Paper Session 4 – Timing, Motion and Rhythm

By Henk van Engelen

JUST TYPED ALONG WITH THE SESSION SO EVERYTHING IS STILL PRETTY MESSY, NO LINKS INCLUDED AND POSSIBLE FAULTS ARE MY OWN RATHER THAN THE SPEAKERS,…

* New Interfaces for Popular Music Performance
Roger Dannenberg
- using computers to augment music performance: tape music, click tracks, computer accompaniment, interactive improvisation systems, new instruments, popular music is relatively unexplored: too common? too technical? huge potential market, some very challenging problems.
- Popular music: characteristics: general a steady tempo, generally fixed score, somewhat flexible structure, drums, guitar, keyboards are not playing fixed parts. This genre is interesting because: there is enough structure to be predictable and understandable, there is enough variation to require realtime interaction.
- How can computers augment performance of popular music: play additional parts, assist performers with technical parts, create new musical material, assist with rehearsals, assist with sound reinforcement and digital audio effects.
- Research framework: where is the beat? beat tapping interfaces, tempo and phase estimation, merging multiple sources of information. Also data preparation: editing, mixing, annotation of scores with performance info. Also: Where are we in the song? listening to chord changes, melody spotting, interfaces to cue score location, visual display integrated with musical notation. Sound generation: realtime time stretching for synchronization, sound synthesis from scores and lead-sheets, computer assisted sound reinforcement/mixing.
- Online adaptation: coordination of note attack times, learning beat phase relationships, dynamics / balance /mixing, learning charts from rehearsal
- Prototype: Goal: to augment horn section in rock band, demands: control by one musician, high quality, time scaling for tempo adaptation, tap interface to get tempo, extra taps to get phase and cue entrances.

* Towards Rhythmic Analysis of Human Motion using Acceleration-Onset Times
Eric Lee, Urs Enke, Leo de Jong
- Motivation: music is a rhythmitization of sound: whether this is true or not, rhythm is at least important
- Rhythm pattern: a repeating series of accentuated impulses separated by time intervals.
- Goal: attach accelerometers to people and extract rhythmic notions from the input data
- Related work: dance-movement analysis: Paradiso’s “DanceShoe”, Griffith’s “LifeFoot”, automatic beat detection tools.
- We try to extract beat information from accelerometers, so no audio data analysis for beat extraction. We want to do this all in real time.
- The Algorithm: sensor signal, movement detection, impulse sequence generation from movement detection, interval analysis, frequency analysis –> data fusion from the two analyses, impulse folding from impulse sequence and pattern structure, impulse clustering –> rhythm

* nJam user experiments: enabling NMP (networked music performance) from milliseconds to seconds
Nicolas Bouillot
In the remote real-time musical interaction domain, the end- to-end latency is a well known problem. Today, the main explored approach is to keep it below the musician perception threshold. In this paper, we experiment another approach, where end-to-end delays rise to several seconds but computed in a controlled (and synchronized) way depending on the musical pieces structure. We implement a prototype called nJam and perform user experiments to show how this new kind of interactivity breaks the actual end-to-end latency bounds while being user friendly.

* Ashitaka: an audiovisual instrument
Niall Moody, Dr. Nick Fells, Dr. Nicholas Bailey
project website
- Aim is to create an audiovisual instrument whose output is perceived as an audiovisual whole, with audio and visuals not easily separated
- based on Michel Chion’s AudioVision: sound on screen” (synchresis)
- synchresis is based on motion: objects that we can see that are moving mostly make a sound.
- metaphor based mappings and perception based mappings
- sound and image influence each other
- performer’s gestures are mapped to the audiovisual parameters
- X3D is a virtual world file format, the successor to VRML
- interface is based on claw-based gestures
- sensors: stretch, twist, 4x force sensors, accelerometers
- visual: a system of gravity objects
- audio: Tao physical modeling language, single string model as primary synthesis method

* Percussion instruments using realtime convolution: Physical controllers
Roberto Aimi

- Physical controllers: drum pad, frame drum, brushes, bass drum, cymbals
- convolution latency overcome by increasing FFT window size –> effective delay of eg 64 samples
- Using real modified percussion instruments as controllers for other sounds
- using non-linear waveshaping in order to emulate for example the non-linear properties of a real cymbal

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