Rapid Prototyping of New Instruments with Codecircle
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Institut Für Musikinformatik Und Musikwissenschaft
Institut für Musikinformatik und Musikwissenschaft Leitung: Prof. Dr. Christoph Seibert Veranstaltungsverzeichnis für das Sommersemester 2021 Stand 9.04.2021 Vorbemerkung: Im Sommersemester 2021 werden Lehrveranstaltungen als Präsenzveranstaltungen, online oder in hybrider Form (Präsenzveranstaltung mit der Möglichkeit auch online teilzunehmen) durchgeführt. Die konkrete Durchführung der Lehrveranstaltung hängt ab von der jeweils aktuellen Corona-Verordnung Studienbetrieb. Darüber hinaus ausschlaggebend sind die Anzahl der Teilnehmerinnen und Teilnehmer, die maximal zulässige Personenzahl im zugewiesenen Raum und inhaltliche Erwägungen. Die vorliegenden Angaben hierzu entsprechen dem aktuellen Planungsstand. Für die weitere Planung ist es notwendig, dass alle, die an einer Lehrveranstaltung teilnehmen möchten, sich bis Mittwoch, 07.04. bei der jeweiligen Dozentin / dem jeweiligen Dozenten per E-Mail anmelden. Geben Sie bitte auch an, wenn Sie aufgrund der Pandemie-Situation nicht an Präsenzveranstaltungen teilnehmen können oder möchten, etwa bei Zugehörigkeit zu einer Risikogruppe. Diese Seite wird in regelmäßigen Abständen aktualisiert, um die Angaben den aktuellen Gegebenheiten anzupassen. Änderungen gegenüber früheren Fassungen werden markiert. Musikinformatik Prof. Dr. Marc Bangert ([email protected]) Prof. Dr. Paulo Ferreira-Lopes ([email protected]) Prof. Dr. Eckhard Kahle ([email protected]) Prof. Dr. Christian Langen ([email protected]) Prof. Dr. Damon T. Lee ([email protected]) Prof. Dr. Marlon Schumacher ([email protected]) Prof. Dr. Christoph Seibert ([email protected]) Prof. Dr. Heiko Wandler ([email protected]) Tobias Bachmann ([email protected]) Patrick Borgeat ([email protected]) Anna Czepiel ([email protected]) Dirk Handreke ([email protected]) Daniel Höpfner ([email protected]) Daniel Fütterer ([email protected]) Rainer Lorenz ([email protected]) Nils Lemke ([email protected]) Alexander Lunt ([email protected]) Luís A. -
Graphical Design of Physical Models for Real-Time Sound Synthesis
peter vasil GRAPHICALDESIGNOFPHYSICALMODELSFOR REAL-TIMESOUNDSYNTHESIS Masterarbeit Audiokommunikation und -technologie GRAPHICALDESIGNOFPHYSICALMODELS FORREAL-TIMESOUNDSYNTHESIS Implementation of a Graphical User Interface for the Synth-A-Modeler compiler vorgelegt von peter vasil Matr.-Nr.: 328493 Technische Universität Berlin Fakultät 1: Fachgebiet Audiokommunikation Abgabe: 25. Juli 2013 Peter Vasil: Graphical Design of Physical Models for Real-Time Sound Synthesis, Implementation of a Graphical User Interface for the Synth- A-Modeler compiler, © July 2013 supervisors: Prof. Dr. Stefan Weinzierl Dr. Edgar Berdahl ABSTRACT The goal of this Master of Science thesis in Audio Communication and Technology at Technical University Berlin, is to develop a Graph- ical User Interface (GUI) for the Synth-A-Modeler compiler, a text-based tool for converting physical model specification files into DSP exter- nal modules. The GUI should enable composers, artists and students to use physical modeling intuitively, without having to employ com- plex mathematical equations normally necessary for physical model- ing. The GUI that will be developed in the course of this thesis allows the creation of physical models with graphical objects for physical masses, links, resonators, waveguides, terminations, and audioout objects. In addition, this tool will be used to create a model for an Arabic oud to demonstrate its functionality. ZUSAMMENFASSUNG Das Ziel dieser Master Arbeit am Fachgebiet Audiokommunikation der TU Berlin, ist die Entwicklung einer graphischen Umgebung für die textbasierte Software, Synth-A-Modeler compiler, welche es erlaubt, ein speziell dafür entwickeltes Datei Format für physikalische Mod- elle, in externe DSP Module umzuwandeln. Die Software macht es Komponisten, Künstlern und Studenten möglich, physikalische Modellierung intuitiv zu anzuwenden, ohne die komplexen mathe- matischen Formeln, welche normalerweise für physikalische Model- lierung nötig sind, anwenden zu müssen. -
Audio Software Developer (F/M/X)
Impulse Audio Lab is an audio company based in the heart of Munich. We are an interdisciplinary team of experts in interactive sound design and audio software development, working on innovative and pioneering projects focused on sound. We are looking for a Software Developer (f/m/x) for innovative audio projects You are passionate about audio and DSP algorithms and want to work on new products and solutions. The combination of audio processing and e-mobility sounds exciting to you. You want to solve complex problems through state-of-the-art software solutions and apply your knowledge and expertise to all aspects of the software development lifecycle. What are you waiting for? These could be your future responsibilities: • Handling complex audio software projects, from conception and architecture to implementation • Working on both client-oriented projects as well as our own growing product portfolio • Development, implementation and optimization of new algorithms for processing and generating audio • Sharing your experiences and knowledge with your colleagues This should be you: • You are educated to degree level or have equivalent experience in relevant fields such as Electrical Engineering, Media Technology or Computer Science • You have multiple years of experience programming audio software in C/C++, using frameworks such as Qt or JUCE and Audio Plug-in APIs • You are a team player and are also comfortable taking responsibility for your own projects • You are able to work collaboratively, from requirements to acceptance and in the corresponding tool landscape (Git, unit testing, build systems, automation, debugging, etc.) This could be a plus: • You have programming experience on embedded architectures (e.g. -
Prioritizing Pull Requests
Prioritizing pull requests Version of June 17, 2015 Erik van der Veen Prioritizing pull requests THESIS submitted in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE in COMPUTER SCIENCE by Erik van der Veen born in Voorburg, the Netherlands Software Engineering Research Group Q42 Department of Software Technology Waldorpstraat 17F Faculty EEMCS, Delft University of Technology 2521 CA Delft, the Netherlands The Hague, the Netherlands www.ewi.tudelft.nl www.q42.com c 2014 Erik van der Veen. Cover picture: Finding the pull request that needs the most attention. Prioritizing pull requests Author: Erik van der Veen Student id: 1509381 Email: [email protected] Abstract Previous work showed that in the pull-based development model integrators face challenges with regard to prioritizing work in the face of multiple concurrent pull requests. We identified the manual prioritization heuristics applied by integrators and ex- tracted features from these heuristics. The features are used to train a machine learning model, which is capable of predicting a pull request’s importance. The importance is then used to create a prioritized order of the pull requests. Our main contribution is the design and initial implementation of a prototype service, called PRioritizer, which automatically prioritizes pull requests. The service works like a priority inbox for pull requests, recommending the top pull requests the project owner should focus on. It keeps the pull request list up-to-date when pull requests are merged or closed. In addition, the service provides functionality that GitHub is currently lacking. We implemented pairwise pull request conflict detection and several new filter and sorting options e.g. -
JOSH MILLER [email protected]
CREATING VISUALS IN PROCESSING JOSH MILLER [email protected] www.josh-miller.com WHAT IS PROCESSING? • Free software: processing.org • Old... 2001 old, but constantly updated • Started at MIT • Created to teach Comp Sci, embraced by artist nerds WHAT IS PROCESSING? • Free software: processing.org • Old... 2001 old, but constantly updated • Started at MIT • Created to teach Comp Sci, embraced by artist nerds WHAT IS IT? • A java-like programming language that makes Java apps... JAVA??!? • Isn’t that just for malware and exploits? PROCESSING 2.0 • Android • “Javascript” HTML5 canvas tag • processingjs.org WHAT DOES IT DO WHAT DOES IT DO WHAT DOES IT DO Text feltron report WHAT DOES IT DO WHAT DOES IT DO WHAT DOES IT DO WHAT DOES IT DO WHAT DOES IT DO http://tweetping.net/ WHAT DOES IT DO joshuadavis.com GENERATIVE ART • Art created by a set of rules. • Algorithmic art? CONNECTIONS • libraries • sound, video, animation, visualization, 3d, interface • http://processing.org/reference/libraries/ • hardware • kinect, arduino, sensors, cameras, serial devices, network, tablets, many screens, COMPETITORS • openFrameworks - www.openframeworks.cc • cinder - http://libcinder.org/ • max/msp - http://cycling74.com/ • vvvv - http://vvvv.org/ LEARNING PROCESSING • http://processing.org/learning/ • http://processing.org/reference/ • Books: • Learning Processing & The Nature of Code, Dan Shiffman • Processing: A Programming Handbook for Visual Designers and Artists, Reas & Fry INTRO void setup() { // runs once } void draw() { // runs 30fps... unless you tell it not to } DEMOS! • get excited. WHAT ELSE? • Anything you can do in Java you can do in Processing • libraries • syntax (oop, inheritance, etc) LEARN MORE • THE EXAMPLES MENU! • processing.org • creativeapplications.net PLUG • Teaching a processing course (“Creative Coding”) @ Kutztown this summer • M-T 1-5pm for all of June. -
Cross-Platform 1 Cross-Platform
Cross-platform 1 Cross-platform In computing, cross-platform, or multi-platform, is an attribute conferred to computer software or computing methods and concepts that are implemented and inter-operate on multiple computer platforms.[1] [2] Cross-platform software may be divided into two types; one requires individual building or compilation for each platform that it supports, and the other one can be directly run on any platform without special preparation, e.g., software written in an interpreted language or pre-compiled portable bytecode for which the interpreters or run-time packages are common or standard components of all platforms. For example, a cross-platform application may run on Microsoft Windows on the x86 architecture, Linux on the x86 architecture and Mac OS X on either the PowerPC or x86 based Apple Macintosh systems. A cross-platform application may run on as many as all existing platforms, or on as few as two platforms. Platforms A platform is a combination of hardware and software used to run software applications. A platform can be described simply as an operating system or computer architecture, or it could be the combination of both. Probably the most familiar platform is Microsoft Windows running on the x86 architecture. Other well-known desktop computer platforms include Linux/Unix and Mac OS X (both of which are themselves cross-platform). There are, however, many devices such as cellular telephones that are also effectively computer platforms but less commonly thought about in that way. Application software can be written to depend on the features of a particular platform—either the hardware, operating system, or virtual machine it runs on. -
CS 413 Ray Tracing and Vector Graphics
Welcome to CS 413 Ray Tracing and Vector Graphics Instructor: Joel Castellanos e-mail: [email protected] Web: http://cs.unm.edu/~joel/ Farris Engineering Center: 2110 2/5/2019 1 Course Resources Textbook: Ray Tracing from the Ground Up by Kevin Suffern Blackboard Learn: https://learn.unm.edu/ ◼ Assignement Drop-box ◼ Discussions ◼ Grades Class website: http://cs.unm.edu/~joel/cs413/ ◼ Syllabus ◼ Projects ◼ Lecture Notes ◼ Readings Assignments 2 ◼ Source Code 2 1 Structure of the Course ◼ Studio: Each of you will, by the end of the semester, build a single, well featured ray tracer / procedural texture renderer. ◼ Stages this project total to 70% of course grade. ◼ No exams ◼ Class time (30% of course grade) : ◼ Lecture ◼ Discussion of Reading ◼ Quizzes ◼ Show & Tell ◼ 3 Code reviews 3 Language and Platform ◼ The textbook examples are all in C++: ◼ STL (Standard Template Library – this is multiplatform). ◼ wxWidgets application framework (Windows and Linux). ◼ Class examples replace wxWidgets with OpenFrameworks. ◼ Decide on an IDE. If you are using Windows, I recommend MS Visual Studio as it is an industry standard and many employers will expect you to be comfortable with it. For Linux, there are a number of good options including:, Eclipse C++, Netbeans for C/C++ Development, Code::Blocks, Sublime Text editor and others. ◼ Your project must be in an on-going repo in GitHub. This can be public or private. Building a good GitHub repo to show prospective employers is essential to a young computer 4 scientist in the current job market. 4 2 Assignment 1 ◼ For Monday, Jan 29: ▪ Read Chapters 1, 2 (skim and reference later) and 3. -
Grierson, Mick and Fiebrink, Rebecca. 2018. User-Centred Design Actions for Lightweight Evaluation of an Interactive Machine Learning Toolkit
Bernardo, Francisco; Grierson, Mick and Fiebrink, Rebecca. 2018. User-Centred Design Actions for Lightweight Evaluation of an Interactive Machine Learning Toolkit. Journal of Science and Technology of the Arts (CITARJ), 10(2), ISSN 1646-9798 [Article] (In Press) http://research.gold.ac.uk/23667/ The version presented here may differ from the published, performed or presented work. Please go to the persistent GRO record above for more information. If you believe that any material held in the repository infringes copyright law, please contact the Repository Team at Goldsmiths, University of London via the following email address: [email protected]. The item will be removed from the repository while any claim is being investigated. For more information, please contact the GRO team: [email protected] Journal of Science and Technology of the Arts, Volume 10, No. 2 – Special Issue eNTERFACE’17 User-Centred Design Actions for Lightweight Evaluation of an Interactive Machine Learning Toolkit Francisco Bernardo Mick Grierson Rebecca Fiebrink Department of Computing Department of Computing Department of Computing Goldsmiths, University of London Goldsmiths, University of London Goldsmiths, University of London London SE14 6NW London SE14 6NW London SE14 6NW ----- ----- ----- [email protected] [email protected] [email protected] ----- ----- ----- ABSTRACT KEYWORDS Machine learning offers great potential to developers User-centred Design; Action Research; Interactive and end users in the creative industries. For Machine Learning; Application Programming example, it can support new sensor-based Interfaces; Toolkits; Creative Technology. interactions, procedural content generation and end- user product customisation. However, designing ARTICLE INFO machine learning toolkits for adoption by creative Received: 03 April 2018 developers is still a nascent effort. -
Structural Equation Modeling Analysis of Etiological Factors in Social Anxiety
Louisiana State University LSU Digital Commons LSU Historical Dissertations and Theses Graduate School 1997 Structural Equation Modeling Analysis of Etiological Factors in Social Anxiety. Michele E. Mccarthy Louisiana State University and Agricultural & Mechanical College Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_disstheses Recommended Citation Mccarthy, Michele E., "Structural Equation Modeling Analysis of Etiological Factors in Social Anxiety." (1997). LSU Historical Dissertations and Theses. 6505. https://digitalcommons.lsu.edu/gradschool_disstheses/6505 This Dissertation is brought to you for free and open access by the Graduate School at LSU Digital Commons. It has been accepted for inclusion in LSU Historical Dissertations and Theses by an authorized administrator of LSU Digital Commons. For more information, please contact [email protected]. INFORMATION TO USERS This manuscript has been reproduced from the microfilm master. UMI films the text direct^ from the original or copy submitted. Thus, some thesis and dissotation copies are in ^pewriter fiice; while others may be from aty type o f computer printer. The qnalltyr o f this rqirodnction is dependent npon the quality of the copy submitted. Broken or indistinct print, colored or poor quality illustrations and photogrtqihs, print bleedthrough, substandard margins, and improper alignment can adversely aflfect rq>roduction. In the unlikely event that the author did not send UMI a complete manuscript and there are missing pages, these will be noted. Also, if unauthorized copyright material had to be removed, a note will indicate the deletioiL Oversize materials (e g., maps, drawings, charts) are reproduced by sectioning the original, b%inning at the upper left-hand comer and continuing from left to right in equal sections with small overiaps. -
A Standard Audio API for C++: Motivation, Scope, and Basic Design
A Standard Audio API for C++: Motivation, Scope, and Basic Design Guy Somberg ([email protected]) Guy Davidson ([email protected]) Timur Doumler ([email protected]) Document #: P1386R2 Date: 2019-06-17 Project: Programming Language C++ Audience: SG13, LEWG “C++ is there to deal with hardware at a low level, and to abstract away from it with zero overhead.” – Bjarne Stroustrup, Cpp.chat Episode #441 Abstract This paper proposes to add a low-level audio API to the C++ standard library. It allows a C++ program to interact with the machine’s sound card, and provides basic data structures for processing audio data. We argue why such an API is important to have in the standard, why existing solutions are insufficient, and the scope and target audience we envision for it. We provide a brief introduction into the basics of digitally representing and processing audio data, and introduce essential concepts such as audio devices, channels, frames, buffers, and samples. We then describe our proposed design for such an API, as well as examples how to use it. An implementation of the API is available online. Finally, we mention some open questions that will need to be resolved, and discuss additional features that are not yet part of the API as presented but will be added in future papers. 1 See [CppChat]. The relevant quote is at approximately 55:20 in the video. 1 Contents 1 Motivation 3 1.1 Why Does C++ Need Audio? 3 1.2 Audio as a Part of Human Computer Interaction 4 1.3 Why What We Have Today is Insufficient 5 1.4 Why not Boost.Audio? -
Database Music a History, Technology, and Aesthetics of the Database in Music Composition
Database Music A History, Technology, and Aesthetics of the Database in Music Composition by Federico Nicolás Cámara Halac A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy Department of Music New York University May, 2019 Jaime Oliver La Rosa c Federico Nicolás Cámara Halac All Rights Reserved, 2019 Dedication For my mother and father, who have always taught me to never give up with my research, even during the most difficult times. Also to my advisor, Jaime Oliver La Rosa, without his help and continuous guidance, this would have never been possible. For Elizabeth Hoffman and Judy Klein, who always believed in me, and whose words and music I bring everywhere. Finally to Aye, whose love I cannot even begin to describe. iv Acknowledgements I would like to thank my advisor, Jaime Oliver La Rosa, for his role in inspiring this project, as well as his commitment to research, clarity, and academic rigor. I am also indebted to committee members Martin Daughtry and Elizabeth Hoffman, for their ongoing guidance and support even at the very early stages of this project, and William Brent and Robert Rowe, whose insightful, thought-provoking input made this dissertation come to fruition. I am also everlastingly grateful to Judy Klein, for always being available to listen and share her listening. As well as to Aye, for her endless support and her helping me maintain hope in developing this project. I would also like to thank my parents, Ana and Hector, who inspired and nurtured my interest in music from a young age, and my sister Flor and my brother Joaquin who were always with me, next to every word. -
Программирование На C++ С JUCE 4.2.X: Создание Кроссплатформенных Мультимедийных Приложений С Использованием Библиотеки JUCE На Простых Примерах
Программирование на C++ с JUCE 4.2.x: Создание кроссплатформенных мультимедийных приложений с использованием библиотеки JUCE на простых примерах Андрей Николаевич Кузнецов Linmedsoft 2016 2 Информация о книге Кузнецов А. Н. Программирование на C++ с JUCE 4.2.x: Создание кроссплатформенных мультимедийных приложений с использованием библиотеки JUCE на простых примерах. − Алматы: Linmedsoft, 2016. − 384 с.: илл. © А. Н. Кузнецов, 2016 Книга посвящена разработке приложений для Linux, Windows, Mac OS X и iOS на языке C++ с использованием кроссплатформенной библиотеки JUCE версии 4.2.x. Подробно рассмотрены возможности, предоставляемые этой библиотекой, а также практическое применение классов, входящих в её состав, на большом количестве простых, подробно прокомментированных примеров. Книга содержит пошаговую исчерпывающую информацию по созданию приложений JUCE различной степени сложности от простейших до мультимедийных. Все права защищены. Вся книга, а также любая её часть не может быть воспроизведена каким-либо способом без предварительного письменного разрешения автора, за исключением кратких цитат, размещённых в учебных пособиях или журналах. Первая публикация: 2011, издательство «Интуит» Linmedsoft, Алматы E-mail: [email protected] 3 Предисловие Со времени публикации моего онлайн курса «Разработка кроссплатформенных приложений с использованием JUCE», где рассматривались версии 1.5 и 2.0 библиотеки, было внесено значительное число изменений как в код её классов и методов, так и в инструменты, используемые для создания проектов. Автор JUCE, Julian Storer, наконец осуществил своё намерение объединить Introjucer и Jucer в единую среду разработки с возможностью визуального проектирования интерфейса. К сожалению, это привело к тому, что код, написанный для второй версии JUCE, не всегда может компилироваться с третьей версией библиотеки. В этой связи в этой книге были переписаны примеры, использованные в курсе-предшественнике, и добавлено описание работы с обновлённой средой Introjucer / Projucer.