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

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Composing through Interaction: a framework for collaborative music composition based on human interaction on public spaces 互动作曲:公共空间中基于人类互动的合作音乐创作框架
Pub Date : 2019-09-25 DOI: 10.5753/sbcm.2019.10421
M. Amazonas, Thais Castro, Rosiane de Freitas, Bruno F. Gadelha
Urban public art is a kind of art that is produced and demonstrated in public places, based on the function and connotation of the city itself exerts. As an essential artistic content in the contact of human life, the introduction of technology is a significant trend in public art, and with it, the interaction has become an increasingly relevant aspect of public art in the digital context. In this way, this work presents an environment for creating random collaborative music from interaction in public spaces using mobile technology. The result is a composition that goes towards to John Cage’s methods. However, in our case, all participants are composers and their interactions with space work as the component that brings randomness to composition. A case study was conducted with volunteer students divided into groups. Participants made use of two versions of Compomus - an app developed for immersive interaction with sound. One version encourages movement through the environment, while the other explores the spatiality of sound in a simulated public environment within the university. The interaction of the participants generated ten compositions, five from the first version and five compositions from the second version of the developed application. The sounds resulting from the interaction were made available to the public through a website.
城市公共艺术是基于城市自身所发挥的功能和内涵,在公共场所进行生产和展示的一种艺术。作为人类生活接触中必不可少的艺术内容,技术的引入是公共艺术的一个重要趋势,与此同时,互动也成为数字环境下公共艺术日益相关的一个方面。通过这种方式,这个作品呈现了一个使用移动技术在公共空间互动中创造随机协作音乐的环境。其结果是一幅趋向于约翰·凯奇方法的作品。然而,在我们的案例中,所有参与者都是作曲家,他们与空间的互动是为创作带来随机性的组成部分。一个案例研究是由志愿者学生分成小组进行的。参与者使用了Compomus的两个版本,Compomus是一款为与声音进行沉浸式互动而开发的应用程序。一个版本鼓励在环境中运动,而另一个则在大学内模拟的公共环境中探索声音的空间性。参与者的交互产生了10个组合,其中5个来自开发的应用程序的第一个版本,另外5个来自开发的应用程序的第二个版本。互动产生的声音通过一个网站向公众提供。
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引用次数: 2
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
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
Harmonia: a MuseScore's plugin to teach music Harmonia:一个MuseScore的插件来教音乐
Pub Date : 2019-09-25 DOI: 10.5753/sbcm.2019.10447
João Teixeira, F. Schiavoni, Rogério Tavares Constante, Octávio Deluchi
Information and Communication Technologies (ICTs) have been characterized as a very effective resource for promoting innovation in the way of teaching and learning. In relation to the musical area, computer software of musical notation, like MuseScore, has been more and more used for the musical compositions and to teach and learn music writing, musical arrangement, composition and counterpoint. MuseScore is a free software that can easily be applied to academic purposes, such as universities, for teaching students in music fields and can also be used in the professional life of students who have graduated from courses that use it. In addition, it allows the implementation of plugins for various purposes, such as the analysis of scores in relation to various preset parameters. In this context, this work aims to present the development of the Harmonia, an open source plugin for MuseScore focused on teaching musical analysis and automatic verification of scores based in harmony predefined rules.
信息和通信技术(ict)被认为是促进教学方式创新的一种非常有效的资源。在音乐领域,MuseScore等计算机记谱软件越来越多地用于音乐创作和音乐写作、编曲、作曲、对位的教学。MuseScore是一款免费软件,可以很容易地应用于学术目的,比如大学,用于音乐领域的教学,也可以用于那些已经从使用它的课程中毕业的学生的职业生活。此外,它还允许实现各种目的的插件,例如分析与各种预设参数相关的分数。在此背景下,本作品旨在展示Harmonia的开发,这是MuseScore的一个开源插件,专注于教学音乐分析和基于和声预定义规则的分数自动验证。
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引用次数: 0
Alice: Arts Lab in Interfaces, Computers, and Everything Else - Research report (2019) 爱丽丝:界面,计算机和其他一切艺术实验室-研究报告(2019)
Pub Date : 2019-09-25 DOI: 10.5753/sbcm.2019.10439
F. Schiavoni, A. Gomes, João Teixeira, F. Resende, Igino Silva Junior, Gabriel Lopes Rocha, Avner Paulo, Igor Alves Estevam Andrade, Mauro César Fachina Canito, R. A. Costa
Located in the Computer Science Department of the Federal University of São João del-Rei, but not limited to just this space, ALICE has emerged as a research group focused on the development of software, art and technologies for the area of computer music and digital arts. Over the time, ALICE became the laboratory to develop technologies to an artistic group, called Orchidea, focused on the creation of digital art, encompassing students from diverse areas, such as Computer Science, Scenic Arts, Architecture and Music in a transdisciplinary context of art creation. In this way, this work aims to present the various initiatives and proposals carried out by the ALICE, addressing the development of technological products, through the tools implemented and the external tools used for teaching and for artistic creation. In addition, this work describes the current researches that are under development by the members of the groups, also highlighting the development of the digital performance titled “O Chaos das 5” and all the aspects and learning that we have obtained so far with this performance.
位于s o jo o del-Rei联邦大学计算机科学系,但不仅限于这个空间,ALICE已经成为一个专注于计算机音乐和数字艺术领域的软件,艺术和技术开发的研究小组。随着时间的推移,ALICE成为一个名为Orchidea的艺术团体开发技术的实验室,专注于数字艺术的创作,包括来自不同领域的学生,如计算机科学,风景艺术,建筑和音乐,在跨学科的艺术创作背景下。通过这种方式,本作品旨在展示爱丽丝开展的各种倡议和建议,通过实施的工具和用于教学和艺术创作的外部工具来解决技术产品的开发问题。此外,本作品描述了小组成员目前正在进行的研究,并重点介绍了名为“O Chaos das 5”的数字表演的发展以及我们迄今为止在这个表演中获得的所有方面和学习。
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引用次数: 3
O Chaos das 5 O混沌5
Pub Date : 2019-09-25 DOI: 10.5753/sbcm.2019.10457
Flávio Luiz Schiavoni, Adilson Siqueira, Rogério Tavares Constante, Igino Silva Junior, Thiago de Andrade Morandi, Fábio Dos Passos Carvalho, João Teixeira Araújo, André Lucas Nascimento Gomes, Frederico Resende, Luísa Lugon-Moulin Brazil Santos, Avner De Paulo, Carlos Souza, Allyson Da Cruz Rodrigues, Igor Alves Estevam Andrade, Aneliza Rodrigues Prado, Patrick Veniali Da Silva, João Lucas Ruas Teixeira, A. B. D. Lima, Bruna Guimarães Lima e Silva, Ívyla Nascimento Silva, Wanderson Andre Martins Pereira, Rafael Gomes De Oliveira, Octávio Ferreira Deluchi Cerqueira Da Silva, Valdir De Siqueira Santos Junior, Matteo Vinicius Alves Recinella
“O Chaos das 5” is an audiovisual digital performance. The guideline of the performance is inspired by Alice, from Lewis Carroll book - Alice in the Wonderland, as a metaphor to take the audience to a synthetic and disruptive wonder world. The concept of the performance is to conceive the possibility to the audience to interact through digital interfaces creating an immersive and participatory experience by combining three important layers of information (music, projections and gestures) through their cellphones. Once that the audience members take part of the show on an immersive aspect, there is no stage or another mark to limit the space of the performers and the audience.
“O Chaos das 5”是一场视听数字表演。演出的指导思想以刘易斯·卡罗尔的书《爱丽丝梦游仙境》中的爱丽丝为隐喻,将观众带入一个合成的、颠覆性的奇妙世界。表演的概念是设想观众通过数字界面进行互动的可能性,通过手机结合三个重要的信息层(音乐、投影和手势),创造一种身临其境的参与式体验。一旦观众以身临其境的方式参与演出,就没有舞台或其他标志来限制表演者和观众的空间。
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引用次数: 0
The development of libmosaic-sound: a library for sound design and an extension for the Mosaicode Programming Environment libmosaic-sound的开发:一个声音设计库和Mosaicode编程环境的扩展
Pub Date : 2019-09-25 DOI: 10.5753/sbcm.2019.10429
L. Goncalves, F. Schiavoni
Music has been influenced by digital technology over the last few decades. With the computer, the musical composition could trespass the use of acoustic instruments demanding to musicians and composers a sort of computer programming skills for the development of musical applications. In order to simplify the development of musical applications, several tools and musical programming languages arose bringing some facilities to lay-musicians on computer programming to use the computer to make music. This work presents the development of a Visual Programming Language (VPL) for audio applications in the Mosaicode programming environment, simplifying sound design and making the synthesis and manipulation of audio more accessible to digital artists. It is also presented the implementation of libmosaic-sound library for the specific domain of Music Computing, which supported the VPL development.
在过去的几十年里,音乐一直受到数字技术的影响。有了计算机,音乐创作就可以超越原声乐器的使用,这就要求音乐家和作曲家为开发音乐应用程序而具备某种计算机编程技能。为了简化音乐应用程序的开发,出现了一些工具和音乐编程语言,为计算机编程的外行音乐家提供了一些设施,使他们能够使用计算机制作音乐。这项工作展示了在Mosaicode编程环境中为音频应用程序开发的视觉编程语言(VPL),简化了声音设计,使数字艺术家更容易获得音频的合成和操作。并针对音乐计算的特定领域,给出了libmosaic-sound库的实现,为VPL的开发提供了支持。
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引用次数: 3
Digital Design of Audio Signal Processing Using Time Delay 基于时延的音频信号处理数字设计
Pub Date : 2019-09-25 DOI: 10.5753/sbcm.2019.10449
Mauricio Perez, Rodolfo Souza, Regis Faria
This poster describes the design in PureData of some audio signals processes in real time like delay, echo, reverb, chorus, flanger e phaser. We analyze the technical characteristics of each process and the psychoacoustic effects produced by them in human perception and audio applications. A deeper comprehension of the consequences of sound processes based on delay lines helps the decision-making in professional audio applications such as the audio recording, mixing, besides music composition that employs sound effects in preprocessed or real-time.
这张海报描述了在PureData中设计一些音频信号的实时处理,如延迟、回声、混响、合唱、频响和相位。我们分析了每个过程的技术特点以及它们在人类感知和音频应用中产生的心理声学效应。更深入地理解基于延迟线的声音过程的后果有助于在专业音频应用中做出决策,例如音频录制,混音,以及在预处理或实时中使用声音效果的音乐创作。
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引用次数: 0
Characterization of the sonority associated to woodwinds instruments through spectral analysis 通过谱分析对木管乐器的响度进行表征
Pub Date : 2019-09-25 DOI: 10.5753/sbcm.2019.10452
Yubiry Gonzalez, R. Prati
The sonority is one of the definitions widely used by musicians when trying to define the color or timbral balances associated with individual or groups of instruments , such as for ensembles or orchestras. This definition obeys to subjective musical parameters associated with "color balance", "sound amplitude", among others. In the field of musical acoustics, it is well known that the sounds coming from musical instruments depend on several acoustic physical parameters such as Intensity, Frequency, and the number of harmonics, as well as other aspects including, association with its manufacturing process, such as geometry and materials used for construction. This work presents, from a spectral analysis of the timbre with the use of Fast Fourier Transform (FFT), Spectral Power Density (DPE) and Spectrograms, the characterization of the subjective concept of "sonority", for some instruments of the Woodwind family: Piccolo flute, transverse flute, clarinet and oboe. It is concluded that the stage of sound evolution as the attack and sustenance, allow the establishment of harmonics whose powers are fundamental to define the timbric "color" associated with each instrument, as well as the number of harmonics allowed to establish parameters of "sound identity", useful for the generation of a coefficient extracted from the obtained spectral analysis, which allows to advance in the characterization of the Sonority. The generalization of the method is suggested for all families of musical instruments.
当音乐家试图定义与单个或组乐器(如合奏或管弦乐队)相关的颜色或音色平衡时,响度是广泛使用的定义之一。这一定义遵循与“色彩平衡”、“声音振幅”等相关的主观音乐参数。在音乐声学领域,众所周知,来自乐器的声音取决于几个声学物理参数,如强度,频率和谐波的数量,以及其他方面,包括与其制造过程的关联,如几何形状和用于构造的材料。这项工作提出了利用快速傅里叶变换(FFT)、频谱功率密度(DPE)和频谱图对木管乐器家族的一些乐器(短笛、横笛、单簧管和双簧管)的音色进行频谱分析,对“响度”的主观概念进行表征。结论是,声音演化阶段作为攻击和维持,允许建立谐波,其功率是基本的,以定义与每个乐器相关的“颜色”,以及允许建立“声音身份”参数的谐波数量,用于从获得的频谱分析中提取系数的生成,这允许在声音的表征中推进。建议将该方法推广到所有乐器家族。
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引用次数: 1
Reflection and practice on generative music structuring: the formal problem of ergodicity 生成音乐结构的思考与实践:遍历性的形式问题
Pub Date : 2019-09-25 DOI: 10.5753/sbcm.2019.10428
G. E. Silva, Clayton Mamedes
This article approaches the subject of musical form from the standpoint of an algorithmic composition practice. It introduces the problem of ergodicity in music, a formal situation at which music development is perceived as static. The concepts of ​General Periodicity by Henri Pousseur and ​Temporal Gestalt by James Tenney gave support to a reflection on the nature of the problem, as well as to formulate a twofold structuring procedure based on ideas of continuity and segmentation of the musical course. The devised method was implemented as a computer program to produce entire pieces of music.
本文从算法作曲实践的角度探讨了音乐形式这一主题。它引入了音乐的遍历性问题,即音乐发展被认为是静态的正式情况。Henri Pousseur的一般周期性和James Tenney的时间格式塔的概念支持了对问题本质的反思,并基于音乐课程的连续性和分段思想制定了双重结构程序。所设计的方法被作为一个计算机程序来实现,以产生完整的音乐作品。
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引用次数: 0
期刊
Anais do Simpósio Brasileiro de Computação Musical (SBCM 2019)
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