Matching Items (4)

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SoundSwarm: An Interactive Exploration of 3-Dimensional and Behavioral Modeled Sound

Description

This paper outlines the development of a software application that explores the plausibility and potential of interacting with three-dimensional sound sources within a virtual environment. The intention of the software

This paper outlines the development of a software application that explores the plausibility and potential of interacting with three-dimensional sound sources within a virtual environment. The intention of the software application is to allow a user to become engaged with a collection of sound sources that can be perceived both graphically and audibly within a spatial, three-dimensional context. The three-dimensional sound perception is driven primarily by a binaural implementation of a higher order ambisonics framework while graphics and other data are processed by openFrameworks, an interactive media framework for C++. Within the application, sound sources have been given behavioral functions such as flocking or orbit patterns, animating their positions within the environment. The author will summarize the design process and rationale for creating such a system and the chosen approach to implement the software application. The paper will also provide background approaches to spatial audio, gesture and virtual reality embodiment, and future possibilities for the existing project.

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Created

Date Created
  • 2016-05

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Audio Waveform Sample SVD Compression and Impact on Performance

Description

Lossy compression is a form of compression that slightly degrades a signal in ways that are ideally not detectable to the human ear. This is opposite to lossless compression, in

Lossy compression is a form of compression that slightly degrades a signal in ways that are ideally not detectable to the human ear. This is opposite to lossless compression, in which the sample is not degraded at all. While lossless compression may seem like the best option, lossy compression, which is used in most audio and video, reduces transmission time and results in much smaller file sizes. However, this compression can affect quality if it goes too far. The more compression there is on a waveform, the more degradation there is, and once a file is lossy compressed, this process is not reversible. This project will observe the degradation of an audio signal after the application of Singular Value Decomposition compression, a lossy compression that eliminates singular values from a signal’s matrix.

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Agent

Created

Date Created
  • 2021-05

Euphonium and Live Interactive Electronics: A Performers Examination of Three New Works

Description

Electro-acoustic compositions throughout the twentieth-century have flourished due to the modern advancements and improvements in technology, including image based interactive software. This project aims to reveal how three composers of

Electro-acoustic compositions throughout the twentieth-century have flourished due to the modern advancements and improvements in technology, including image based interactive software. This project aims to reveal how three composers of different backgrounds utilize the use of euphonium in combination with live interactive electronics. To this date no known works have been composed for this instrumentation.

Advancements in the development of audio software and hardware have helped to improve and rapidly evolve the inclusion of live electronics including the use of performer-triggered events, audio processing, and live electronic decision-making. These technologies can be utilized and explored in various ways. Three composers have been commissioned to each compose a new work focusing on using the timbre of the euphonium in combination with explored electronic sounds, unplanned sounds of nature and the use of the human voice. Each work is performed and examined by the author in order to further explore the electro-acoustic properties of this genre, how they communicate and interact with one another, and how the electronics interact and meld with the sound of the euphonium. Compositional elements in this project include but are not limited to the use of pre-recorded natural and “un-natural” sounds, and the manipulations of both pre-recorded and live sounds through the use of performer triggered events using visual programming languages such as Max/MSP and looping pedals.

Contributors

Agent

Created

Date Created
  • 2017

CYOA an examination of the possibilities of dynamic musical objects as a new format for music distribution

Description

CYOA is a prototype of an iPhone application that produces a single, generative, musical work. This document details some of the thoughts and practices that informed its design, and specifically

CYOA is a prototype of an iPhone application that produces a single, generative, musical work. This document details some of the thoughts and practices that informed its design, and specifically addresses the overlap between application structure and musical form. The concept of composed instruments is introduced and briefly discussed, some features of video game design that relate to this project are considered, and some specifics of hardware implementation are addressed.

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Agent

Created

Date Created
  • 2013