心的作品,探索声音质量和颗粒合成作为他们的建设者。我们的方法利用了两个心理声学模型:1)临界带宽和2)响度,以及两个频谱特征提取器:1)质心和2)频谱扩展。回顾文献,将音频描述符的艺术状态置于语境中,然后定义音乐学语境,指导我们的分析和讨论。此外,我们还介绍了两篇声学作品的对比分析结果:Horacio Vaggione的Schall(1995)和michael Antunes的Asperezas(2018)。作为电声作品,没有乐谱,因此分割和后续的音乐分析是一个需要解决的重要问题。因此,文章最后讨论了计算音乐学的方法论含义。
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引用次数: 3
Tecnofagia: A Multimodal Rite 技术吞噬:多模式仪式
Pub Date : 2019-09-25 DOI: 10.5753/sbcm.2019.10454
Luzilei Aliel, Rafael Fajiolli, Ricardo Thomasi
This is a concert proposal of Brazilian digital art, which brings in its creative core the historical and cultural aspects of certain locations in Brazil. The term ​ Tecnofagia derives from an allusion to the concept of anthropophagic movement (artistic movement started in the twentieth century founded and theorized by the poet Oswald de Andrade and the painter Tarsila do Amaral). The anthropophagic movement was a metaphor for a goal of cultural swallowing where foreign culture would not be denied but should not be imitated. In his notes, Oswald de Andrade proposes the "cultural devouring of imported techniques to re-elaborate them autonomously, turning them into an export product." The ​ Tecnofagia project is a collaborative creative and collective performance group that seeks to broaden aspects of live electronic music, video art, improvisation and performance, taking them into a multimodal narrative context with essentially Brazilian sound elements such as:accents and phonemes; instrumental tones; soundscapes; historical, political and cultural contexts. In this sense, ​ Tecnofagia tries to go beyond techniques and technologies of interactive performance, as it provokes glances for a Brazilian art-technological miscegenation. That is, it seeks emergent characteristics of the encounters between media, art, spaces, culture, temporalities, objects, people and technologies, at the moment of performance.
这是一个巴西数字艺术的音乐会提案,它将巴西某些地区的历史和文化方面带入其创意核心。“technofagia”一词源于“食人运动”(始于20世纪的艺术运动,由诗人Oswald de Andrade和画家Tarsila do Amaral创立并提出理论)。“人食运动”是对文化吞噬目标的隐喻,在这种目标下,外国文化不会被否定,但也不应该被模仿。奥斯瓦尔德·德·安德拉德在他的笔记中提出,“从文化上吞食进口技术,自主地对它们进行重新加工,将它们变成一种出口产品。”Tecnofagia项目是一个合作的创意和集体表演团体,旨在拓宽现场电子音乐,视频艺术,即兴创作和表演的方面,将它们带入一个多模式的叙事背景,本质上是巴西的声音元素,如:口音和音位;仪器调;音景;历史、政治和文化背景。从这个意义上说,Tecnofagia试图超越互动表演的技术和技术,因为它引发了巴西艺术与技术混合的目光。也就是说,在表演的瞬间,它寻求媒体、艺术、空间、文化、时间性、物体、人和技术之间相遇的新兴特征。
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引用次数: 0
期刊
Anais do Simpósio Brasileiro de Computação Musical (SBCM 2019)
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