1540671
Bangarama: Creating Music with Headbanging
Bangarama is a music controller using headbanging as the primary interaction metaphor. It consists of a head-mounted tilt sensor and a guitar-shaped controller that does not require complex finger positions. We discuss the specific challenges of designing and building this controller to create a simple, yet responsive and playable instrument, and show how ordinary materials such as plywood, tin foil, and copper wire can be turned into a device that enables a fun, collaborative music-making experience.
7621577
Towards a quantitative analysis of audio scrolling interfaces
We present the results of a user study inspired by previous work in document navigation comparing rate and position control for navigating an audio timeline. Although interfaces for controlling playback speed (rate) are favored over playback position, we found that position control is, on average, 15-19% faster than rate control when searching for targets 90 to 100 seconds away in the audio timeline. Additional studies are being planned to further characterize audio scrolling performance with position and rate controls.
368432
Personal orchestra: a real-time audio/video system for interactive conducting
Jan Borchers1, Eric Lee1, Wolfgang Samminger2, Max Mühlhäuser3 1 Media Computing Group, Department of Computer Science, RWTH Aachen University, 52056 Aachen, Germany e-mail: borchers@cs.rwth-aachen.de 2 Telecooperation Department, University of Linz, 4040 Linz, Austria e-mail: wolfgang.samminger@liwest.at; eric@cs.rwth-aachen.de 3 Telecooperation Group, Darmstadt University, 64283 Darmstadt, Germany e-mail: max@informatik.tu-darmstadt.de
1549095
Education, entertainment and authenticity: lessons learned from designing an interactive exhibit about medieval music
In this paper we describe the design experience gathered from creating an interactive exhibit about medieval music. This system was designed as an educational exhibit that relies on audio as its only feedback channel. We focused our work on three major goals: educational value, entertainment aspects, and historic authenticity. We present insight into the challenges in designing a system with these goals, and how they could be solved.
7551391
The Role of Time in Engineering Computer Music Systems
Discussion of time in interactive computer music systems engineering has been largely limited to data acquisition rates and latency. Since music is an inherently time-based medium, we believe that time plays a more important role in both the usability and implementation of these systems. In this paper, we present a time design space, which we use to expose some of the challenges of developing computer music systems with time-based interaction. We describe and analyze the time-related issues we encountered whilst designing and building a series of interactive music exhibits that fall into this design space. These issues often occur because of the varying and sometimes conflicting conceptual models of time in the three domains of user, application (music), and engineering. We present some of our latest work in conducting gesture interpretation and frameworks for digital audio, which attempt to analyze and address these conflicts in temporal conceptual models.
7453458
Designing time-based interactions with multimedia
The current model of time in multimedia frameworks poses particular problems when designing multimedia systems with time-based interaction. We propose to expand and extend an existing distinction between semantic time and real time from music and film theory to multimedia systems design. The semantic time concept also forms the foundation of a new software framework for multimedia systems that we are building, that, unlike most existing frameworks, includes mechanisms for time-based effects such as time-stretching.
38798257
A hardware-software codesign methodology for DSP applications
The authors describe a systematic, heterogeneous design methodology using the Ptolemy framework for simulation, prototyping, and software synthesis of systems containing a mixture of hardware and software components. They focus on signal-processing systems in which the hardware typically consists of custom data paths, finite-state machines (FSMs), glue logic and programmable processors. The software is one or more embedded programs running on the programmable components.<<ETX>>
207225124
A Linear Programming Approach to Discriminant Analysis with a Reserved-Judgment Region
A linear-programming model is proposed for deriving discriminant rules that allow allocation of entities to a reserved-judgment region. The size of the reserved-judgment region, which can be controlled by varying parameters within the model, dictates the level of aggressiveness (cautiousness) of allocating (misallocating) entities to groups. Results of simulation experiments for various configurations of normal and contaminated normal three-group populations are reported for a variety of parameter selections. Results of cross-validation experiments using real data sets are also reported. Both the simulation and cross-validation experiments include comparison with other discriminant analysis techniques. The results demonstrate that the proposed model is useful for deriving discriminant rules that reduce the chances of misclassification, while maintaining a reasonable level of correct classification.
12760368
A Flexible Architecture for Virtual Humans in Networked Collaborative Virtual Environments
Complex virtual human representation provides more natural interaction and communication among participants in networked virtual environments, hence it is expected to increase the sense of being together within the same virtual world. We present a flexible framework for the integration of virtual humans in networked collaborative virtual environments. A modular architecture allows flexible representation and control of the virtual humans, whether they are controlled by a physical user using all sorts of tracking and other devices, or by an intelligent control program turning them into autonomous actors. The modularity of the system allows for fairly easy extensions and integration with new techniques making it interesting also as a testbed for various domains from “classic” VR to psychological experiments. We present results in terms of functionalities, example applications and measurements of performance and network traffic with an increasing number of participants in the simulation
1955659
A framework for comparing models of computation
We give a denotational framework (a "meta model") within which certain properties of models of computation can be compared. It describes concurrent processes in general terms as sets of possible behaviors. A process is determinate if, given the constraints imposed by the inputs, there are exactly one or exactly zero behaviors. Compositions of processes are processes with behaviors in the intersection of the behaviors of the component processes. The interaction between processes is through signals, which are collections of events. Each event is a value-tag pair, where the tags can come from a partially ordered or totally ordered set. Timed models are where the set of tags is totally ordered. Synchronous events share the same tag, and synchronous signals contain events with the same set of tags. Synchronous processes have only synchronous signals as behaviors. Strict causality (in timed tag systems) and continuity (in untimed tag systems) ensure determinacy under certain technical conditions. The framework is used to compare certain essential features of various models of computation, including Kahn process networks, dataflow, sequential processes, concurrent sequential processes with rendezvous, Petri nets, and discrete-event systems.
17704367
A Parallel, Linear Programming-based Heuristic for Large-Scale Set Partitioning Problems
We describe a parallel, linear programming and implication-based heuristic for solving set partitioning problems on distributed memory computer architectures. Our implementation is carefully designed to exploit parallelism to greatest advantage in advanced techniques like preprocessing and probing, primal heuristics, and cut generation. A primaldual subproblem simplex method is used for solving the linear programming relaxation, which breaks the linear programming solution process into natural phases from which we can exploit information to find good solutions on the various processors. Implications from the probing operation are shared among the processors. Combining these techniques allows us to obtain solutions to large and difficult problems in a reasonable amount of computing time.