HCI Bibliography Home | HCI Conferences | NIME Archive | Detailed Records | RefWorks | EndNote | Hide Abstracts
NIME Tables of Contents: 0102030405060708091011121314

NIME 2013: New Interfaces for Musical Expression 2013-05-27

Fullname:NIME 2013: New Interfaces for Musical Expression
Editors:Woon Seung Yeo; Kyogu Lee
Location:Daejeon + Seoul, Korea Republic
Dates:2013-May-27 to 2013-May-30
Standard No:hcibib: NIME13
Links:Conference Home Page | Papers Online Proceedings | Posters/Demos
  1. Session 1: Performance (1)
  2. Session 2: Multimodal
  3. Session 3: Sensor (1)
  4. Session 4: Performance (2)
  5. Session 5: Multitouch | Laptop
  6. Session 6: Augmented Instrument | Interface
  7. Session 7: Hardware Platform
  8. Session 8: Sensor (2)
  9. Session 9: Network | Web
  10. Session 10: Gesture | Space
  11. Session 11: Mapping
  12. Session 12: Augmented Instrument
  13. Posters (1)
  14. Demos (1)
  15. Posters (2)
  16. Demos (2)
  17. Posters (3)
  18. Demos (3)

Session 1: Performance (1)

NEXUS: Collaborative Performance for the Masses, Handling Instrument Interface Distribution through the Web BIBAKPDF 1
  Jesse Allison; Yemin Oh; Benjamin Taylor
Distributed performance systems present many challenges to the artist in managing performance information, distribution and coordination of interface to many users, and cross platform support to provide a reasonable level of interaction to the widest possible user base.
   Now that many features of HTML 5 are implemented, powerful browser based interfaces can be utilized for distribution across a variety of static and mobile devices. The author proposes leveraging the power of a web application to handle distribution of user interfaces and passing interactions via OSC to and from realtime audio/video processing software. Interfaces developed in this fashion can reach potential performers by distributing a unique user interface to any device with a browser anywhere in the world.
Keywords: NIME, distributed performance systems, Ruby on Rails, collaborative performance, distributed instruments, distributed interface, HTML5, browser based interface
MirrorFugue III: Conjuring the Recorded Pianist BIBAKPDF 2
  Xiao Xiao; Anna Pereira; Hiroshi Ishii
The body channels rich layers of information when playing music, from intricate manipulations of the instrument to vivid personifications of expression. But when music is captured and replayed across distance and time, the performer's body is too often trapped behind a small screen or absent entirely.
   This paper introduces MirrorFugue III, an interface to conjure the recorded performer by combining the moving keys of a player piano with life-sized projection of the pianist's hands and upper body. Inspired by reflections on a lacquered grand piano, our interface evokes the sense that the virtual pianist is playing the physically moving keys.
   Through MirrorFugue III, we explore the question of how to viscerally simulate a performer's presence to create immersive experiences. We discuss design choices, outline a space of usage scenarios and report reactions from users.
Keywords: piano performance, musical expressivity, body language, recorded music, player piano, augmented reality, embodiment
Expressive Control of Indirect Augmented Reality During Live Music Performances BIBAKPDF 3
  Lode Hoste; Beat Signer
Nowadays many music artists rely on visualisations and light shows to enhance and augment their live performances. However, the visualisation and triggering of lights in popular music concerts is normally scripted in advance and synchronised with the music, limiting the artist's freedom for improvisation, expression and ad-hoc adaptation of their show. We argue that these limitations can be overcome by combining emerging non-invasive tracking technologies with an advanced gesture recognition engine.
   We present a solution that uses explicit gestures and implicit dance moves to control the visual augmentation of a live music performance. We further illustrate how our framework overcomes limitations of existing gesture classification systems by providing a precise recognition solution based on a single gesture sample in combination with expert knowledge. The presented approach enables more dynamic and spontaneous performances and|in combination with indirect augmented reality|leads to a more intense interaction between artist and audience.
Keywords: Expressive control, augmented reality, live music performance, 3D gesture recognition, Kinect, declarative language

Session 2: Multimodal

Muscular Interactions. Combining EMG and MMG sensing for musical practice BIBAKPDF 4
  Marco Donnarumma; Baptiste Caramiaux; Atau Tanaka
We present the first combined use of the electromyogram (EMG) and mechanomyogram (MMG), two biosignals that result from muscular activity, for interactive music applications. We exploit differences between these two signals, as reported in the biomedical literature, to create bi-modal sonification and sound synthesis mappings that allow performers to distinguish the two components in a single complex arm gesture. We study non-expert players' ability to articulate the different modalities. Results show that purposely designed gestures and mapping techniques enable novices to rapidly learn to independently control the two biosignals.
Keywords: NIME, sensorimotor system, EMG, MMG, biosignal, multimodal, mapping
Fluid Simulation as Full Body Audio-Visual Instrument BIBAKPDF 5
  Andrew Johnston
This paper describes an audio-visual performance system based on real-time fluid simulation. The aim is to provide a rich environment for works which blur the boundaries between dance and instrumental performance -- and sound and visuals -- while maintaining transparency for audiences and new performers. The system uses infra-red motion tracking to allow performers to manipulate a real-time fluid simulation, which in turn provides control data for computer-generated audio and visuals. It also provides a control and configuration system which allows the behaviour of the interactive system to be changed over time, enabling the structure within which interactions take place to be 'composed'.
Keywords: performance, dance, fluid simulation, composition
Digiti Sonus: Advanced Interactive Fingerprint Sonification Using Visual Feature Analysis BIBAKPDF 6
  Yoon Chung Han; Byeong-jun Han; Matthew Wright
This paper presents a framework that transforms fingerprint patterns into audio. We describe Digiti Sonus, an interactive installation performing fingerprint sonification and visualization, including novel techniques for representing user-intended fingerprint expression as audio parameters. In order to enable personalized sonification and broaden timbre of sound, the installation employs sound synthesis based on various visual feature analyses such as minutiae extraction, area, angle, and push pressure of fingerprints. The sonification results are discussed and the diverse timbres of sound retrieved from different fingerprints are compared.
Keywords: Fingerprint, Fingerprint sonification, interactive sonification, sound synthesis, biometric data

Session 3: Sensor (1)

Filtering Motion Capture Data for Real-Time Applications BIBAPDF 7
  Ståle A. Skogstad; Kristian Nymoen; Mats Hovin; Sverre Holm; Alexander Refsum Jensenius
In this paper we present some custom designed filters for real-time motion capture applications. Our target application is motion controllers, i.e. systems that interpret hand motion for musical interaction. In earlier research we found effective methods to design nearly optimal filters for realtime applications. However, to be able to design suitable filters for our target application, it is necessary to establish the typical freq frequency content of the motion capture data we want to filter. This will again allow us to determine a reasonable cutoff frequency for the filters. We have therefore conducted an experiment in which we recorded the hand motion of 20 subjects. The frequency spectra of these data together with a method similar to the residual analysis method were then used to determine reasonable cutoff frequencies. Based on this experiment, we propose three cutoff frequencies for different scenarios and filtering needs: 5, 10 and 15 Hz, which correspond to heavy, medium and light filtering, respectively. Finally, we propose a range of real-time filters applicable to motion controllers. In particular, low-pass filters and low-pass differentiators of degrees one and two, which in our experience are the most useful filters for our target application.
Musical Poi (mPoi) BIBAKPDF 8
  Sangbong Nam; Jay Kim; Benjamin Martinson; Mara Helmuth
This paper describes the Musical Poi (mPoi), a unique sensor-based musical instrument inspired by the ancient art of Jwibulnori and Poi spinning. The trajectory of circular motion drawn by the performance and the momentum of the mPoi instrument is converted to the energetic and vibrant sound, which creates a spiritual and meditative soundscape that opens everyone up the aura and clears the mind. The mPoi project and its concepts will be introduced first, followed by a discussion of its interaction with a performer.
Keywords: mPoi, Musical Poi, Jwibulnori, Poi, sensor-based musical instrument
Portable Measurement and Mapping of Continuous Piano Gesture BIBAKPDF 9
  Andrew McPherson
This paper presents a portable optical measurement system for capturing continuous key motion on any piano. Very few concert venues have MIDI-enabled pianos, and many performers depend on the versatile but discontinued Moog PianoBar to provide MIDI from a conventional acoustic instrument. The scanner hardware presented in this paper addresses the growing need for alternative solutions while surpassing existing systems in the level of detail measured. Continuous key position on both black and white keys is gathered at 1kHz sample rate. Software extracts traditional and novel features of keyboard touch from each note, which can be flexibly mapped to sound using MIDI or Open Sound Control. RGB LEDs provide rich visual feedback to assist the performer in interacting with more complex sound mapping arrangements. An application is presented to the magnetic resonator piano, an electromagnetically-augmented acoustic grand piano which is performed using continuous key position measurements.
Keywords: Piano, keyboard, optical sensing, gesture sensing, visual feedback, mapping, magnetic resonator piano

Session 4: Performance (2)

Reactive Environment for Network Music Performance BIBAPDF 10
  Dalia El-Shimy; Jeremy R. Cooperstock
For a number of years, musicians in different locations have been able to perform with one another over a network as though present on the same stage. However, rather than attempt to re-create an environment for Network Music Performance (NMP) that mimics co-present performance as closely as possible, we propose focusing on providing musicians with novel controls that can help increase the level of interaction between them. To this end, we have developed a reactive environment for distributed performance that provides participants with dynamic, real-time control over several aspects of their performance, enabling them to change volume levels and experience exaggerated stereo panning. In addition, our reactive environment reinforces a feeling of a "shared space" between musicians. Our system -- intended for use in more relaxed, informal settings, such as loose rehearsals and jam sessions, rather than live performances before an audience -- differs most notably from standard ventures into the design of novel musical interfaces and installations in its reliance on user-centric methodologies borrowed from the field of Human-Computer Interaction (HCI). Not only does this research enable us to closely examine the communicative aspects of performance, it also allows us to explore new interpretations of the network as a performance space. This paper describes the motivation and background behind our project, the work that has been undertaken towards its realization and the future steps that have yet to be explored.
Rouages: Revealing the Mechanisms of Digital Musical Instruments to the Audience BIBAKPDF 11
  Florent Berthaut; Mark T. Marshall; Sriram Subramanian; Martin Hachet
Digital musical instruments bring new possibilities for musical performance. They are also more complex for the audience to understand, due to the diversity of their components and the magical aspect of the musicians' actions when compared to acoustic instruments. This complexity results in a loss of liveness and possibly a poor experience for the audience. Our approach, called Rouages, is based on a mixed-reality display system and a 3D visualization application. Rouages reveals the mechanisms of digital musical instruments by amplifying musicians' gestures with virtual extensions of the sensors, by representing the sound components with 3D shapes and specific behaviors and by showing the impact of musicians' gestures on these components. In its current implementation, it focuses on MIDI controllers as input devices. We believe that Rouages opens up new perspectives for instrument makers and musicians to improve audience experience with their digital musical instruments.
Keywords: rouages; digital musical instruments; mappings; 3D interface; mixed-reality
Audience Experience in Sound Performance BIBAKPDF 12
  Chi-Hsia Lai; Till Bovermann
This paper presents observations from investigating audience experience of a practice-based research in live sound performance with electronics. In seeking to understand the communication flow and the engagement between performer and audience in this particular performance context, we designed an experiment that involved the following steps: (a) performing WOSAWIP at a new media festival, (b) conducting a qualitative research study with audience members and (c) analyzing the data for new insights. Although this study is only at an initial stage, we already found that the post-performance interviews with the audience members is a valuable method to help identifying instrument design and performance considerations.
Keywords: Audience Experience Study; Live Performance; Evaluation, Research Methods
SWARMED: Captive Portals, Mobile Devices, and Audience Participation in Multi-User Music Performance BIBAKPDF 13
  Abram Hindle
Audience participation in computer music has long been limited by resources such as sensor technology or the material goods necessary to share such an instrument. A recent paradigm is to take advantage of the incredible popularity of the smart-phone, a pocket sized computer, and other mobile devices, to provide the audience an interface into a computer music instrument. In this paper we discuss a method of sharing a computer music instrument's interface with an audience to allow them to interact via their smartphones. We propose a method that is relatively cross-platform and device-agnostic, yet still allows for a rich user-interactive experience. By emulating a captive-portal or hotspot we reduce the adoptability issues and configuration problems facing performers and their audience. We share our experiences with this system, as well as an implementation of the system itself.
Keywords: WiFi, Smartphone, Audience Interaction, Adoption, Captive Portal, Multi-User, Hotspot

Session 5: Multitouch | Laptop

Towards an Interface for Music Mixing based on Smart Tangibles and Multitouch BIBAKPDF 14
  Steven Gelineck; Dan Overholt; Morten Büchert; Jesper Andersen
This paper presents the continuous work towards the development of an interface for music mixing targeted towards expert sound technicians and producers. The mixing interface uses a stage metaphor mapping scheme where audio channels are represented as digital widgets on a 2D surface. These can be controlled by multi touch or by smart tangibles, which are tangible blocks with embedded sensors. The smart tangibles developed for this interface are able to sense how they are grasped by the user. The paper presents the design of the mixing interface including the smart tangible as well as a preliminary user study involving a hands-on focus group session where 5 different control technologies are contrasted and discussed. Preliminary findings suggest that smart tangibles were preferred, but that an optimal interface would include a combination of touch, smart tangibles and an extra function control tangible for extending the functionality of the smart tangibles. Finally, the interface should incorporate both an edit and mix mode -- the latter displaying very limited visual feedback in order to force users to focus their attention to listening instead of the interface.
Keywords: music mixing, tangibles, smart objects, multi-touch, control surface, graspables, physical-digital interface, tangible user interface, wireless sensing, sketching in hardware
Adaptive mapping for improved pitch accuracy on touch user interfaces BIBAKPDF 15
  Olivier Perrotin; Christophe d'Alessandro
Touch user interfaces such as touchpad or pen tablet are often used for continuous pitch control in synthesis devices. Usually, pitch is set at the contact point on the interface, thus introducing possible pitch inaccuracies at the note onset. This paper proposes a new algorithm, based on an adaptive attraction mapping, for improving initial pitch accuracy with touch user interfaces with continuous control. At each new contact on the interface, the algorithm adjusts the mapping to produce the most likely targeted note of the scale in the vicinity of the contact point. Then, pitch remains continuously adjustable as long as the contact is maintained, allowing for vibrato, portamento and other subtle melodic control. The results of experiments comparing the users' pitch accuracy with and without the help of the algorithm show that such a correction enables to play sharply in tune at the contact with the interface, regardless the musical background of the player. Therefore, the dynamic mapping algorithm allows for a clean and accurate attack when playing touch user interfaces for controlling continuous pitch instruments like voice synthesizers.
Keywords: Sound synthesis control, touch user interfaces, pen tablet, automatic correction, accuracy, precision
LOLOL: Laugh Out Loud On Laptop BIBAKPDF 16
  Jieun Oh; Ge Wang
Significant progress in the domains of speech- and singing-synthesis has enhanced communicative potential of machines. To make computers more vocally expressive, however, we need a deeper understanding of how nonlinguistic social signals are patterned and perceived. In this paper, we focus on laughter expressions: how a phrase of vocalized notes that we call "laughter" may be modeled and performed to implicate nuanced meaning imbued in the acoustic signal. In designing our model, we emphasize (1) using high-level descriptors as control parameters, (2) enabling real-time performable laughter, and (3) prioritizing expressiveness over realism. We present an interactive system implemented in ChucK that allows users to systematically play with the musical ingredients of laughter. A crowdsourced study on the perception of synthesized laughter showed that our model is capable of generating a range of laughter types, suggesting an exciting potential for expressive laughter synthesis.
Keywords: laughter, vocalization, synthesis model, real-time controller, interface for musical expression

Session 6: Augmented Instrument | Interface

Toward The Future Practice Room: Empowering Musical Pedagogy through Hyperinstruments BIBAKPDF 17
  Jordan Hochenbaum; Ajay Kapur
Music education is a rich subject with many approaches and methodologies that have developed over hundreds of years. More than ever, technology plays important roles at many levels of a musician's practice. This paper begins to explore some of the ways in which technology developed out of the NIME community (specifically hyperinstruments), can inform a musician's daily practice, through short and long term metrics tracking and data visualization.
Keywords: Hyperinstruments, Pedagogy, Metrics, Ezither, Practice Room
The Web Browser As Synthesizer And Interface BIBAKPDF 18
  Charles Roberts; Graham Wakefield; Matthew Wright
Our research examines the use and potential of native web technologies for musical expression. We introduce two JavaScript libraries towards this end: Gibberish.js, a heavily optimized audio DSP library, and Interface.js, a GUI toolkit that works with mouse, touch and motion events. Together these libraries provide a complete system for defining musical instruments that can be used in both desktop and mobile web browsers. Interface.js also enables control of remote synthesis applications via a server application that translates the socket protocol used by web interfaces into both MIDI and OSC messages.
Keywords: mobile devices, javascript, browser-based NIMEs, web audio, websockets
Rainboard and Musix: Building Dynamic Isomorphic Interfaces BIBAKPDF 19
  Brett Park; David Gerhard
Musix (an iOS application) and Rainboard (a physical device) are two new musical instruments built to overcome limitations of existing isomorphic instruments. Musix was developed to allow experimentation with a wide variety of different isomorphic layouts to assess the advantages and disadvantages of each. The Rainboard consists of a hexagonal array of arcade buttons embedded with RGB-LEDs, which are used to indicate characteristics of the isomorphism currently in use on the Rainboard. The creation of these two instruments/experimentation platforms allows for isomorphic layouts to be explored in ways that are not possible with existing isomorphic instruments.
Keywords: isomorphic, mobile application, hexagon, keyboard

Session 7: Hardware Platform

Embedded Networking and Hardware-Accelerated Graphics with Satellite CCRMA BIBAKPDF 20
  Edgar Berdahl; Spencer Salazar; Myles Borins
Satellite CCRMA is a platform for making embedded musical instruments and embedded installations. The project aims to help prototypes live longer by providing a complete prototyping platform in a single, small, and stand-alone embedded form factor. A set of scripts makes it easier for artists and beginning technical students to access powerful features, while advanced users enjoy the flexibility of the open-source software and open-source hardware platform.
   This paper focuses primarily on networking capabilities of Satellite CCRMA and new software for enabling interactive control of the hardware-accelerated graphical output. In addition, new results are presented showing that the Satellite CCRMA distribution allows the lifespan of the flash memory to be greatly increased in comparison with other embedded Linux distributions. Consequently, we believe that embedded instrument and installation designers will prefer using Satellite CCRMA for enhanced long-term reliability.
Keywords: Satellite CCRMA, embedded musical instruments, embedded installations, Node.js, Interface.js, hardware-accelerated graphics, OpenGLES, SimpleGraphicsOSC, union file system, write endurance
Digitartic: Bi-manual Gestural Control of Articulation in Performative Singing Synthesis BIBAKPDF 21
  Lionel Feugère; Christophe d'Alessandro
Digitartic, a system for bi-manual gestural control of VowelConsonant-Vowel performative singing synthesis is presented. This system is an extension of a real-time gesture-controlled vowel singing instrument developed in the Max MSP language. In addition to pitch, vowels and voice strength controls, Digitartic is designed for gestural control of articulation parameters, including various places and manners of articulation. The phases of articulation between two phonemes are continuously controlled and can be driven in real time without noticeable delay, at any stage of the synthetic phoneme production. Thus, as in natural singing, very accurate rhythmic patterns are produced and adapted while playing with other musicians. The instrument features two (augmented) pen tablets for controlling voice production: one is dealing with the glottal source and vowels, the second one is dealing with consonant/vowel articulation. The results show very natural consonant and vowel synthesis. Virtual choral practice confirms the effectiveness of Digitartic as an expressive musical instrument.
Keywords: singing voice synthesis, gestural control, syllabic synthesis, articulation, formants synthesis
A New Wi-Fi based Platform for Wireless Sensor Data Collection BIBAKPDF 22
  Jim Torresen; Yngve Hafting; Kristian Nymoen
A custom designed WLAN (Wireless Local Area Network) based sensor interface is presented in this paper. It is aimed at wirelessly interfacing a large variety of sensors to supplement built-in sensors in smart phones and media players. The target application area is collection of human related motions and condition to be applied in musical applications. The interface is based on commercially available units and allows for up to nine sensors. The benefit of using WLAN based communication is high data rate with low latency. Our experiments show that the average transmission time is less than 2ms for a single sensor. Further, it is operational for a whole day without battery recharging.
Keywords: wireless communication, sensor data collection, WLAN, Arduino
A Gesture Control Interface for a Wave Field Synthesis System BIBAKPDF 23
  Wolfgang Fohl; Malte Nogalski
This paper presents the design and implementation of a gesture control interface for a wave field synthesis system. The user's motion is tracked by an IR-camera-based tracking system. The developed connecting software processes the tracker data to modify the positions of the virtual sound sources of the wave field synthesis system. Due to the modular design of the software, the triggered actions of the gestures may easily be modified. Three elementary gestures were designed and implemented: Select / deselect, circular movement and radial movement. The gestures are easy to execute and allow a robust detection. The guidelines for gesture design and detection are presented, and the user experiences are discussed.
Keywords: Wave field synthesis, gesture control

Session 8: Sensor (2)

Agile Interface Development using OSC Expressions and Process Migration BIBAKPDF 24
  John MacCallum; Adrian Freed; David Wessel
ABSTRACT This paper introduces "o.expr," an expression language for dynamic, object- and agent-oriented computation of gesture signal processing workflows using OSC bundles. The use of o.expr is shown for a range of gesture processing tasks. Aspects of o.expr, including statelessness and homoiconicity, simplify agile applications development and provide support for heterogeneous computational networks.
Keywords: Gesture Signal Processing, Open Sound Control, Functional Programming, Homoiconicity, Process Migration
An Easily Removable, wireless Optical Sensing System (EROSS) for the Trumpet BIBAKPDF 25
  Leonardo Jenkins; Wyatt Page; Shawn Trail; George Tzanetakis; Peter Driessen
This paper presents a minimally-invasive, wireless optical sensor system for use with any conventional piston valve acoustic trumpet. It is designed to be easy to install and remove by any trumpeter. Our goal is to offer the extended control afforded by hyperinstruments without the hard to reverse or irreversible invasive modifications that are typically used for adding digital sensing capabilities. We utilize optical sensors to track the continuous position displacement values of the three trumpet valves. These values are transmitted wirelessly and can be used by an external controller. The hardware has been designed to be reconfigurable by having the housing 3D printed so that the dimensions can be adjusted for any particular trumpet model. The result is a low cost, low power, easily replicable sensor solution that offers any trumpeter the ability to augment their own existing trumpet without compromising the instrument's structure or playing technique. The extended digital control afforded by our system is interweaved with the natural playing gestures of an acoustic trumpet. We believe that this seamless integration is critical for enabling effective and musical human computer interaction.
Keywords: hyperinstrument, trumpet, minimally-invasive, gesture sensing, wireless, I²C
Multi Sensor Tracking for Live Sound Transformation BIBAKPDF 26
  Anton Fuhrmann; Johannes Kretz; Peter Burwik
This paper demonstrates how to use multiple Kinect™ sensors to map a performer's motion to music. Skeleton data streams from multiple sensors are merged in order to compensate for occlusions of the performer. The skeleton joint positions drive the performance via open sound control data. We discuss how to register the different sensors to each other and how to smoothly merge the resulting data streams and how to map position data in a general framework to the live electronics applied to a chamber music ensemble.
Keywords: kinect, multi sensor, sensor fusion, open sound control, motion tracking, parameter mapping, live electronics
Near-Field Optical Reflective Sensing for Bow Tracking BIBAKPDF 27
  Laurel Pardue; Andrew McPherson
This paper explores the potential of near-field optical reflective sensing for musical instrument gesture capture. Near-field optical sensors are inexpensive, portable and nonintrusive, and their high spatial and temporal resolution makes them ideal for tracking the finer motions of instrumental performance. The paper discusses general optical sensor performance with detailed investigations of three sensor models. An application is presented to violin bow position tracking using reflective sensors mounted on the stick. Bow tracking remains a difficult task, and many existing solutions are expensive, bulky, or offer limited temporal resolution. Initial results indicate that bow position and pressure can be derived from optical measurements of the hair-string distance, and that similar techniques may be used to measure bow tilt.
Keywords: optical sensor reflectance, LED, photodiode, photo-transistor, violin, bow tracking, gesture, near-field sensing

Session 9: Network | Web

Live Coding The Mobile Music Instrument BIBAKPDF 28
  Sang Won Lee; Georg Essl
We introduce a form of networked music performance where a performer plays a mobile music instrument while it is being implemented on the fly by a live coder. This setup poses a set of challenges in performing a musical instrument which changes over time and we suggest design guidelines such as making a smooth transition, varying adoption of change, and sharing information between the pair of two performers. A proof-of-concept instrument is implemented on a mobile device using UrMus, applying the suggested guidelines. We wish that this model would expand the scope of live coding to the distributed interactive system, drawing existing performance ideas of NIMEs.
Keywords: live coding, network music, on-the-fly instrument, mobile music
WAAX: Web Audio API eXtension BIBAKPDF 29
  Hongchan Choi; Jonathan Berger
The introduction of the Web Audio API in 2011 marked a significant advance for web-based music systems by enabling real-time sound synthesis on web browsers simply by writing JavaScript code. While this powerful functionality has arrived there is a yet unaddressed need for an extension to the API to fully reveal its potential. To meet this need, a JavaScript library dubbed WAAX was created to facilitate music and audio programming based on Web Audio API bypassing underlying tasks and augmenting useful features. In this paper, we describe common issues in web audio programming, illustrate how WAAX can speed up the development, and discuss future developments.
Keywords: Web Audio API, Chrome, JavaScript, web-based music system, collaborative music making, audience participation
SonNet: A Code Interface for Sonifying Computer Network Data BIBAKPDF 30
  KatieAnna Wolf; Rebecca Fiebrink
As any computer user employs the Internet to accomplish everyday activities, a flow of data packets moves across the network, forming their own patterns in response to his or her actions. Artists and sound designers who are interested in accessing that data to make music must currently possess low-level knowledge of Internet protocols and spend significant effort with low-level networking code. We have created SonNet, a new software tool that lowers these practical barriers to experimenting and composing with network data. SonNet executes packet-sniffing and network connection state analysis automatically, and it includes an easy-to-use ChucK object that can be instantiated, customized, and queried from a user's own code. In this paper, we present the design and implementation of the SonNet system, and we discuss a pilot evaluation of the system with computer music composers. We also discuss compositional applications of SonNet and illustrate the use of the system in an example composition.
Keywords: Sonification, network data, compositional tools

Session 10: Gesture | Space

A Self-Organizing Gesture Map for a Voice-Controlled Instrument Interface BIBAKPDF 31
  Stefano Fasciani; Lonce Wyse
Mapping gestures to digital musical instrument parameters is not trivial when the dimensionality of the sensor-captured data is high and the model relating the gesture to sensor data is unknown. In these cases, a front-end processing system for extracting gestural information embedded in the sensor data is essential. In this paper we propose an unsupervised offline method that learns how to reduce and map the gestural data to a generic instrument parameter control space. We make an unconventional use of the Self-Organizing Maps to obtain only a geometrical transformation of the gestural data, while dimensionality reduction is handled separately. We introduce a novel training procedure to overcome two main SelfOrganizing Maps limitations which otherwise corrupt the interface usability. As evaluation, we apply this method to our existing Voice-Controlled Interface for musical instruments, obtaining sensible usability improvements.
Keywords: Self-Organizing Maps, Gestural Controller, Multi Dimensional Control, Unsupervised Gesture Mapping, Voice Control
Machine Learning of Musical Gestures BIBAKPDF 32
  Baptiste Caramiaux; Atau Tanaka
We present an overview of machine learning (ML) techniques and their application in interactive music and new digital instrument design. We first provide the non-specialist reader an introduction to two ML tasks, classification and regression, that are particularly relevant for gestural interaction. We then present a review of the literature in current NIME research that uses ML in musical gesture analysis and gestural sound control. We describe the ways in which machine learning is useful for creating expressive musical interaction, and in turn why live music performance presents a pertinent and challenging use case for machine learning.
Keywords: Machine Learning, Data mining, Musical Expression, Musical Gestures, Analysis, Control, Gesture, Sound
KIB: Simplifying Gestural Instrument Creation Using Widgets BIBAKPDF 33
  Edward Zhang; Rebecca Fiebrink
The Microsoft Kinect is a popular and versatile input device for musical interfaces. However, using the Kinect for such interfaces requires not only significant programming experience, but also the use of complex geometry or machine learning techniques to translate joint positions into higher level gestures. We created the Kinect Instrument Builder (KIB) to address these difficulties by structuring gestural interfaces as combinations of gestural widgets. KIB allows the user to design an instrument by configuring gestural primitives, each with a set of simple but attractive visual feedback elements. After designing an instrument on KIB's web interface, users can play the instrument on KIB's performance interface, which displays visualizations and transmits OSC messages to other applications for sound synthesis or further remapping.
Keywords: Kinect, gesture, widgets, OSC, mapping

Session 11: Mapping

Towards Mapping Timbre to Emotional Affect BIBAKPDF 34
  Niklas Klügel; Georg Groh
Controlling the timbre generated by an audio synthesizer in a goal-oriented way requires a profound understanding of the synthesizer's manifold structural parameters. Especially shaping timbre expressively to communicate emotional act requires expertise. Therefore, novices in particular may not be able to adequately control timbre in view of articulating the wealth of acts musically. In this context, the focus of this paper is the development of a model that can represent a relationship between timbre and an expected emotional act1 . The results of the evaluation of the presented model are encouraging and thus support its use in steering or augmenting the control of the audio synthesis. We explicitly envision this paper as a contribution to the field of Synthesis by Analysis in the broader sense, albeit being potentially suitable to other related domains.
Keywords: Emotional act, Timbre, Machine Learning, Deep Belief Networks, Analysis by Synthesis
Cross-modal Sound Mapping Using Deep Learning BIBAKPDF 35
  Ohad Fried; Rebecca Fiebrink
We present a method for automatic feature extraction and cross-modal mapping using deep learning. Our system uses stacked autoencoders to learn a layered feature representation of the data. Feature vectors from two (or more) different domains are mapped to each other, effectively creating a cross-modal mapping. Our system can either run fully unsupervised, or it can use high-level labeling to fine-tune the mapping according a user's needs. We show several applications for our method, mapping sound to or from images or gestures. We evaluate system performance both in standalone inference tasks and in cross-modal mappings.
Keywords: Deep learning, feature learning, mapping, gestural control
The Quarterstaff, a Gestural Sensor Instrument BIBAKPDF 36
  Jan C. Schacher
This article describes the motivations and reflections that led to the development of a gestural sensor instrument called the Quarterstaff. In an iterative design and fabrication process, several versions of this interface were built, tested and evaluated in performances. A detailed explanation of the design choices concerning the shape but also the sensing capabilities of the instrument illustrates the emphasis on establishing an 'enactive' instrumental relationship. A musical practice for this type of instrument is shown by discussing the methods used in the exploration of the gestural potential of the interface and the strategies deployed for the development of mappings and compositions. Finally, to gain more information about how this instrument compares with similar designs, two dimension-space analyses are made that show a clear relationship to instruments that precede the Quarterstaff.
Keywords: Gestural sensor interface, instrument design, body-object relation, composition and performance practice, dimension space analysis

Session 12: Augmented Instrument

A Corpus-based Method for Controlling Guitar Feedback BIBAPDF 37
  Sam Ferguson; Andrew Johnston; Aengus Martin
The use of feedback created by electric guitars and amplifiers is problematic in musical settings. For example, it is difficult for a performer to accurately obtain specific pitch and loudness qualities. This is due to the complex relationship between these quantities and other variables such as the string being fretted and the positions and orientations of the guitar and amplifier. This research investigates corpus-based methods for controlling the level and pitch of the feedback produced by a guitar and amplifier. A guitar-amplifier feedback system was built in which the feedback is manipulated using (i) a simple automatic gain control system, and (ii) a band-pass filter placed in the signal path. A corpus of sounds was created by recording the sound produced for various combinations of the parameters controlling these two components. Each sound in the corpus was analysed so that the control parameter values required to obtain particular sound qualities can be recalled in the manner of concatenative sound synthesis. As a demonstration, a recorded musical target phrase is recreated on the feedback system.
IMAGE 2.0: New Features and its Application in the Development of a Talking Guitar BIBAKPDF 38
  Maria Astrinaki; Nicolas d'Alessandro; Loïc Reboursière; Alexis Moinet; Thierry Dutoit
This paper describes the recent progress in our approach to generate performative and controllable speech. The goal of the performative HMM-based speech and singing synthesis library, called Mage, is to have the ability to generate natural sounding speech with arbitrary speaker's voice characteristics, speaking styles and expressions and at the same time to have accurate reactive user control over all the available production levels. Mage allows to arbitrarily change between voices, control speaking style or vocal identity, manipulate voice characteristics or alter the targeted context on-the-fly and also maintain the naturalness and intelligibility of the output. To achieve these controls, it was essential to redesign and improve the initial library. This paper focuses on the improvements of the architectural design, the additional user controls and provides an overview of a prototype, where a guitar is used to reactively control the generation of a synthetic voice in various levels.
Keywords: speech synthesis, augmented guitar, hexaphonic guitar
Further Finger Position and Pressure Sensing Techniques for Strings and Keyboard Instruments BIBAKPDF 39
  Tobias Grosshauser; Gerhard Troester
Several new technologies to capture motion, gesture and forces for musical instrument players' analyses have been developed in the last years. In research and for augmented instruments one parameter is underrepresented so far. It is finger position and pressure measurement, applied by the musician while playing the musical instrument. In this paper we show a flexible linear-potentiometer and force-sensitive-resistor (FSR) based solution for position, pressure and force sensing between the contact point of the fingers and the musical instrument. A flexible matrix printed circuit board (PCB) is fixed on a piano key. We further introduce linear potentiometer based left hand finger position sensing for string instruments, integrated into a violin and a guitar finger board. Several calibration and measurement scenarios are shown. The violin sensor was evaluated with 13 music students regarding playability and robustness of the system. Main focus was a the integration of the sensors into these two traditional musical instruments as unobtrusively as possible to keep natural haptic playing sensation. The musicians playing the violin in different performance situations stated good playability and no differences in the haptic sensation while playing. The piano sensor is rated, due to interviews after testing it in a conventional keyboard quite unobtrusive, too, but still evokes a different haptic sensation.
Keywords: Sensor, Piano, Violin, Guitar, Position, Pressure, Keyboard
Designing and Building Expressive Robotic Guitars BIBAKPDF 40
  Jim Murphy; James McVay; Ajay Kapur; Dale Carnegie
This paper provides a history of robotic guitars and bass guitars as well as a discussion of the design, construction, and evaluation of two new robotic instruments. Throughout the paper, a focus is made on different techniques to extend the expressivity of robotic guitars. Swivel and MechBass, two new robots, are built and discussed. Construction techniques of likely interest to other musical roboticists are included. These robots use a variety of techniques, both new and inspired by prior work, to afford composers and performers with the ability to precisely control pitch and plucking parameters. Both new robots are evaluated to test their precision, repeatability, and speed. The paper closes with a discussion of the compositional and performative implications of such levels of control, and how it might act humans who wish to interface with the systems.
Keywords: musical robotics, kinetic sculpture, mechatronics

Posters (1)

The Third Room: A 3D Virtual Music Framework BIBAKPDF 41
  Colin Honigman; Andrew Walton; Ajay Kapur
This paper describes a new paradigm for music creation using 3D audio and visual techniques. It describes the Third Room, which uses a Kinect to place users in a virtual environment to interact with new instruments for musical expression. Users can also interact with smart objects, including the Ember (modified mbira digital interface) and the Fluid (a wireless six degrees of freedom and touch controller). This project also includes new techniques for 3D audio connected to a 3D virtual space using multi-channel speakers and distributed robotic instruments.
Keywords: Kinect Camera, Third Space, Interface, Virtual Reality, Natural Interaction, Robotics, Arduino
Lantern Field: Exploring Participatory Design of a Communal, Spatially Responsive Installation BIBAKPDF 42
  Brennon Bortz; Aki Ishida; Ivica Ico Bukvic; R. Benjamin Knapp
Lantern Field is a communal, site-specific installation that takes shape as a spatially responsive audio-visual field. The public participates in the creation of the installation, resulting in shared ownership of the work between both the artists and participants. Furthermore, the installation takes new shape in each realization, both to incorporate the constraints and affordances of each specific site, as well as to address the lessons learned from the previous iteration. This paper describes the development and execution of Lantern Field over its most recent version, with an eye toward the next iteration at the Smithsonian's Freer Gallery during the 2013 National Cherry Blossom Festival in Washington, D.C.
Keywords: Participatory creation, communal interaction, fields, interactive installation, Japanese lanterns
Hybrid Musicianship -- Teaching Gestural Interaction with Traditional and Digital Instruments BIBAKPDF 43
  Jan C. Schacher
This article documents a class that teaches gestural interaction and juxtaposes traditional instrumental skills with digital musical instrument concepts. In order to show the principles and reflections that informed the choices made in developing this syllabus, fundamental elements of an instrument-body relationship and the perceptual import of sensory-motor integration are investigated. The methods used to let participants learn in practical experimental settings are discussed, showing a way to conceptualise and experience the entire work flow from instrumental sound to electronic transformations by blending gestural interaction with digital musical instrument techniques and traditional instrumental playing skills. The technical interfaces and software that were deployed are explained, focusing of the interactive potential offered by each solution. In an attempt to summarise and evaluate the impact of this course, a number of insights relating to this specific pedagogical situation are put forward. Finally, concrete examples of interactive situations that were developed by the participants are shown in order to demonstrate the validity of this approach.
Keywords: gestural interaction, digital musical instruments, pedagogy, mapping, enactive approach
Generating an Integrated Musical Expression with a Brain-Computer Interface BIBAKPDF 44
  Takayuki Hamano; Tomasz Rutkowski; Hiroko Terasawa; Kazuo Okanoya; Kiyoshi Furukawa
Electroencephalography (EEG) has been used to generate music for over 40 years, but the most recent developments in brain-computer interfaces (BCI) allow greater control and more flexible expression to use new musical instruments via EEG. We developed a real-time musical performance system using BCI technology and sonification techniques to generate chords with organically fluctuating timbre. We aimed to emulate the expressivity of traditional acoustic instruments by adding "non-coded" expressions that were not marked in the score. The BCI part of the system classifies patterns during neural activity while a performer imagines a chord. The sonification part of the system captures non-stationary changes in the brain waves and reflects them in the timbre by additive synthesis. In this paper, we discuss the conceptual design, system development, and the performance of this instrument.
Keywords: Brain-computer interface (BCI), qualitative and quantitative information, classification, sonification
Computer Assisted Melo-rhythmic Generation of Traditional Chinese Music from Ink Brush Calligraphy BIBAKPDF 45
  Will W. W. Tang; Stephen Chan; Grace Ngai; Hong-va Leong
CalliMusic, is a system developed for users to generate traditional Chinese music by writing Chinese ink brush calligraphy, turning the long-believed strong linkage between the two art forms with rich histories into reality. In addition to traditional calligraphy writing instruments (brush, ink and paper), a camera is the only addition needed to convert the motion of the ink brush into musical notes through a variety of mappings such as human-inspired, statistical and a hybrid. The design of the system, including details of each mapping and research issues encountered are discussed. A user study of system performance suggests that the result is quite encouraging. The technique is, obviously, applicable to other related art forms with a wide range of applications.
Keywords: Chinese Calligraphy, Chinese Music, Assisted Music Generation
PAMDI Music Box: Primarily Analogico-Mechanical, Digitally Iterated Music Box BIBAKPDF 46
  Rebecca Kleinberger
PAMDI is an electromechanical music controller based on an expansion of the common metal music boxes. Our system enables an augmentation of a music box by adding different musical channels triggered and parameterized by natural gestures during the "performance". All the channels are generated from the original melody recorded once at the start.
   We made a platform composed of a metallic structure supporting sensors that will be triggered by different natural and intentional gestures. The values we measure are processed by an arduino system that sends the results by serial communication to a Max/MSP patch for signal treatment and modification.
   We will explain how our embedded instrument aims to bring to the player a certain awareness of the mapping and the potential musical freedom of the very specific -- and not that much automatic -- instrument that is a music box. We will also address how our design tackles the different questions of mapping, ergonomics and expressiveness and how we are choosing the controller modalities and the parameters to be sensed.
Keywords: Tangible interface, musical controller, music box, mechanical and electronic coupling, mapping.
Stompboxes: Kicking the Habit BIBAKPDF 47
  Gregory Burlet; Marcelo M. Wanderley; Ichiro Fujinaga
Sensor-based gesture recognition is investigated as a possible solution to the problem of managing an overwhelming number of audio effects in live guitar performances. A realtime gesture recognition system, which automatically toggles digital audio effects according to gestural information captured by an accelerometer attached to the body of a guitar, is presented. To supplement the several predefined gestures provided by the recognition system, personalized gestures may be trained by the user. Upon successful recognition of a gesture, the corresponding audio effects are applied to the guitar signal and visual feedback is provided to the user. An evaluation of the system yielded 86% accuracy for user-independent recognition and 99% accuracy for user-dependent recognition, on average.
Keywords: Augmented instrument, gesture recognition, accelerometer, pattern recognition, performance practice
Enabling Multimodal Mobile Interfaces for Musical Performance BIBAKPDF 48
  Charles Roberts; Angus Forbes; Tobias Höllerer
We present research that extends the scope of the mobile application Control, a prototyping environment for defining multimodal interfaces that control real-time artistic and musical performances. Control allows users to rapidly create interfaces employing a variety of modalities, including: speech recognition, computer vision, musical feature extraction, touchscreen widgets, and inertial sensor data. Information from these modalities can be transmitted wirelessly to remote applications. Interfaces are declared using JSON and can be extended with JavaScript to add complex behaviors, including the concurrent fusion of multimodal signals. By simplifying the creation of interfaces via these simple markup files, Control allows musicians and artists to make novel applications that use and combine both discrete and continuous data from the wide range of sensors available on commodity mobile devices.
Keywords: Music, mobile, multimodal, interaction
Towards Note-Level Prediction for Networked Music Performance BIBAKPDF 49
  Reid Oda; Adam Finkelstein; Rebecca Fiebrink
The Internet allows musicians and other artists to collaborate remotely. However, network latency presents a fundamental challenge for remote collaborators who need to coordinate and respond to each other's performance in real time. In this paper, we investigate the viability of predicting percussion hits before they have occurred, so that information about the predicted drum hit can be sent over a network, and the sound can be synthesized at a receiver's location at approximately the same moment the hit occurs at the sender's location. Such a system would allow two percussionists to play in perfect synchrony despite the delays caused by computer networks. To investigate the feasibility of such an approach, we record vibraphone mallet strikes with a high-speed camera and track the mallet head position. We show that 30 ms before the strike occurs, it is possible to predict strike time and velocity with acceptable accuracy. Our method fits a second-order polynomial to the data to produce a strike-time prediction that is within 10 ms of the actual strike, and a velocity estimate that will enable the sound pressure level of the synthesized strike to be accurate within 3 dB.
Keywords: Networked performance, prediction, computer vision
Motion and Synchronization Analysis of Musical Ensembles with the Kinect BIBAKPDF 50
  Aristotelis Hadjakos; Tobias Grosshauser; Werner Goebl
Music ensembles have to synchronize their performances with highest precision in order to achieve the desired musical results. For that purpose the musicians do not only rely on their auditory perception but also perceive and interpret the movements and gestures of their ensemble colleges. In this paper we present a method for motion analysis of musical ensembles based on head tracking with a Kinect camera. We discuss first experimental results with a violin duo performance and present ways of analyzing and visualizing the recorded head motion data.
Keywords: Kinect, Ensemble, Synchronization, Strings, Functional Data Analysis, Cross-Correlogram
Towards Gestural Sonic Affordances BIBAKPDF 51
  Alessandro Altavilla; Baptiste Caramiaux; Atau Tanaka
We present a study that explores the affordance evoked by sound and sound-gesture mappings. In order to do this, we make use of a sensor system with minimal form factor in a user study that minimizes cultural association. The present study focuses on understanding how participants describe sounds and gestures produced while playing designed sonic interaction mappings. This approach seeks to move from object-centric affordance towards investigating embodied gestural sonic affordances.
Keywords: Gestural embodiment of sound, Affordances, Mapping
Sound Spray -- Can-shaped Sound Effect Device BIBAKPDF 52
  Gibeom Park; Kyogu Lee
This paper is about a development process of a novel sound effect device, which resembles ordinary spray can, with the purpose of adding sound elements to existing spray paint art. To this end, we first investigate the processes and the characteristics of spray paint art and find the common elements that can be expressed in an auditory form. We then design a prototype using Arduino and various sensors, such as force sensing resistors, accelerometers, and inclinometers, and examine the elements that would be necessary to apply the proposed device to spray paint art activities. Experiments with the prototype indicate that there is a significant potential in adding sound elements to spray paint art to enrich its artistic expressions.
Keywords: Sound effect device, Spray paint art, Arduino, Pure Data
Applied and Proposed Installations with Silent Disco Headphones for Multi-Elemental Creative Expression BIBAKPDF 53
  Russell Eric Dobda
Breaking musical and creative expression into elements, layers, and formulas, we explore how live listeners create unique sonic experiences from a palette of these elements and their interactions. Bringing us to present-day creative applications, a social and historical overview of silent disco is presented. The advantages of this active listening interface are outlined by the author's expressions requiring discrete elements, such as binaural beats, 3D audio effects, and multiple live music acts in the same space. Events and prototypes as well as hardware and software proposals for live multi-listener manipulation of multi-elemental sound and music are presented. Examples in audio production, sound healing, music composition, tempo phasing, and spatial audio illustrate the applications.
Keywords: wireless headphones, music production, silent disco, headphone concert, binaural beats, multi-track audio, active music listening, sound healing, mobile clubbing, smart-phone apps
A Compact Spectrum-Assisted Human Beatboxing Reinforcement Learning Tool On Smartphone BIBAKPDF 54
  Simon Lui
Music is expressive and hard to be described by words. Learning music is therefore not a straightforward task especially for vocal music such as human beatboxing. People usually learn beatboxing in the traditional way of imitating audio sample without steps and instructions. Spectrogram contains a lot of information about audio, but it is too complicated to be understood in real-time. Reinforcement learning is a psychological method, which makes use of reward and/or punishment as stimulus to train the decision-making process of human. We propose a novel music learning approach based on the reinforcement learning method, which makes use of compact and easy-to-read spectrum information as visual clue to assist human beatboxing learning on smartphone. Experimental result shows that the visual information is easy to understand in real-time, which improves the effectiveness of beatboxing self-learning.
Keywords: Audio analysis, music learning tool, reinforcement learning, smartphone app, audio information retrieval
Sound Surfing Network (SSN): Mobile Phone-based Sound Spatialization with Audience Collaboration BIBAKPDF 55
  Saebyul Park; Seonghoon Ban; Dae Ryong Hong; Woon Seung Yeo
SSN (Sound Surfing Network) is a system that provides a new musical experience by incorporating mobile phone-based spatial sound control to collaborative music performance. SSN enables both the performer and the audience to manipulate the spatial distribution of sound using the smartphones of the audience as distributed speaker system. Proposing a new perspective to the social aspect music appreciation, SSN will provide a new possibility to mobile music performances in the context of interactive audience collaboration as well as sound spatialization.
Keywords: Mobile music, smartphone, audience participation, spatial sound control, digital performance
Toward an Emotionally Intelligent Piano: Real-Time Emotion Detection and Performer Feedback via Kinesthetic Sensing in Piano Performance BIBAKPDF 56
  Matan Ben-Asher; Colby Leider
A system is presented for detecting common gestures, musical intentions and emotions of pianists in real-time using kinesthetic data retrieved by wireless motion sensors. The algorithm can detect six performer intended emotions such as cheerful, mournful, and vigorous, completely and solely based on low-sample-rate motion sensor data. The algorithm can be trained in real-time or can work based on previous training sets. Based on the classification, the system offers feedback in by mapping the emotions to a color set and presenting them as a owing emotional spectrum on the background of a piano roll. It also presents a small circular object floating in the emotion space of Hevner's adjective circle. This allows a performer to get real-time feedback regarding the emotional content conveyed in the performance. The system was trained and tested using the standard paradigm on a group of pianists, detected and displayed structures and emotions, and it provided some insightful results and conclusions.
Keywords: Motion Sensors, IMUs, Expressive Piano Performance, Machine Learning, Computer Music, Music and Emotion
New Interfaces for Traditional Korean Music and Dance BIBAKPDF 57
  Ajay Kapur; Dae Hong Kim; Raakhi Kapur; Kisoon Eom
This paper describes the creation of new interfaces that extend traditional Korean music and dance. Specifically, this research resulted in the design of the eHaegum (Korean bowed instrument), eJanggu (Korean drum), and ZiOm wearable interfaces. The paper describes the process of making these new interfaces as well as how they have been used to create new music and forms of digital art making that blend traditional practice with modern techniques.
Keywords: Hyperinstrument, Korean interface design, wearable sensors, dance controllers, bowed controllers, drum controllers
Multidimensional Sound Spatialization by Means of Chaotic Dynamical Systems BIBAKPDF 58
  Edmar Soria; Roberto Morales-Manzanares
We present an instrument that explores an algorithmic sound spatialization system developed with the SuperCollider programming language. We consider the implementation of spatial multidimensional panning through the simultaneous use of polygonal shaped horizontal and vertical loudspeaker array. This framework uses chaotic dynamical systems to generate discrete data series from the orbit of any specific system, which in this case is the logistic equation. The orbits will create the path of the general panning structure form vectors of Rn, containing entries from data series of different orbits from a specific dynamical system. Such vectors, called system vectors and create ordered paths between those points or system vectors. Finally, interpolating that result with a fixed sample value, we obtain specific and independent multidimensional panning trajectories for each speaker array and for any number of sound sources.
Keywords: NIME, spatialization, dynamical systems, chaos
Hand-Controller for Combined Tactile Control and Motion Tracking BIBAKPDF 59
  Laurel Pardue; William Sebastian
The Hand-Controller is a new interface designed to enable a performer to achieve detailed control of audio and visual parameters through a tangible interface combined with motion tracking of the hands to capture large scale physical movement. Such movement empowers an expressive dynamic for both performer and audience. However movement in free space is notoriously difficult for virtuosic performance that requires spatially exact, repetitive placement. The lack of tactile feedback leads to difficulty learning the repeated muscle movements required for precise reliable control. In comparison, the hands have shown an impressive ability to master complex motor tasks through feel. The HandController uses both modes of interaction. Electro-magnetic field tracking enables 6D hand motion tracking while two options provide tactile interaction -- a set of tracks that provide linear positioning and applied finger pressure, or a set of trumpet like slider keys that provide continuous data describing key depth. Thumbs actuate additional pressure sensitive buttons. The two haptic interfaces are mounted to a comfortable hand grip that allows a significant range of reach, and pressure to be applied without restricting hand movement highly desirable in expressive motion.
Keywords: hand, interface, free gesture, force sensitive resistor, new musical instrument, tactile feedback, position tracking
Rocking the Keys with a Multi-Touch Interface BIBAKPDF 60
  Thomas Walther; Damir Ismailovic; Bernd Brügge
Although multi-touch user interfaces have become a widespread form of human computer interaction in many technical areas, they haven't found their way into live performances of musicians and keyboarders yet. In this paper, we present a novel multi-touch interface method aimed at professional keyboard players. The method, which is inspired by computer trackpads, allows controlling up to ten continuous parameters of a keyboard with one hand, without requiring the user to look at the touch area -- a significant improvement over traditional keyboard input controls. We discuss optimizations needed to make our interface reliable, and show in an evaluation with four keyboarders of different skill level that this method is both intuitive and powerful, and allows users to more quickly alter the sound of their keyboard than they could with current input solutions.
Keywords: multi-touch, mobile, keyboard, interface
PESI Extended System: In Space, On Body, with 3 Musicians BIBAKPDF 61
  Koray Tahiroglu; Nuno N. Correia; Miguel Espada
This paper introduces a novel collaborative environment in which performers are not only free to move and interact with each other but where their social interactions contribute to the sonic outcome. The PESI system is designed for co-located collaboration and provides embodied and spatial opportunities for musical exploration. To evaluate the system with skilled musicians, a user-test jam session was conducted. Musicians' comments indicate that the system facilitates group interaction finely to bring up further intentions to musical ideas. PESI can shift the collaborative music activity to a more engaging and active experience.
Keywords: Affordances, collaboration, social interaction, mobile music, extended system, NIME

Demos (1)

A Real-time Musical Performance Feedback System for Beginner Musician BIBAKPDF 62
  Yoonchang Han; Sejun Kwon; Kibeom Lee; Kyogu Lee
This paper proposes a musical performance feedback system based on real-time audio-score alignment for musical instrument education of beginner musicians. In the proposed system, we do not make use of symbolic data such as MIDI, but acquire a real-time audio input from on-board microphone of smartphone. Then, the system finds onset and pitch of the note from the signal, to align this information with the ground truth musical score. Real-time alignment allows the system to evaluate whether the user played the correct note or not, regardless of its timing, which enables user to play at their own speed, as playing same tempo with original musical score is problematic for beginners. As an output of evaluation, the system notifies the user about which part they are currently performing, and which note were played incorrectly.
Keywords: Music performance analysis, Music education, Real-time score following
Enactive Mandala: Audio-visualizing Brain Waves BIBAKPDF 63
  Tomohiro Tokunaga; Michael Lyons
We are exploring the design and implementation of artificial expressions, kinetic audio-visual representations of realtime physiological data which reflect emotional and cognitive state. In this work we demonstrate a prototype, the Enactive Mandala, which maps real-time EEG signals to modulate ambient music and animated visual music. Transparent real-time audio-visual feedback of brainwave qualities supports intuitive insight into the connection between thoughts and physiological states.
Keywords: Brain-computer Interfaces, BCI, EEG, Sonification, Visualization, Artificial Expressions, NIME, Visual Music
Notesaaz: a new controller and performance idiom BIBAKPDF 64
  Erfan Abdi Dezfouli; Edwin van der Heide
Notesaaz is both a new physical interface meant for musical performance and a proposal for a three-stage process where the controller is used to navigate within a graphical score that on its turn controls the sound generation. It can be seen as a dynamic and understandable way of using dynamic mapping between the sensor input and the sound generation. Furthermore by presenting the graphical score to both the performer and the audience a new engagement of the audience can be established.
Keywords: musical instrument, custom controller, gestural input, dynamic score
Air Violin: A Body-centric Style Musical Instrument BIBAKPDF 65
  Xin Fan; Georg Essl
We show how body-centric sensing can be integrated in musical interface to enable more flexible gestural control. We present a barehanded body-centric interaction paradigm where users are able to interact in a spontaneous way through performing gestures. The paradigm employs a wearable camera and see-through display to enable flexible interaction in the 3D space. We designed and implemented a prototype called Air Violin, a virtual musical instrument using depth camera, to demonstrate the proposed interaction paradigm. We described the design and implementation details.
Keywords: NIME, musical instrument, interaction, gesture, Kinect
Remix_Dance 3: Improvisatory Sound Displacing on Touch Screen-Based Interface BIBAKPDF 66
  Jaeseong You; Red Wierenga; Arsid Ketjuntra; Teerapat Parnmongkol
Remix_Dance Music 3 is a quadraphonic quasi-fixed tape piece; an improviser can operate 60 pre-designed audio files using the Max/MSP-based interface. The audio files appear as icons, and the improviser can touch and drag them to four speakers in a miniature room on a tablet. Within the fixed duration of six minutes, the performer can freely activate/deactivate the audios and realize 32 different sound-diffusing motions, generating a sonic structure to one's liking out of the given network of musical possibilities. The interface is designed to invite an integral musical structuring in the dimensions of performatively underexplored (but still sonically viable) parameters that are largely based on MPEG-7 audio descriptors.
Keywords: Novel controllers, interface for musical expression, musical mapping strategy, music cognition, music perception, MPEG-7
Multi Sensor Tracking for Live Sound Transformation BIB 67
  Anton Fuhrmann; Johannes Kretz; Peter Burwik
A Self-Organizing Gesture Map for a Voice-Controlled Instrument Interface BIB 68
  Stefano Fasciani; Lonce Wyse
Rainboard and Musix: Building dynamic isomorphic interfaces BIB 69
  Brett Park; David Gerhard
Muscular Interactions. Combining EMG and MMG sensing for musical practice BIB 70
  Marco Donnarumma; Baptiste Caramiaux; Atau Tanaka
Fluid Simulation as Full Body Audio-Visual Instrument BIB 71
  Andrew Johnston

Posters (2)

Synchronous Data Flow Modeling for DMIs BIBAKPDF 72
  Danielle Bragg
This paper proposes a graph-theoretic model that supports the design and analysis of data flow within digital musical instruments (DMIs). The state of the art in DMI design does not provide standards for the scheduling of computations within a DMI's data flow. Without a theoretical framework, analysis of different scheduling protocols and their impact on the DMI's performance is extremely difficult. As a result, the mapping between the DMI's sensory inputs and sonic outputs is classically treated as a black box. DMI builders are forced to design and schedule the flow of data through this black box on their own. Improper design of the data flow can produce undesirable results, ranging from over flowing buffers that cause system crashes to misaligned sensory data that result in strange or disordered sonic events. In this paper, we attempt to remedy this problem by providing a framework for the design and analysis of the DMI data flow closely modeled after a framework for digital signal processing. We also propose the use of a scheduling algorithm built upon that framework, and prove that it guarantees desirable properties for the resulting DMI.
Keywords: DMI design, data flow, mapping function
SoundCraft: Transducing StarCraft 2 BIBAKPDF 73
  Mark Cerqueira; Spencer Salazar; Ge Wang
SoundCraft is a framework that enables real-time data gathering from a StarCraft 2 game to external software applications, allowing for musical interpretation of the game's internal structure and strategies in novel ways. While players battle each other for victory within the game world, a custom StarCraft 2 map collects and writes out data about players' decision-making, performance, and current focus on the map. This data is parsed and transmitted over Open Sound Control (OSC) [9] in real-time, becoming the source for the soundscape that accompanies the player's game. Using SoundCraft, we have composed a musical work for two StarCraft 2 players, entitled GG Music. This paper details the technical and aesthetic development of SoundCraft, including data collection and sonic mapping.
Keywords: interactive sonification, interactive game music, StarCraft 2
Construction of a System for Recognizing Touch of Strings for Guitar BIBAKPDF 74
  Hayami Tobise; Yoshinari Takegawa; Tsutomu Terada; Masahiko Tsukamoto
In guitar performance, fingering is an important factor. In particular, the fingering of the left hand comprises various relationships between the finger and the string, such as the finger touching/pressing/releasing the strings. The recognition of the precise fingering is applied to a self-learning support system, which is able to detect strings being muted by a finger, and which transcribes music automatically, including the details of fingering techniques. Therefore, the goal of our study is to construct a system for recognizing the touch of strings for the guitar. We propose a method for recognizing the touch of strings based on the conductive characteristics of strings and frets. We develop a prototype system, and evaluate its effectiveness. Furthermore, we propose an application that utilizes our system.
Keywords: Guitar, Touched strings, Fingering recognition
Using Audio and Haptic Feedback to Improve Pitched Percussive Instrument Performance in Humanoids BIBAKPDF 75
  Alyssa Batula; Manu Colacot; David Grunberg; Youngmoo Kim
We present a system that determines whether an adult-sized humanoid has correctly played a pitched percussive instrument in real time. Human musicians utilize sensory feedback to determine if they are playing their instruments correctly and robot performers should be capable of the same feat. We present a classification algorithm that uses auditory and haptic feedback to decide if a note was well- or poorly-struck. This system is demonstrated using Hubo, an adult-sized humanoid, which is able to play pitched pipes using paddles. We show that this system is able to determine whether a note was played correctly with 97% accuracy.
Keywords: Musical robots, humanoids, auditory feedback, haptic feedback
Mobile DJ: a Tangible, Mobile Platform for Active and Collaborative Music Listening BIBAKPDF 76
  Kenneth W. K. Lo; Chi Kin Lau; Michael Xuelin Huang; Wai Wa Tang; Grace Ngai; Stephen C. F. Chan
This paper presents Mobile DJ, a tangible, mobile platform for active music listening, designed to augment internet-based social interaction with the element of active music listening. A tangible interface facilitates users to manipulate musical effects, such as incorporating chords or "scratching" the record. A communication and interaction server further enables multiple users to connect over the Internet and collaborate and interact through their music. User tests indicate that the device is successful at allowing user immersion into the active listening experience, and that users enjoy the added sensory input as well as the novel way of interacting with the music and each other.
Keywords: Mobile, music, interaction design, tangible user interface
Mining Unlabeled Electronic Music Databases through 3D Interactive Visualization of Latent Component Relationships BIBAKPDF 77
  Parag Kumar Mital; Mick Grierson
We present an interactive content-based MIR environment specifically designed to aid in the exploration of databases of experimental electronic music, particularly in cases where little or no metadata exist. In recent years, several rare archives of early experimental electronic music have become available. The Daphne Oram Collection contains one such archive, consisting of approximately 120 hours of 1/4 inch tape recordings and representing a period dating from circa 1957. This collection is recognized as an important musicological resource, representing aspects of the evolution of electronic music practices, including early tape editing methods, experimental synthesis techniques and composition. However, it is extremely challenging to derive meaningful information from this dataset, primarily for three reasons. First, the dataset is very large. Second, there is limited metadata -- some titles, track lists, and occasional handwritten notes exist, but where this is true, the reliability of the annotations are unknown. Finally, and most significantly, as this is a collection of early experimental electronic music, the sonic characteristics of the material are often not consistent with traditional musical information. In other words, there is no score, no known instrumentation, and often no recognizable acoustic source. We present a method for the construction of a frequency component dictionary derived from the collection via Probabilistic Latent Component Analysis (PLCA), and demonstrate how an interactive 3D visualization of the relationships between the PLCA-derived dictionary and the archive is facilitating researcher's understanding of the data.
Keywords: mir, plca, mfcc, 3d browser, daphne oram, content-based information retrieval, interactive visualization
Updating the Classifications of Mobile Music Projects BIBAKPDF 78
  David John
This paper reviews the mobile music projects that have been presented at NIME in the past ten years in order to assess whether the changes in technology have affected the activities of mobile music research. An overview of mobile music projects is presented using the categories that describe the main activities: projects that explore the influence of and make use of location; applications that share audio or promote collaborative composition; interaction using wearable devices; the use of mobile phones as performance devices; projects that explore HCI design issues. The relative activity between different of categories of mobile music is assessed in order to identify trends. The classification according to technological, social or geographic showed an overwhelming bias to the technological, followed by social investigations. An alternative classification of survey, product, or artefact reveals an increase in the number of products described with a corresponding decline in the number of surveys and artistic projects. The increase in technical papers appears to be due to an enthusiasm to make use of increased capability of mobile phones, although there are signs that the initial interest has already peaked, and researchers are again interested to explore technologies and artistic expression beyond what can be provided by existing mobile phones.
Keywords: Mobile Music, interactive music, proximity sensing, wearable devices, mobile phone performance, interaction design
Visual Associations in Augmented Keyboard Performance BIBAKPDF 79
  Qi Yang; Georg Essl
What is the function of visuals in the design of an augmented keyboard performance device with projection? We address this question by thinking through the impact of design choices made in three examples on notions of locus of attention, visual anticipation and causal gestalt to articulate a space of design factors. Visuals can emphasize and deemphasize aspects of performance and help clarify the role input has to the performance. We suggest that this process might help thinking through visual feedback design in NIMEs with respect to the performer or the audience.
Keywords: Visual feedback, interaction, NIME, musical instrument, interaction, augmented keyboard, gesture, Kinect
Variator: A Creativity Support Tool for Music Composition BIBAKPDF 80
  Avneesh Sarwate; Rebecca Fiebrink
The Variator is a compositional assistance tool that aims to let users quickly produce and experiment with variations on musical objects, such as chords, melodies, and chord progressions. The transformations performed by the Variator can range from standard counterpoint transformations (inversion, retrograde, transposition) to more complicated custom transformations, and the system is built to encourage the writing of custom transformations. This paper explores the design decisions involved in creating a compositional assistance tool, describes the Variator interface and a preliminary set of implemented transformation functions, analyzes the results of the evaluations of a prototype system, and lays out future plans for expanding upon that system, both as a stand-alone application and as the basis for an open source/collaborative community where users can implement and share their own transformation functions.
Keywords: Composition assistance tool, computer-aided composition, social composition
Netpixl: Towards a New Paradigm for Networked Application Development BIBAKPDF 81
  Dimitri Diakopoulos; Ajay Kapur
Netpixl is a new micro-toolkit built to network devices within interactive installations and environments. Using a familiar client-server model, Netpixl centrally wraps an important aspect of ubiquitous computing: real-time messaging. In the context of sound and music computing, the role of Netpixl is to fluidly integrate endpoints like OSC and MIDI within a larger multi-user system. This paper considers useful design principles that may be applied to toolkits like Netpixl while also emphasizing recent approaches to application development via HTML5 and Javascript, highlighting an evolution in networked creative computing.
Keywords: networking, ubiquitous computing, toolkits, html5
Multi-Touch Interfaces for Phantom Source Positioning in Live Sound Diffusion BIBAKPDF 82
  Bridget Johnson; Ajay Kapur
This paper presents a new technique for interface-driven diffusion performance. Details outlining the development of a new tabletop surface-based performance interface, named tactile.space, are discussed. User interface and amplitude panning processes employed in the creation of tactile.space are focused upon, and are followed by a user study-based evaluation of the interface. It is hoped that the techniques described in this paper afford performers and composers an enhanced level of creative expression in the diffusion performance practice.
Keywords: Multi touch, diffusion, VBAP, tabletop surface
GrainProc: a real-time granular synthesis interface for live performance BIBAKPDF 83
  Mayank Sanganeria; Kurt Werner
GrainProc is a touchscreen interface for real-time granular synthesis designed for live performance. The user provides a real-time audio input (electric guitar, for example) as a granularization source and controls various synthesis parameters with their fingers or toes. The control parameters are designed to give the user access to intuitive and expressive live granular manipulations.
Keywords: Granular synthesis, touch screen interface, toe control, realtime, CCRMA
Graphic Waveshaping BIBAKPDF 84
  Shawn Greenlee
In the design of recent systems, I have advanced techniques that position graphic synthesis methods in the context of solo, improvisational performance. Here, the primary interfaces for musical action are prepared works on paper, scanned by digital video cameras which in turn pass image data on to software for analysis and interpretation as sound synthesis and signal processing procedures. The focus of this paper is on one of these techniques, a process I describe as graphic waveshaping. A discussion of graphic waveshaping in basic form and as utilized in my performance work, Impellent, is offered. In the latter case, the performer's objective is to guide the interpretation of images as sound, constantly tuning and retuning the conversion while selecting and scanning images from a large catalog. Due to the erratic nature of the system and the precondition that image to sound relationships are unfixed, the performance situation is replete with the discovery of new sounds and the circumstances that bring them into play.
Keywords: Graphic waveshaping, graphic synthesis, waveshaping synthesis, graphic sound, drawn sound
Illusio: A Drawing-Based Digital Musical Instrument BIBAKPDF 85
  Jeronimo Barbosa; Filipe Calegario; Geber Ramalho; Veronica Teichrieb; Giordano Cabral
This paper presents an innovative digital musical instrument, the Illusio, based on an augmented multi-touch interface that combines a traditional multi-touch surface and a device similar to a guitar pedal. Illusio allows users to perform by drawing and by associating the sketches with live loops. These loops are manipulated based on a concept called hierarchical live looping, which extends traditional live looping through the use of a musical tree, in which any music operation applied to a given node affects all its children nodes. Finally, we evaluate the instrument considering the performer and the audience, which are two of the most important stakeholders involved in the use, conception, and perception of a musical device. The results achieved are encouraging and led to useful insights about how to improve instrument features, performance and usability.
Keywords: Digital musical instruments, augmented multi-touch, hierarchical live looping, interaction techniques, evaluation methodology
Kontrol: Hand Gesture Recognition for Music and Dance Interaction BIBAKPDF 86
  Kameron Christopher; Jingyin He; Raakhi Kapur; Ajay Kapur
This paper describes Kontrol, a new hand interface that extends the intuitive control of electronic music to traditional instrumentalist and dancers. The goal of the authors has been to provide users with a device that is capable of detecting the highly intricate and expressive gestures of the master performer, in order for that information to be interpreted and used for control of electronic music. This paper discusses related devices, the architecture of Kontrol, its potential as a gesture recognition device, and several performance applications.
Keywords: Hand controller, computational ethnomusicology, dance interface, conducting interface, Wekinator, wearable sensors
Development of A Learning Environment for Playing Erhu by Diagnosis and Advice regarding Finger Position on Strings BIBAKPDF 87
  Fumitaka Kikukawa; Sojiro Ishihara; Masato Soga; Hirokazu Taki
So far, there are few existing studies on skill learning support environments for playing string instruments with bows because there are many parameters to acquire skills and it is difficult to measure these parameters. Therefore, the aim of this paper is to propose a design of a learning environment for a novice learner to acquire an accurate finger position skill. For achieving the aim, we developed a learning environment which can diagnose learner's finger position and give the learner advice by using magnetic position sensors. The system shows three windows; a finger position window for visualization of finger position, a score window for diagnosing finger position along the score and command prompt window for showing states of system and advice. Finally, we evaluated the system by an experiment. The experimental group improved accuracy values about finger positions and also improved accuracy of pitches of sounds compared with the control group. These results show significant differences.
Keywords: Magnetic Position Sensors, String Instruments, Skill, Learning Environment, Finger Position
BioSync: An Informed Participatory Interface for Audience Dynamics and Audiovisual Content Co-creation using Mobile PPG and EEG BIBAKPDF 88
  Yuan-Yi Fan; Myles Sciotto
The BioSync interface presented in this paper merges the paradigms of heart-rate and brain-wave into one mobile unit which is scalable for large audience real-time applications. The goal of BioSync is to provide a hybrid interface, which uses audience biometric responses for audience participation techniques and methods. To provide an affordable and scalable solution, BioSync collects the user's heart rate via mobile device pulse oximetry and the EEG data via Bluetooth communication with the off-the-shelf MindWave Mobile hardware. Various interfaces have been designed and implemented in the development of audience participation techniques and systems. In the design and concept of BioSync, we first summarize recent interface research for audience participation within the NIME-related context, followed by the outline of the BioSync methodology and interface design. We then present a technique for dynamic tempo control based on the audience biometric responses and an early prototype of a mobile dual-channel pulse oximetry and EEG bi-directional interface for iOS device (BioSync). Finally, we present discussions and ideas for future applications, as well as plans for a series of experiments, which investigate if temporal parameters of an audience's physiological metrics encourage crowd synchronization during a live event or performance, a characteristic, which we see as having great potential in the creation of future live musical, audiovisual and performance applications.
Keywords: Mobile, Biometrics, Synchronous Interaction, Social, Audience, Experience
Laptap: Laptop Computer as a Musical Instrument using Audio Feedback BIBAKPDF 89
  Dae Ryong Hong; Woon Seung Yeo
Laptap is a laptop-based, real-time sound synthesis/control system for music and multimedia performance. The system produces unique sounds by positive audio feedback between the on-board microphone and the speaker of a laptop computer. Users can make a variety of sounds by touching the laptop computer in several different ways, and control their timbre with the gestures of the other hand above the microphone and the speaker to manipulate the characteristics of the acoustic feedback path. We introduce the basic concept of this audio feedback system, describe its features for sound generation and manipulation, and discuss the result of an experimental performance. Finally we suggest some relevant research topics that might follow in the future.
Keywords: Laptop music, laptop computer, audio feedback, hand gesture, gestural control, musical mapping, audio visualization, musical notation
A Function-Oriented Interface for Music Education and Musical Expressions: "the Sound Wheel" BIBAKPDF 90
  Shoken Kaneko
In this paper, a function-oriented musical interface, named named the sound wheel, is presented. This interface is designed to manipulate musical functions like pitch class sets, tonal centers and scale degrees, rather than the musical surface, i.e. the individual notes with concrete note heights. The sound wheel has an interface summarizing harmony theory, and the playing actions have explicit correspondence with musical functions. Easy usability is realized by semi-automatizing the conversion process from musical functions into the musical surface. Thus, the player can use this interface with concentration on the harmonic structure, without having his attention caught by manipulating the musical surface. Subjective evaluation indicated the effectiveness of this interface as a tool helpful for understanding the music theory. Because of such features, this interface can be used for education and interactive training of tonal music theory.
Keywords: Music education, Interactive tonal music generation
note~ for Max -- An extension for Max/MSP for Media Arts & Music BIBAKPDF 91
  Thomas Resch
note~ for Max consists of four objects for the Software Max/MSP which allow sequencing in floating point resolution and provide a Graphical User Interface and a Scripting Interface for generating events within a timeline. Due to the complete integration into Max/MSP it is possible to control almost every type of client like another software, audio and video or extern hardware by note~ or control note~ itself by other software and hardware.
Keywords: Max/MSP, composing, timeline, GUI, sequencing, score, notation
Sonifying Chemical Evolution BIBAKPDF 92
  Steve Everett
This presentation-demonstration discusses the creation of FIRST LIFE, a 75-minute mixed media performance for string quartet, live audio processing, live motion capture video, and audience participation utilizing stochastic models of chemical data provided by Martha Grover's Research Group at the School of Chemical and Biomolecular Engineering at Georgia Institute of Technology. Each section of this work is constructed from contingent outcomes drawn from biochemical research exploring possible early Earth formations of organic compounds.
Keywords: Data-driven composition, sonification, live electronics-video
Fortissimo: Force-Feedback for Mobile Devices BIBAKPDF 93
  Tae Hong Park; Oriol Nieto
In this paper we present a highly expressive, robust, and easy-to-build system that provides force-feedback interaction for mobile computing devices (MCD). Our system, which we call fortissimo (ff), utilizes standard built-in accelerometer measurements in conjunction with generic foam padding that can be easily placed under a device to render an expressive force-feedback performance setup. fortissimo allows for musically expressive user-interaction with added force-feedback which is integral for any musical controller -- a feature that is absent for touchscreen-centric MCDs. This paper details ff core concepts, hardware and software designs, and expressivity of musical features.
Keywords: force-feedback, expression, mobile computing devices, mobile music
cutting record -- a record without (or with) prior acoustic information BIBAKPDF 94
  Kazuhiro Jo; Mitsuhito Ando
In this paper, we present a method to produce analog records with vector graphics software and two different types of cutting machines: laser cutter, and paper cutter. The method enables us to engrave a variety of wave forms on a surface of diverse materials such as paper, wood, acrylic, and leather without or with prior acoustic information. The results could be played as analog records with standard record players. We present the method with its technical specification and explain our initial findings through practices. The work examines the role of musical reproduction in the age of personal fabrication.
Keywords: Analog Record, Personal Fabrication, Media Archaeology
Impress: A Machine Learning Approach to Soundscape Affect Classification for a Music Performance Environment BIBAKPDF 95
  Miles Thorogood; Philippe Pasquier
Soundscape composition in improvisation and performance contexts involves many processes that can become overwhelming for a performer, impacting on the quality of the composition. One important task is evaluating the mood of a composition for evoking accurate associations and memories of a soundscape. We present a new system called Impress that uses supervised machine learning for the acquisition and realtime feedback of soundscape affect. We used an audio features vector of audio descriptors to represent an audio signal for fitting multiple regression models to predict soundscape affect. A model of soundscape affect is created by users entering evaluations of audio environments using a mobile device. The same device then provides feedback to the user of the predicted mood of other audio environments. The evaluation of the Impress system suggests the tool is effective in predicting soundscape affect.
Keywords: soundscape, performance, machine learning, audio features, affect grid

Demos (2)

Mobile rhythmic interaction in a sonic tennis game BIBAKPDF 96
  Stefano Baldan; Amalia De Götzen; Stefania Serafin
This paper presents an audio-based tennis simulation game for mobile devices, which uses motion input and non-verbal audio feedback as exclusive means of interaction. Players have to listen carefully to the provided auditory clues, like racquet hits and ball bounces, rhythmically synchronizing their movements in order to keep the ball into play. The device can be swung freely and act as a full-edged motion-based controller, as the game does not rely at all on visual feedback and the device display can thus be ignored. The game aims to be entertaining but also effective for educational purposes, such as ear training or improvement of the sense of timing, and enjoyable both by visually-impaired and sighted users.
Keywords: Audio game, mobile devices, sonic interaction design, rhythmic interaction, motion-based
Kinectofon: Performing with Shapes in Planes BIBAKPDF 97
  Alexander Refsum Jensenius
The paper presents the Kinectofon, an instrument for creating sounds through free-hand interaction in a 3D space. The instrument is based on the RGB and depth image streams retrieved from a Microsoft Kinect sensor device. These two image streams are used to create different types of motiongrams, which, again, are used as the source material for a sonification process based on inverse FFT. The instrument is intuitive to play, allowing the performer to create sound by "touching" a virtual sound wall.
Keywords: Kinect, motiongram, sonification, video analysis
Providing a Feeling of Other Remote Learners' Presence in An Online Learning Environment via Realtime Sonification of Moodle Access Log BIBAKPDF 98
  Toshihiro Kita; Naotoshi Osaka
When people learn using Web-based educational resources, they are sitting in front of their own computer at home and are physically isolated from other online learners. In this study, an Open Sound Control based prototype system for sonification of the access log of Moodle, a popular e-learning system, has been developed as a way to provide a feeling of other learners' presence. To generate sound from access log in Moodle, we designed a mapping of the log data to sound parameters.
Keywords: e-learning, online learners, Moodle, Csound, realtime sonification, OSC (Open Sound Control)
Digiti Sonus: Advanced Interactive Fingerprint Sonification Using Visual Feature Analysis BIB 99
  Yoon Chung Han; Byeong-jun Han; Matthew Wright
MAGE 2.0: New Features and its Application in the Development of a Talking Guitar BIB 100
  Maria Astrinaki; Nicolas d'Alessandro; Loïc Reboursière; Alexis Moinet; Thierry Dutoit
A New Wi-Fi based Platform for Wireless Sensor Data Collection BIB 101
  Jim Torresen; Yngve Hafting; Kristian Nymoen
Musical Poi (mPoi) BIB 102
  Sangbong Nam
Towards an Interface for Music Mixing based on Smart Tangibles and Multitouch BIB 103
  Steven Gelineck; Dan Overholt; Morten Büchert; Jesper Andersen

Posters (3)

An Interactive 3D Network Music Space BIBAKPDF 104
  Chad McKinney; Nick Collins
In this paper we present Shoggoth, a 3D graphics based program for performing network music. In Shoggoth, users utilize video game style controls to navigate and manipulate a grid of malleable height maps. Sequences can be created by defining paths through the maps which trigger and modulate audio playback. With respect to a context of computer music performance, and specific problems in network music, design goals and technical challenges are outlined. The system is evaluated through established taxonomies for describing interfaces, followed by an enumeration of the merits of 3D graphics in networked performance. In discussing proposed improvements to Shoggoth, design suggestions for other developers and network musicians are drawn out.
Keywords: 3D, Generative, Network, Environment
echobo: Audience Participation Using The Mobile Music Instrument BIBAKPDF 105
  Sang Won Lee; Jason Freeman
This work aims to create a musical performance for large-scale audience participation using mobile phones as musical instruments. Utilizing ubiquitous smartphones, we attempted to facilitate audience engagement with networked phones as musical instruments. Drawing lessons learnt from previous works of mobile music, audience participation practices, and networked instrument design, we developed echobo. Audience members download the app, play the instrument instantly, interact with other audience members, and contribute to the music via sound generated on their mobile phones. Surveys of participants indicated that it was easy to play and that participants felt connected to the music and other musicians.
Keywords: mobile music, audience participation, networked instrument
Jam On: A New Interface for Web-based Collective Music Performance BIBAKPDF 106
  Ulysse Rosselet; Alain Renaud
This paper presents the musical interactions aspects of the design and development of Jam On, a web-based interactive music collaboration system. Based on a design science approach, this system is being built according to principles taken from usability engineering and human computer interaction (HCI). The goal of the system is to allow people with no to little musical background to play a song collaboratively. The musicians control the musical content and structure of the song thanks to an interface relying on the free inking metaphor. The design of Jam On is based on a set of quality criteria aimed at ensuring the musicality of the performance and the interactivity of the technical system. The paper compares two alternative interfaces used in the development of the system and explores the various stages of the design process aimed at making the system as musical and interactive as possible.
Keywords: Networked performance, interface design, mapping, web-based music application
Modelling Gestures in Music Performance with Statistical Latent-State Models BIBAKPDF 107
  Taehun Kim; Stefan Weinzierl
We discuss try to identify "gestures" in music performances by observing patterns in both compositional and expressive properties, and by modelling them with a statistical approach. Assuming a finite number of latent states on each property value, we can describe those gestures with statistical latent state models, and train them by unsupervised learning algorithms. Results for several recorded performances indicate that the trained models could identify the gestures observed, and detect their boundaries. An entropy-based measure was used to estimate the relevance of each property for the identified gestures. Results for a larger corpus of recorded and annotated musical performances are promising and reveal potential for further improvements.
Keywords: Musical gestures, performance analysis, unsupervised machine learning
Toward DMI Evaluation Using Crowd-Sourced Tagging Techniques BIBAKPDF 108
  Michael Everman; Colby Leider
Few formal methods exist for evaluating digital musical instruments (DMIs). We propose a novel method of DMI evaluation using crowd-sourced tagging. Tagging is already used to classify websites and musical genres, which, like DMIs, do not lend themselves to simple categorization or parameterization.
   Using the social tagging method, participating individuals assign descriptive labels, or tags, to a DMI. A DMI can then be evaluated by analyzing the tags associated with it. Metrics can be generated from the tags assigned to the instrument, and comparisons made to other instruments. This can give the designer valuable insight into the where the strengths of the DMI lie and where improvements may be needed.
Keywords: Evaluation, tagging, digital musical instrument
Paralinguistic Microphone BIBAKPDF 109
  Alex McLean; EunJoo Shin; Kia Ng
The Human vocal tract is considered for its sonorous qualities in carrying prosodic information, which implicates vision in the perceptual processes of speech. These considerations are put in the context of previous work in NIME, forming background for the introduction of two sound installations; "Microphone", which uses a camera and computer vision to translate mouth shapes to sounds, and "Microphone II", a work-in-progress, which adds physical modelling synthesis as a sound source, and visualisation of mouth movements.
Keywords: face tracking, computer vision, installation, microphone
Coral -- a Physical and Haptic Extension of a Swarm Simulation BIBAKPDF 110
  Daniel Bisig; Sébastien Schiesser
This paper presents a proof of concept implementation of an interface entitled Coral. The interface serves as a physical and haptic extension of a simulated complex system, which will be employed as an intermediate mechanism for the creation of generative music and imagery. The paper discusses the motivation and concept that underlies the implementation, describes its technical realisation and presents first interaction experiments. The focus lies on the following two aspects: the interrelation between the physical and virtual behaviours and properties of the interface and simulation, and the capability of the interface to enable an intuitive and tangible exploration of a hybrid dynamical system.
Keywords: haptic interface, swarm simulation, generative art
Personalized Song Interaction Using a Multi Touch Interface BIBAKPDF 111
  Jeffrey Scott; Mickey Moorhead; Justin Chapman; Ryan Schwabe; Youngmoo E. Kim
Digital music technology is a catalyst for transforming the way people listen to music and creates new avenues for creative interaction and expression within the musical domain. The barrier to music creation, distribution and collaboration has been reduced, leading to entirely new ecosystems of musical experience. Software editing tools such as digital audio workstations (DAW) allow nearly limitless manipulation of source audio into new sonic elements and textures and have promoted a culture of recycling and repurposing of content via mashups and remixes. We present a multi-touch application that allows a user to customize their listening experience by blending various versions of a song in real time.
Keywords: Multi-track, Multi-touch, Mobile devices, Interactive media
Sonifying Game-Space Choreographies With UDKOSC BIBAKPDF 112
  Rob Hamilton
With a nod towards digital puppetry and game-based film genres such as machinima, recent additions to UDKOSC offer an Open Sound Control (OSC) input layer for external control over both third-person "pawn" entities, first-person "player" actors and camera controllers in fully rendered game-space. Real-time OSC input, driven by algorithmic process or parsed from a human-readable timed scripting syntax allows users to shape intricate choreographies of timed gesture, in this case actor motion and action, as well as an audiences' view into a game-space environment. As UDKOSC outputs real-time coordinate and action data generated by UDK pawns and players with OSC, individual as well as aggregate virtual actor gestures and motion can be leveraged as drivers for both creative and procedural/adaptive gaming music and audio concerns.
Keywords: procedural music, procedural audio, interactive sonification, game music, Open Sound Control
"Old" is the New "New": a Fingerboard Case Study in Recrudescence as a NIME Development Strategy BIBAKPDF 113
  Adrian Freed; John MacCallum; Sam Mansfield
This paper addresses the problem that most electrophones and computer-based musical instruments are ephemera lasting long enough to signal academic and technical prowess. They rarely are used more than in a few musical performances. We offer a case study that suggests that longevity of use depends on stabilizing the interface and innovating the implementation to maintain the required stability of performance for players.
Keywords: Fingerboard controller, Best practices, Recrudescence, Organology, Unobtainium
SoloTouch: A Capacitive Touch Controller with Lick-based Note Selector BIBAKPDF 114
  A Jackie; Yi Tang Chui; Mubarak Marafa; A Samson; Ka Fai Young
This paper describes the design of a guitar-inspired, pocket-sized controller system SoloTouch. SoloTouch consists of a capacitive touch trigger, and an automated note selector program. Requiring only one finger, the touch trigger allows intuitive execution of both velocity sensitive notes and aftertouch messages. The automated note selector program selects consecutive consonant notes from preprogrammed solo phrases. A companion iPhone app displays and controls the phrases that are being performed. The interface focuses on the balance between ease of playing and the degree of expressive controls available. Players without prior musical training could perform musical and expressive solos suitable for improvisational contexts in the style of blues and rock.
Keywords: Capacitive touch controller, automated note selector, virtual instrument MIDI controller, novice musicians
Designing Empowering Vocal and Tangible Interaction BIBAKPDF 115
  Anders-Petter Andersson; Birgitta Cappelen
Our voice and body are important parts of our self-experience, and our communication and relational possibilities. They gradually become more important for Interaction Design due to increased development of tangible interaction and mobile communication. In this paper we present and discuss our work with voice and tangible interaction in our ongoing research project RHYME. The goal is to improve health for families, adults and children with disabilities through use of collaborative, musical, tangible media. We build on the use of voice in Music Therapy and on a humanistic health approach. Our challenge is to design vocal and tangible interactive media that through use reduce isolation and passivity and increase empowerment for the users. We use sound recognition, generative sound synthesis, vibrations and cross-media techniques to create rhythms, melodies and harmonic chords to stimulate voice-body connections, positive emotions and structures for actions.
Keywords: Vocal Interaction, Tangible Interaction, Music & Health, Voice, Empowerment, Music Therapy, Resource-Oriented
Cloud Bridge: a Data-driven Immersive Audio-Visual Software Interface BIBAKPDF 116
  Qian Liu; Yoon Chung Han; JoAnn Kuchera-Morin; Matthew Wright; George Legrady
Cloud Bridge is an immersive interactive audiovisual software interface for both data exploration and artistic creation. It explores how information sonification and visualization can facilitate findings, by creating interactive visual/musical compositions. Cloud Bridge is a multi-user, multimodal instrument based on a data set representing the history of items checked out by patrons of the Seattle Public Library. A single user or a group of users functioning as a performance ensemble participates in the piece by interactively querying the database using iOS devices. Each device is associated with a unique timbre and color for contributing to the piece, which appears on large shared screens and a surround-sound system for all participants and observers. Cloud Bridge leads to a new media interactive interface utilizing audio synthesis, visualization and real-time interaction.
Keywords: Data Sonification, Data Visualization, Sonification, User Interface, Sonic Interaction Design, Open Sound Control
Mira: Liveness in iPad Controllers for Max/MSP BIBAKPDF 117
  Sam Tarakajian; David Zicarelli; Joshua Clayton
Mira is an iPad app for mirroring Max patchers in real time with minimal configuration. The Mira iPad app discovers open Max patchers automatically using the Bonjour1 protocol, connects to them over WiFi and negotiates a description of the Max patcher. As objects change position and appearance, Mira makes sure that the interface on the iPad stays up to date. Mira eliminates the need for an explicit mapping step between the interface and the system being controlled. The user is never asked to input an IP address, nor to configure the mapping between interface objects on the iPad and those in the Max patcher. So the prototyping composer is free to rapidly configure and reconfigure the interface.
Keywords: NIME, Max/MSP/Jitter, Mira, iPad, osc, bonjour, zeroconf
VOSIS: a Multi-touch Image Sonification Interface BIBAKPDF 118
  Ryan McGee
VOSIS is an interactive image sonification interface that creates complex wavetables by raster scanning greyscale image pixel data. Using a multi-touch screen to play image regions of unique frequency content rather than a linear scale of frequencies, it becomes a unique performance tool for experimental and visual music. A number of image filters controlled by multi-touch gestures add variation to the sound palette. On a mobile device, parameters controlled by the accelerometer add another layer expressivity to the resulting audio-visual montages.
Keywords: image sonification, multi-touch, visual music
Feeling for Sound: Mapping Sonic Data to Haptic Perceptions BIBAKPDF 119
  Tom Mudd
This paper presents a system for exploring different dimensions of a sound through the use of haptic feedback. The Novint Falcon force feedback interface is used to scan through soundfiles as a subject moves their hand horizontally from left to right, and to relay information about volume, frequency content, envelopes, or potentially any analysable parameter back to the subject through forces acting on their hand.
   General practicalities of mapping sonic elements to physical forces are considered such as the problem of representing detailed data through vague physical sensation, approaches to applying forces to the hand that do not interfering with the smooth operation of the device, and the relative merits of discreet and continuous mappings. Three approaches to generating the force vector are discussed: 1) the use of simulated detents to identify areas of an audio parameter over a certain threshold, 2) applying friction proportional to the level of the audio parameter along the axis of movement, and 3) creating forces perpendicular to the subject's hand movements. The potential uses of such a device are also discussed, such as 'pre-feeling' as a method for selecting material to play during a live performance, an aid for visually impaired audio engineers, and as a general augmentation of standard audio editing environments.
Keywords: Haptics, force feedback, mapping, human-computer interaction
POWDER BOX: An Interactive Device with Sensor Based Replaceable Interface For Musical Session BIBAKPDF 120
  Yoshihito Nakanishi; Seiichiro Matsumura; Chuichi Arakawa
In this paper, the authors introduce an interactive device, "POWDER BOX" for use by novices in musical sessions. "POWDER BOX" is equipped with sensor-based replaceable interfaces, which enable participants to discover and select their favorite playing styles of musical instruments during a musical session. In addition, it has a wireless communication function that synchronizes musical scale and BPM between multiple devices. "POWDER BOX" provides novice participants with opportunities to experience a cooperative music performance. Here, the interaction design and configuration of the device is presented.
Keywords: Musical instrument, synthesizer, replaceable interface, sensors
Performing with a Mobile Computer System for Vibraphone BIBAKPDF 121
  Charles Martin
This paper describes the development of an Apple iPhone based mobile computer system for vibraphone and its use in a series of the author's performance projects in 2011 and 2012.
   This artistic research was motivated by a desire to develop an alternative to laptop computers for the author's existing percussion and computer performance practice. The aims were to develop a light, compact and flexible system using mobile devices that would allow computer music to infiltrate solo and ensemble performance situations where it is difficult to use a laptop computer.
   The project began with a system that brought computer elements to Nordlig Vinter, a suite of percussion duos, using an iPhone, RjDj, Pure Data and a home-made pickup system. This process was documented with video recordings and analysed using ethnographic methods.
   The mobile computer music setup proved to be elegant and convenient in performance situations with very little time and space to set up, as well as in performance classes and workshops. The simple mobile system encouraged experimentation and the platforms used enabled sharing with a wider audience.
Keywords: percussion, mobile computer music, Apple iOS, collaborative performance practice, ethnography, artistic research
NoiseBear: A Malleable Wireless Controller Designed In Participation with Disabled Children BIBAKPDF 122
  Mick Grierson; Chris Kiefer
NoiseBear is a wireless malleable controller designed for, and in participation with, physically and cognitively disabled children. The aim of the project was to produce a musical controller that was robust, and flexible enough to be used in a wide range of interactive scenarios in participatory design workshops. NoiseBear demonstrates an open ended system for designing wireless malleable controllers in different shapes. It uses pressure sensitive material made from conductive thread and polyester cushion stuffing, to give the feel of a soft toy. The sensor networks with other devices using the Bluetooth Low Energy protocol, running on a BlueGiga BLE112 chip. This contains an embedded 8051 processor which manages the sensor. NoiseBear has undergone an initial formative evaluation in workshop sessions with four autistic children, and continues to evolve in series of participatory design workshops. The evaluation showed that controller could be engaging for the children to use, and highlighted some technical limitations of the design. Solutions to these limitations are discussed, along with plans for future design iterations.
Keywords: malleable controllers, assistive technology, multi-parametric mapping

Demos (3)

AlphaSphere BIBAKPDF 123
  Adam Place; Liam Lacey; Thomas Mitchell
The AlphaSphere is an electronic musical instrument featuring a series of tactile, pressure sensitive touch pads arranged in a spherical form. It is designed to offer a new playing style, while allowing for the expressive real-time modulation of sound available in electronic-based music. It is also designed to be programmable, enabling the flexibility to map a series of different notational arrangements to the pad-based interface.
   The AlphaSphere functions as an HID, MIDI and OSC device, which connects to a computer and/or independent MIDI device, and its control messages can be mapped through the AlphaLive software. Our primary motivations for creating the AlphaSphere are to design an expressive music interface which can exploit the sound palate of synthesizers1 in a design which allows for the mapping of notational arrangements.
Keywords: AlphaSphere, MIDI, HID, polyphonic aftertouch, open source
The Black Box BIBAKPDF 124
  Romain Michon; Myles Borins; David Meisenholder
The Black Box1 is a site based installation that allows users to create unique sounds through physical interaction. The installation consists of a geodesic dome, surround sound speakers, and a custom instrument suspended from the apex of the dome. Audience members entering the space are able to create sound by striking or rubbing the cube, and are able to control a delay system by moving the cube within the space.
Keywords: Satellite CCRMA, Beagleboard, PureData, Faust, EmbeddedLinux, Open Sound Control
Gamelan Sampul: Laptop Sleeve Gamelan BIBAKPDF 125
  Antonius Wiriadjaja
The Gamelan Sampul is a laptop sleeve with embedded circuitry that allows users to practice playing Javanese gamelan instruments without a full set of instruments. It is part of a larger project that aims to develop a set of portable and mobile tools for learning, recording and performing classical Javanese gamelan music.
   The accessibility of a portable Javanese gamelan set introduces the musical genre to audiences who have never experienced this traditional music before, passing down long established customs to future generations. But it also raises the question of what is and what isn't appropriate to the musical tradition. The Gamelan Sampul attempts to introduce new technology to traditional folk music while staying sensitive to cultural needs.
Keywords: Physical computing, product design, traditional folk arts, gamelan
Plum St: Live Digital Storytelling with Remote Browsers BIBAKPDF 126
  Ben Taylor; Jesse Allison
What is the place for Internet Art within the paradigm of remote music performance? In this paper, we discuss techniques for live audiovisual storytelling with the Web browsers of remote viewers. We focus on the incorporation of socket technology to create a real-time link between performer and audience, enabling control of audiovisual media directly within the audiences' browsers. Finally, we describe Plum Street, an online multimedia performance, and suggest that by appropriating Web media such as Google Maps, social media, and Web Audio into the genre of remote audio performance, we can tell stories in a way that more accurately addresses modern life and holistically fulfills the Web browser's capabilities as a contemporary performance instrument.
Keywords: Remote Performance, Network Music, Internet Art, Storytelling
PENny: An Extremely Low-Cost Pressure-Sensitive Stylus for Existing Capacitive Touchscreens BIBAKPDF 127
  Johnty Wang; Nicolas d'Alessandro; Aura Pon; Sidney Fels
By building a wired passive stylus we have added pressure sensitivity to existing capacitive touch screen devices for less than $10 in materials, about 1/10th the cost of existing solutions. The stylus makes use of the built-in audio interface that is available on most smartphones and tablets on the market today. Limitations of the device include the physical constraint of wires, the occupation of one audio input and output channel, and increased latency equal to the period of at least one audio buffer duration. The stylus has been demonstrated in two NIME applications thus far: a visual musical score drawing and a singing synthesis application.
Keywords: input interfaces, touch screens, tablets, pressure-sensitive, low-cost
An Easily Removable, wireless Optical Sensing System (EROSS) for the Trumpet BIB 128
  Leonardo Jenkins; Shawn Trail; George Tzanetakis; Peter Driessen; Wyatt Page
Embedded Networking and Hardware-Accelerated Graphics with Satellite CCRMA BIB 129
  Edgar Berdahl; Spencer Salazar; Myles Borins
Agile Interface Development using OSC Expressions and Process Migration BIB 130
  Adrian Freed; John MacCallum; David Wessel
NEXUS: Collaborative Performance for the Masses, Handling Instrument Interface Distribution through the Web BIB 131
  Jesse Allison; Yemin Oh; Benjamin Taylor
Further Finger Position and Pressure Sensing Techniques for Strings and Keyboard Instruments BIB 132
  Tobias Grosshaus