Mediate

Sensory Components Technology



Audio Progress

Sonic Interface Capabilities
Overall Schematic of the Sonic Interface
Audio and Input Processing
Analysis of Audio Input - Implemented Models
Communication of Analysis Results and Control Data
Mapping of Parameters of Other Sensors to Sonic and/or Muscial Structures
Interaction Models Acting On the Mapped Parameters
Generation of Functional Sonic and/or Musical Structures
Examples of Potential Mappings
Audio Output and Localisation of Sound Sources
Final Design Implementation and Integration
Interaction Models (Some Examples)
Examples at Barcelona Meeting


Sonic Interface Capabilities
  • Allows audio-input as one of the sensors of MEDIATE.

  • Provides generation and output of Sound and Music and multi-channel audio-projection of sound-sources.

  • Gives adaptive composition and interactivity reacting on the behaviour of the user.

  • Translates input from other sensors to relevant Sonic output being either sonic structures or musical structures.

  • The user is in control of the generated output and is invited to discover and experiment with the adaptive musical behaviour of the system.

  • Enables the user to express and explore in terms of sound and music using all the sensors present in the MEDIATE environment.

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Overall Schematic of the Sonic Interface

sonic interface diagram

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Audio Input and Processing
  • 8-channel audio-input is provided.
    (microphones pick up sounds made by the user - the volume of this sound may vary widely.)

  • Each input can be limited or compressed.

  • Each input can be supplied with automatic gain control.

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Analysis of Audio Input - Implemented Models
  • Model 1
    • Pitch, amplitude, harmonic profile
    • Phrase recognition (start, stop)

  • Model 2
    • Formant-analysis
    • A, e, i recognition

  • Model 3
    • Vocoder-analysis (set of band-filters)

  • Model 4
    • Complex analysis of spectral properties
      (prototype on basis of FFT is ready)
    • Data-reduction of the results

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Communication of Analysis Results and Control Data

  • Communication of data to and from other components of MEDIATE is anticipated to use Ethernet and TCP/IP. TCP/IP connections have been tested; modules have been implemented.

  • The sonic interface can be controlled by commands; implementation of command-handling is in progress.

  • Any other network and/or network protocol may be used instead of the ones mentioned.

  • The final implementation will be part of the integration phase.

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Mapping of Parameters of Other Sensors to Sonic and/or Musical Structures

  • Several mapping strategies are implemented.

  • The final implementation is part of the total Sound Design, which is part of the integration phase.

  • The Sound Design will be discussed and tested with the PAS user group.

  • Mappings of analysed video-images to sound structures have been implemented using soft-VNS (a video-processing package within MAX/MSP).

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Interaction Models Acting On the Mapped Parameters

  • Prototypes:
    • Several Interaction Models have been implemented for MIDI->MIDI and audio->MIDI.
    • Interaction Models acting on analysed video have been implemented and have been used in dance-performances.
    • Several interactive installations have been developed using video to sound interaction.

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Generation of Functional Sonic and/or Muscial Structures

  • Several synthesis-techniques have been implemented to generate Sonic Structures from mapped parameters.

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Examples of Potential Mappings

The following two examples are by former students of HKU and are Quicktime videos.
(13Mb each - a broadband connection is recommended to view them - please use your browser's back arrow to return you to this page on choosing to view an example)

click to see video

example video 1 

The first is an extract from a performance by Marijke de Moel (27 May 1977 - 27 October 2002) - this is a tribute to her as a remarkable human being and her innovative and artistically creative use of space as an orchestrated virtual instrument generated by personal vocal production which is placed, manipulated and overlaid with further real time vocal output.

click to see video

example video 2 

The second example is an extract from a dance performance by Isabel Ariel and Benjamin Petitjean with musical composition and interactive design by Marcel Wierckx. Here the dancers' movements manipulate the musical output in real time and are also captured and interact with the real time visually generated backdrop on both wall and floor.

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Audio Output and Localisation of Sound Sources

  • 8-channel audio-output is implemented.

  • 8-channel localisation of Sound Sources is implemented using modified volume-panning techniques with interpolation during a time-interval in which sound-sources move from the initial position to a new position. This transition-interval can be varied from 0 msec to several seconds.

  • Audio-engines have been implemented that can play stereo-sound files (like a sampler) localised as described before.

  • Dependent on processor-speed 8 to 12 (stereo)-voice polyphony is available.

  • A MIDI-sampler will be used for extra polyphony. The sampler output can also be localised.

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Final Design Implementation and Integration

  • In the integration-phase the final versions of several components will be developed and adapted to the overall design.

  • The Sound Design of the system, the final design of Adaptive Behaviour, Interaction Models etc. will be an important part of the integration phase.

  • Some of the topics are:
    • Data-communication and command-syntaxes
    • Data-reduction and mappings
    • Sound Design
    • Interaction Models

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Interaction Models (Some Examples)

  • Imitation
  • Mirror
  • Shadow
  • Variation
  • Reversal
  • Echo
  • Dialogue

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Examples at Barcelona Meeting

  • Through detection of an individual's position in relation to a quadraphonic arrangement of speakers a series of sounds could either follow or entice the movement of the individual. The potential delight of this technique was particularly evident when the song of a small bird featured as the attractor.

  • Using higher resolution detection an individual's hand location in relation to a horizontal surface created a means to 'play' with sound elements and their sound characteristics e.g. frequency and duration.

  • Using the 'interaction models' above these engagements will eventually orchestrate the final environment response.

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