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  • Resultat 1-10 av 141
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1.
  • Han, Xu, et al. (författare)
  • Performance of piano trills: effects of hands, fingers, notes and emotions
  • 2019
  • Ingår i: Combined proceedings of the Nordic Sound and Music Computing Conference 2019 and the Interactive Sonification Workshop 2019. - Stockholm. ; , s. 9-15
  • Konferensbidrag (refereegranskat)abstract
    • Trill is a type of musical ornament. In automatic playback of piano music scores, trills are usually synthesised as a sequence of repeated notes with equal duration and dynamic level. This is not how trills are performed by pianists. In this study, trills were performed by three pianists on a Yamaha Disklavier and recorded as both audio and MIDI files. Then note duration, inter-onset interval (IOI) and key velocity for each note were extracted from MIDI files and analyzed in relation to hands, notes and emotions. Four significant effects were found; 1) hand effect: trills on right hand were in average performed with a faster rate, shorter note duration, longer off duration and faster key velocity, 2) finger effect: within the two notes forming a trill, notes with lower fingering number were performed with shorter off duration, while keeping note duration and key velocity close, 3) emotion effect: emotion mainly contributed to dynamic level, 4) crescendo effect: when crescendo happened, note duration and off duration compensated with each other and kept IOI at a almost constant value.
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2.
  • Hansen, Kjetil Falkenberg, Docent, 1972-, et al. (författare)
  • Student involvement in sound and music computing research : Current practices at KTH and KMH
  • 2019
  • Ingår i: Combined proceedings of the Nordic Sound and Music Computing Conference 2019 and the Interactive Sonification Workshop 2019. - Stockholm. ; , s. 36-42
  • Konferensbidrag (refereegranskat)abstract
    • To engage students in and beyond course activities has been a working practice both at KTH Sound and Music Computing group and at KMH Royal College of Music since many years. This paper collects experiences of involving students in research conducted within the two institutions. We describe how students attending our courses are given the possibility to be involved in our research activities, and we argue that their involvement both contributes to develop new research and benefits the students in the short and long term.  Among the assignments, activities, and tasks we offer in our education programs are pilot experiments, prototype development, public exhibitions, performing, composing, data collection, analysis challenges, and bachelor and master thesis projects that lead to academic publications.
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3.
  • Bresin, Roberto, et al. (författare)
  • Controlling sound production
  • 2008
  • Ingår i: Sound to Sense, Sense to Sound. - Berlin : Logos Verlag. - 9783832516000 ; , s. 447-486
  • Bokkapitel (refereegranskat)
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4.
  • Interactive Storytelling : 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part I
  • 2023
  • Proceedings (redaktörskap) (refereegranskat)abstract
    • This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023.The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.
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5.
  • Interactive Storytelling : 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, Kobe, Japan, November 11–15, 2023, Proceedings, Part II
  • 2023
  • Proceedings (redaktörskap) (refereegranskat)abstract
    • This two-volume set LNCS 14383 and LNCS 14384 constitutes the refereed proceedings of the 16th International Conference on Interactive Digital Storytelling, ICIDS 2023, held in Kobe, Japan, during November 11–15, 2023.The 30 full papers presented in this book together with 11 short papers were carefully reviewed and selected from 101 submissions. Additionally, the proceedings includes 22 Late Breaking Works. The papers focus on topics such as: theory, history and foundations; social and cultural contexts; tools and systems; interactive narrative design; virtual worlds, performance, games and play; applications and case studies; and late breaking works.
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6.
  • A Slip of the Machinic Tongue
  • 2022
  • Konstnärligt arbete (refereegranskat)abstract
    • The title of the book, The Computer as Seen at the End of the Human Age, is a reference to the exhibition “The Machine as Seen at the End of the Mechanical Age”, curated by Pontus Hultén for MoMA in 1968, highlighting how technology was influencing art at a time when mechanical machines were increasingly replaced by electronic and chemical devices. Through its selection of contemporary art works the exhibition thus came to function as a recording of technological history.I never got to see the exhibition since I wasn’t born at the time, but a couple of years ago I came across a curious book with a tin cover. The book was published in connection to the exhibition, and the history recorded between its covers ends at approximately the same time that early computers start to make their way into the art world. In the fifty years that followed, art came to be marked by a digital presence.  It was that book, along with an interest in dead media, and a curiosity for art aided by algorithms, that sparked the idea for The Computer as Seen at the End of the Human Age.Here you will encounter new works by a selection of artists, specifically invited to use algorithms/AI to contribute to a continuous, self-reproducing, anachronistic, machine aided recording of history. A way to preserve, revise and/or comment upon digital history from the vantage point of present-day technology or through the lens of imagined future media, perspectives and technologies.The works have been created specifically for the book. Some are based on works by other artists, made in another era, repurposed for our time and technologies. Others are based on redundant technologies, revived and given new functions. Some adopt a critical or political approach to the algorithm and its impact on society. Several utilize it as an opportunity to create unique works for each separate copy of the edition. Thousands of files eventually compiled into 200 unique books, each with a different cover and different contents – generated, aided or influenced by algorithms. Participating artists: Geraldine Juárez, Cornelia Sollfrank/Winnie Soon, Mishka Henner, Shane Hope, !Mediengruppe Bitnik, Rosa Menkman, Rosemary Lee, Olle Essvik, Evan Roth, Jonas Lund, Darsha Hewitt, Carl-Johan Rosén, Linda Hilfling Ritasdatter and Jacek Smolicki.Editor: Olle Essvik 
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7.
  • Elblaus, Ludvig, 1981-, et al. (författare)
  • Modes of sonic interaction in circus : Three proofs of concept
  • 2014
  • Ingår i: Proceedings of Sound and Music Computing Conference 2014. - Athens : The International Computer Music Association, The Sound and Music Computing Steering Committe, The Institute for Research on Music & Acoustics. ; , s. 1698-1706, s. 1698-1706-
  • Konferensbidrag (refereegranskat)abstract
    • The art of circus is a vibrant and competitive culture that embraces new tools and technology. In this paper, a series of exploratory design processes resulting in proofs of concepts are presented, showing strategies for effective use of three different modes of sonic interaction in contemporary circus. Each design process is based on participatory studio work, involving professional circus artists. All of the proofs of concepts have been evaluated, both with studio studies and public circus performances, taking the work beyond theoretical laboratory projects and properly engaging the practice and culture of contemporary circus.The first exploration uses a contortionist’s extreme bodily manipulation as inspiration for sonic manipulations in an accompanying piece of music. The second exploration uses electric amplification of acoustic sounds as a transformative enhancement of existing elements of circus performance. Finally, a sensor based system of real-time sonification of body gestures is explored and ideas from the sonification of dance are translated into the realm of circus.
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8.
  • Hansen, Kjetil Falkenberg, 1972-, et al. (författare)
  • Active Listening and Expressive Communication for Children with Hearing Loss Using Getatable Environments for Creativity
  • 2012
  • Ingår i: Journal of New Music Research. - Stockholm : Taylor & Francis. - 0929-8215 .- 1744-5027. ; 41:4, s. 365-375
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper describes a system for accommodating active listening for persons with hearing aids or cochlear implants, with a special focus on children at an early stage of cognitive development and with additional physical disabilities. A system called the Soundscraper is proposed and consists of a software part in Pure data and a hardware part using an Arduino microcontroller with a combination of sensors. For both the software and hardware development it was important to always ensure that the system was flexible enough to cater for the very different conditions that are characteristic of the intended user group.The Soundscraper has been tested with 25 children with good results. An increased attention span was reported, as well as positively surprising reactions from children where the caregivers were unsure whether they could hear at all. The sound synthesis methods, the gesture sensors and the employed parameter mapping were all simple, but they provided a controllable and sufficiently complex sound environment even with limited interaction. A possible future outcome of the application is the adoption of long-time analysis of sound preferences as opposed to traditional audiological investigations.
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9.
  • Hansen, Kjetil Falkenberg, 1972-, et al. (författare)
  • DJ scratching performance techniques : Analysis and synthesis
  • 2003
  • Ingår i: Proc. Stockholm Music Acoustics Conference. ; , s. 693-696
  • Konferensbidrag (refereegranskat)abstract
    • Scratching is a popular way of making music, turning the DJ into a musician. Normally scratching is done using a vinyl record, a turntable and a mixer. Vinyl manipulation is built up by a number of specialized techniques that have been analysed in a previous study. The present study has two main objectives. First is to better understand and model turntable scratching as performed by DJs. Second is to design a gesture controller for physical sound models, i.e. models of friction sounds. We attached sensors to a DJ equipment set-up. Then a DJ was asked to perform typical scratch gestures both isolated and in a musical context, i.e. as in a real performance. He also was asked to play with different emotions: sad, angry, happy and fearful. A model of the techniques used by the DJ was built based on the analysis of the collected data. The implementation of the model has been done in pd. The Radio Baton, with specially adapted gesture controllers, has been used for controlling the model. The system has been played by professional DJs in concerts.
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10.
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