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On making physical the control of audio plugins: the case of the retrologue hardware synthesizer 对音频插件进行物理控制:以复古硬件合成器为例
Pub Date : 2020-09-15 DOI: 10.1145/3411109.3411114
L. Turchet, Samuel Willis, Gustav Andersson, Alberto Gianelli, Michele Benincaso
This paper reports the development of a prototype of smart musical instrument that uses a virtual analog audio plugin in conjunction with a dedicated tangible interface and a platform for embedded audio. The adopted design approach started from an analog synthesizer, passed from its digital emulation, and returned to the analog domain via the real-time, physical control of the digital synthesizer. The prototype can be considered as an instance of a class of musical devices that allow one to give physical form to the control of virtual analog software. We present an analysis of online sources that were retrieved following the release of the prototype at an international music trade show. Overall, results preliminary validate the concept underlying the development of the prototype and reveal its potential for both digital musical instruments development and use. Benefits of the proposed class of musical devices include a higher degree of control intimacy of a plugin compared to its use with conventional interfaces such as mice and screens of desktop computers, as well as the use of audio plugins in ubiquitous musical activities.
本文报告了一种智能乐器原型的开发,该原型使用虚拟模拟音频插件,结合专用的有形接口和嵌入式音频平台。所采用的设计方法从模拟合成器开始,通过数字仿真,通过数字合成器的实时物理控制返回到模拟域。原型可以被认为是一类音乐设备的一个实例,它允许人们给虚拟模拟软件的控制提供物理形式。我们在国际音乐贸易展上发布原型后,对在线资源进行了分析。总体而言,结果初步验证了原型开发的基本概念,并揭示了其在数字乐器开发和使用方面的潜力。这类音乐设备的好处包括,与使用鼠标和桌面电脑屏幕等传统界面相比,插件的控制亲密度更高,以及在无处不在的音乐活动中使用音频插件。
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引用次数: 7
Following the journey of scores through a complex musical work 通过一部复杂的音乐作品跟随乐谱的旅程
Pub Date : 2020-09-15 DOI: 10.1145/3411109.3411116
Adrian Hazzard, C. Greenhalgh, Maria Kallionpää
We chart the composition and technical development of a non-linear, interactive work for pianist, Disklavier piano and interactive system called Climb!. Collaborating with a composer and performers we focus on the journey of score representations through this complex work, highlighting the processes and challenges faced from composition to performance. We reveal that multiple, distinct score representations of different types and formats were required to define and perform the work. Furthermore, we highlight a number of compromises that were necessitated to create and manage the work's notations, representations and annotations.
我们图表的组成和技术发展的非线性,互动工作的钢琴家,Disklavier钢琴和互动系统称为攀登!与作曲家和表演者合作,我们通过这一复杂的作品专注于乐谱表现的旅程,突出从作曲到表演所面临的过程和挑战。我们揭示了定义和执行工作需要不同类型和格式的多个不同的分数表示。此外,我们强调了创建和管理作品的符号、表示和注释所必需的一些妥协。
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引用次数: 0
Sonification of an exoplanetary atmosphere 系外行星大气的声音
Pub Date : 2020-09-15 DOI: 10.1145/3411109.3411117
M. Quinton, I. Mcgregor, D. Benyon
This study investigates the effectiveness of user design methods to create a sonification for an astronomer who analyses exoplanet meteorological data situated in habitable zones. Requirements about the astronomer's work, the dataset and how to sonify it utilising Grounded Theory were identified. Parameter mapping sonification was used to represent effective transiting radii measurements through subtractive synthesis and spatialization. The design was considered to be effective, allowing the instantaneous identification of a water feature overlooked on a visual graph, even when noise within the dataset overlapped the source signal. The results suggest that multiple parameter mappings provide richer auditory stimuli and semantic qualities in order to allow an improved understanding of the dataset.
本研究调查了用户设计方法的有效性,为分析位于可居住区域的系外行星气象数据的天文学家创建一个声音。确定了对天文学家工作、数据集以及如何利用扎根理论对其进行声学处理的要求。参数映射超声通过减法合成和空间化来表示有效的过境半径测量。该设计被认为是有效的,即使数据集中的噪声与源信号重叠,也可以即时识别视觉图形上忽略的水特征。结果表明,多参数映射提供了更丰富的听觉刺激和语义质量,以便更好地理解数据集。
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引用次数: 2
That password doesn't sound right: interactive password strength sonification 这个密码听起来不太对:交互式密码强度超声
Pub Date : 2020-09-15 DOI: 10.1145/3411109.3412299
Otto Hans-Martin Lutz, Jacob Leon Kröger, Manuel Schneiderbauer, Jan Maria Kopankiewicz, M. Hauswirth, T. Hermann
Despite 2-factor authentication and other modern approaches, authentication by password is still the most commonly used method on the Internet. Unfortunately, as analyses show, many users still choose weak and easy-to-guess passwords. To alleviate the significant effects of this problem, systems often employ textual or graphical feedback to make the user aware of this problem, which often falls short on engaging the user and achieving the intended user reaction, i.e., choosing a stronger password. In this paper, we introduce auditory feedback as a complementary method to remedy this problem, using the advantages of sound as an affective medium. We investigate the conceptual space of creating usable auditory feedback on password strength, including functional and non-functional requirements, influences and design constraints. We present web-based implementations of four sonification designs for evaluating different characteristics of the conceptual space and define a research roadmap for optimization, evaluation and applications.
尽管有双因素身份验证和其他现代方法,密码身份验证仍然是互联网上最常用的方法。不幸的是,分析显示,许多用户仍然选择弱且容易被猜出的密码。为了减轻这个问题的严重影响,系统通常采用文本或图形反馈来使用户意识到这个问题,这往往不足以吸引用户并实现预期的用户反应,即选择更强的密码。在本文中,我们引入听觉反馈作为弥补这一问题的补充方法,利用声音作为情感媒介的优势。我们研究了在密码强度上创建可用听觉反馈的概念空间,包括功能和非功能需求、影响和设计约束。我们提出了基于网络的四种声学设计的实现,用于评估概念空间的不同特征,并定义了优化、评估和应用的研究路线图。
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引用次数: 1
Surround sound spreads visual attention and increases cognitive effort in immersive media reproductions 在沉浸式媒体复制中,环绕声传播视觉注意力并增加认知努力
Pub Date : 2020-09-15 DOI: 10.1145/3411109.3411118
Catarina Mendonça, Victoria Korshunova
The goal of this study was to explore the effects of different spatial sound configurations on visual attention and cognitive effort in an immersive environment. For that purpose, different groups of people were exposed to the same immersive video, but with different soundtrack conditions: mono, stereo, 5.1 and 7.4.1. The different sound conditions consisted of different artistic adaptations of the same soundtrack. During the visualization of the video, participants wore an eye-tracking device and were asked to perform a counting task. Gaze direction and pupil dilation metrics were obtained, as measures of attention and cognitive effort. Results demonstrate that the conditions 5.1 and 7.4.1 were associated with larger distributions of the visual attention, with subjects spending more time gazing at task-irrelevant areas on the screen. The sound condition which led to more concentrated attention on the task-relevant area was mono. The wider the spatial sound configuration, the greater the gaze distribution. Conditions 7.4.1 and 5.1 were also associated with larger pupil dilations than the mono and stereo conditions, showing that these conditions might lead to increased cognitive demand and therefore increased task difficulty. We conclude that sound design should be carefully planned to prevent visual distraction. More surrounding spatialized sounds may lead to more distraction and more difficulty in following audiovisual contents than less distributed sounds. We propose that sound spatialization and soundtrack design should be adapted to the audiovisual content and the task at hand, varying in immersiveness accordingly.
本研究旨在探讨沉浸式环境中不同空间声音配置对视觉注意和认知努力的影响。为此,不同组的人被暴露在相同的沉浸式视频中,但有不同的配乐条件:单声道,立体声,5.1和7.4.1。不同的声音条件构成了对同一原声的不同艺术改编。在视频可视化过程中,参与者佩戴了眼球追踪设备,并被要求完成一项计数任务。获得凝视方向和瞳孔扩张指标,作为注意力和认知努力的衡量标准。结果表明,条件5.1和7.4.1与更大的视觉注意分布有关,受试者花更多的时间凝视屏幕上与任务无关的区域。导致更多注意力集中在任务相关区域的声音条件是单一的。空间声音配置越宽,凝视分布越大。条件7.4.1和5.1也与瞳孔扩张比单一和立体条件更大有关,表明这些条件可能导致认知需求增加,从而增加任务难度。我们的结论是,声音设计应该仔细规划,以防止视觉干扰。与分布较少的声音相比,周围空间化声音较多可能会导致更多的分心和跟随视听内容的困难。我们建议声音空间化和配乐设计应适应视听内容和手头的任务,并相应地改变沉浸感。
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引用次数: 2
Composing in spacetime with rainbows: spatial metacomposition in the real world 用彩虹在时空中组合:现实世界中的空间元组合
Pub Date : 2020-09-15 DOI: 10.1145/3411109.3411136
Robert S. Jarvis, D. Verhagen
There exists a long tradition of incorporating acoustic space as a creative parameter in musical composition and performance. This creative potential has been extended by way of modern sensing and computing technology which allows the position of the listener to act as an input to interactive musical works in immersive, digital environments. Furthermore, the sophistication of sensing technology has reached a point where barriers to implementing these digital interactive musical systems in the physical world are dissolving. In this research we have set out to understand what new modes of artistic performance might be enabled by these interactive spatial musical systems, and what the analysis of these systems can tell us about the compositional principles of arranging musical elements in space as well as time. We have applied a practice-based approach, leveraging processes of software development, composition, and performance to create a complete system for composing and performing what we refer to as spatial metacompositions. The system is tested at scale in the realisation of a musical work based upon the path of a sailplane in flight. Analysis of the work and the supporting system leads us to suggest opportunities exist for extending existing intermodal composition theory through the analysis of audiovisual renderings of performed spatial works. We also point to unique challenges posed by spatial arrangement, such as effective strategies for structuring musical notes in three dimensions as to produce strong harmonic movement. Beyond enabling new modes of artistic expression, the understanding garnered from these musical structures may help inform a more generalisable approach to non-linear composition, leveraging virtual representations of musical space that respond to arbitrary input data.
在音乐创作和演奏中,将声学空间作为一种创造性参数有着悠久的传统。这种创造潜力通过现代传感和计算技术得到了扩展,这种技术允许听众的位置在沉浸式数字环境中充当交互式音乐作品的输入。此外,传感技术的复杂性已经达到了在物理世界中实现这些数字交互式音乐系统的障碍正在消失的程度。在这项研究中,我们开始了解这些互动空间音乐系统可能会带来哪些新的艺术表现模式,以及对这些系统的分析可以告诉我们在空间和时间中安排音乐元素的作曲原则。我们已经应用了一种基于实践的方法,利用软件开发、组合和性能的过程来创建一个完整的系统,用于组合和执行我们所说的空间元组合。该系统在基于滑翔机飞行路径的音乐作品的实现中进行了大规模测试。通过对作品和支撑系统的分析,我们提出了通过对已完成的空间作品的视听效果图的分析来扩展现有的多式联运构图理论的机会。我们还指出了空间安排带来的独特挑战,例如在三维空间中构建音符以产生强烈的和声运动的有效策略。除了实现新的艺术表达模式之外,从这些音乐结构中获得的理解可能有助于为非线性作曲提供更普遍的方法,利用对任意输入数据做出反应的音乐空间的虚拟表示。
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引用次数: 1
Breaking the workflow: Design heuristics to support the development of usable digital audio production tools: framing usability heuristics for contemporary purposes 打破工作流程:设计启发以支持可用数字音频制作工具的开发:为当代目的构建可用性启发
Pub Date : 2020-09-01 DOI: 10.1145/3411109.3411133
S. McGrath
The investigation that follows presents the results of a series of workshops with professional musicians and music producers. The work here elicits requirements for musicians in terms of software systems. The scope here explores how to design systems to support creativity and collaboration while maintaining a usable system - one which is effective, efficient and satisfies the user. The format models that of similar workshops, where a three-pronged approach is taken to focus on three different types of creativity: exploratory, combinatorial and transformational approaches. Participants describe a story that defines different user roles and expectations. Focus groups help to refine and combine the existing experiences and begin identify ways in which systems can be made more usable, and support more creative ways of working. We consider the broader consideration of usability, including defining and describing different user types and how their views of usability may differ or even be at odds. Our findings show that while existing systems are very good at supporting traditional usability metrics, they may not consider the broader implications of a considered and holistic user experience.
接下来的调查展示了与专业音乐家和音乐制作人进行的一系列研讨会的结果。这里的工作引出了音乐家在软件系统方面的需求。这里的范围探讨了如何设计系统来支持创造力和协作,同时维护一个可用的系统-一个有效,高效和满足用户的系统。类似的研讨会采用三管齐下的方法,重点关注三种不同类型的创造力:探索性、组合性和变革性方法。参与者描述了一个定义了不同用户角色和期望的故事。焦点小组帮助改进和结合现有的经验,并开始确定使系统更可用的方法,并支持更有创造性的工作方式。我们考虑更广泛的可用性考虑,包括定义和描述不同的用户类型,以及他们对可用性的看法可能不同甚至不一致。我们的研究结果表明,虽然现有的系统非常善于支持传统的可用性指标,但它们可能没有考虑到经过深思熟虑的整体用户体验的更广泛的含义。
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引用次数: 0
Standstill to the 'beat': differences in involuntary movement responses to simple and complex rhythms 静止的“节拍”:对简单和复杂节奏的不自主运动反应的差异
Pub Date : 2020-08-03 DOI: 10.1145/3411109.3411139
Agata Zelechowska, V. E. G. Sánchez, A. Jensenius
Previous studies have shown that movement-inducing properties of music largely depend on the rhythmic complexity of the stimuli. However, little is known about how simple isochronous beat patterns differ from more complex rhythmic structures in their effect on body movement. In this paper we study spontaneous movement of 98 participants instructed to stand as still as possible for 7 minutes while listening to silence and randomised sound excerpts: isochronous drumbeats and complex drum patterns, each at three different tempi (90, 120, 140 BPM). The participants' head movement was recorded with an optical motion capture system. We found that on average participants moved more during the sound stimuli than in silence, which confirms the results from our previous studies. Moreover, the stimulus with complex drum patterns elicited more movement when compared to the isochronous drum beats. Across different tempi, the participants moved most at 120 BPM for the average of both types of stimuli. For the isochronous drumbeats, however, their movement was highest at 140 BPM. These results can contribute to our understanding of the interplay between rhythmic complexity, tempo and music-induced movement.
先前的研究表明,音乐的运动诱导特性在很大程度上取决于刺激的节奏复杂性。然而,对于简单的等时节拍模式与更复杂的节奏结构对身体运动的影响有何不同,人们知之甚少。在本文中,我们研究了98名参与者的自发运动,要求他们在听安静和随机的声音节选时尽可能地站着7分钟:等时鼓声和复杂的鼓声模式,每一种都有三种不同的速度(90,120,140 BPM)。参与者的头部运动被光学动作捕捉系统记录下来。我们发现,平均而言,参与者在声音刺激下比在沉默时移动得更多,这证实了我们之前的研究结果。此外,与等时鼓声相比,具有复杂鼓声模式的刺激引起更多的运动。在不同的速度下,两种刺激的平均速度为每分钟120次时,参与者的运动最多。然而,对于等时鼓声,它们的运动在140 BPM时最高。这些结果有助于我们理解节奏复杂性、速度和音乐诱发运动之间的相互作用。
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引用次数: 3
期刊
Proceedings of the 15th International Audio Mostly Conference
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