The Pennsylvania State University Schreyer Honors College

Total Page:16

File Type:pdf, Size:1020Kb

The Pennsylvania State University Schreyer Honors College THE PENNSYLVANIA STATE UNIVERSITY SCHREYER HONORS COLLEGE DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING AUDIOSQUARE: AN OPEN-SOURCE AUDIO VISUALIZATION TOOL APOORVA SHASTRI SPRING 2020 A thesis submitted in partial fulfillment of the requirements for a baccalaureate degree in Computer Science with honors in Computer Science Reviewed and approved* by the following: Kamesh Madduri Associate Professor of Computer Science and Engineering Thesis Supervisor John Hannan Associate Professor of Computer Science and Engineering Honors Adviser * Signatures are on file in the Schreyer Honors College. i Abstract The goal of this thesis is to translate audio into an aesthetically pleasing visualization that can be used for automated classification. We visually depict various properties of an audio stream in three dimensions. The visualization is dynamically generated as the audio file is played. The final output can then be used to analyze patterns. In addition to being an open-source artifact, other distinguishing features of the software created include the use of mathematically grounded algorithms, support for user interaction, a final static visualization of the entire audio piece, and analysis of multiple audio files. ii Table of Contents List of Figures iii List of Tables iv Acknowledgements v 1 Introduction 1 1.1 Motivation ....................................... 2 1.2 Sound as Data ..................................... 3 1.3 Fast Fourier Transform ................................ 5 2 AudioSquare Design 7 2.1 Prior Work ....................................... 7 2.2 High-level Design Overview ............................. 10 3 Implementation 12 3.1 Project Description .................................. 12 3.2 Tools and Libraries Used ............................... 12 3.3 Implementation Details ................................ 13 4 Evaluation 18 4.1 Visualization and Interpretation ............................ 18 4.2 Challenges and Current Limitations ......................... 21 4.3 Future Work Directions ................................ 23 5 Conclusion 26 Bibliography 28 iii List of Figures 1 Visual representation of relationship between time and frequency domain. ..... 4 2 Sample moments in Mathew Preziott’s PartyMode visualizers. ........... 8 3 Sample moment in Malinowski’s Music Animation Machine visualization. ..... 9 4 Spiral path top view for the first 21 sample squares of a visualization. ....... 11 5 Outline of implementation procedure ......................... 14 6 Vertices and faces properties for GLMeshItem when grid width is 6. ........ 16 7 Audio visualization produced for Hello by Adele. .................. 19 8 Audio visualizations for Isn’t She Lovely by Stevie Wonder: Guitar cover by Sungha Jung [1] and Jazz Piano cover by Yohan Kim [2]. .................. 20 9 Audio visualizations for generic pop songs: Shape of You by Ed Sheeran [3] (left), Stupid Love by Lady Gaga [4] (middle). Audio visualization for edm song: Sum- mer Days (feat. Macklemore and Patrick Stump) by Martin Garrix [5] (right). ... 20 10 Audio visualization for sentimental ballads: If I Were a Boy by Beyonce [6] (left), Hello by Adele [7] (middle), Total Eclipse of the Heart by Bonnie Tyler [8] (right). 21 11 Audio visualizations for reggae songs: Three Little Birds by Bob Marley [9] (left), Is This Love by Bob Marley [10] (right). ....................... 21 iv List of Tables 1 Other notable prior work found in audio visualization. ................ 9 v Acknowledgements First and foremost, I would like to thank my thesis supervisor, Dr. Madduri, whose guidance made this entire project possible. I am truly grateful for his kind help and patience that carried me through this experience. I would also like to acknowledge my friends, family, and honors advisor, Dr. Hannan, for their continued support during my four years with the Schreyer Honors College. 1 Chapter 1 Introduction The objective of this project is to develop aesthetically pleasing computer visualizations of audible signals. We primarily consider musical compositions and songs. Music visualizations are typically generated and rendered in real time to complement the audio. Visualizations are a common feature in media player software to enhance the listening experience. We develop a new open-source visualization tool called AudioSquare [11]. The tool aims to capture several facets of a musical composition and uses a mathematical procedure to generate the visualization. The features include a three-dimensional visualization, the ability to generate a final static image of the composition, and support for user interaction. Additionally, the final output images, or even the intermediate data generated, could be used to automatically identify the music genre. We interpret visualizations of several songs. This thesis is organized as follows. We first discuss in Section 1.1 our primary motivation for audio visualization. Next, we provide relevant background information about audio signal process- ing in Sections 1.2 and 1.3. In Chapter 2, we present our design methodology after introducing prior work. Next, in Chapter 3, we give implementation details, discussing how we use existing software to build our new tool. Finally, in Chapter 4, we evaluate our software on a large collec- tion of songs, analyze results, and present ideas to further improve the visualizations and the tool’s genre classification capabilities. 2 1.1 Motivation This work is primarily inspired by our interest in the information that audio signals convey. A major research focus of the late Penn State professor Mark Ballora was expanding the capabilities and the practice of sonification of data. Sonification is the use of non-speech audio to convey in- formation [12]. In the TED Talk [13] titled “Opening Your Ears to Data,” Ballora discusses how patterns can sometimes be identified more easily through alternative mediums. For example, Bal- lora mentions the design of a software tool that expresses astrophysics data sets using audio. This software was designed so that a blind researcher could more easily study the data sets. However, colleagues without visual impairments also began to use this software, because their ears were able to pick up on patterns that their eyes were unable to. Conversely, there may be patterns in audio signals that our ears cannot easily detect. A visual representation of the audio might reveal such hidden patterns. Thus, we aimed to create an audio visualization that can be used to classify genre as well. Another motivation for this project is machine learning-based music recommendation. Gen- erally, we evaluate audio by what we hear and our interests might be subjective. However, an audio file can be considered a time-varying dataset. Music is parsed and analyzed by music stream- ing companies such as Spotify to identify factors such as tempo, acoustics, danceability, etc. [14]. When combined with other machine learning techniques, patterns found in a user’s preferred songs are used to better recommend music in the future. The visualizations generated through this work could be used as features in music recommender systems. 3 1.2 Sound as Data In this work, we primarily consider generating visualizations of music stored on computers in the Waveform Audio file (WAV)format. A WAVfile is a digital encoding of an audio stream. Other popular digital encoding formats include the MPEG Audio Layer-III (MP3) and Advanced Audio Coding (AAC) formats. But in order to parse the audio data of a musical composition, we must first understand the properties of the sound itself. Audio signals are created from sound. Sound can be defined as the oscillation of air particle displacement produced from a source. The shape of these vibrations are what make each sound unique and thus there are several important characteristics to these vibrations. Most importantly, the strength at which these vibrations occur is referred to as a signal’s am- plitude. Amplitude is a measurement of the oscillating displacement created by a sound wave [15]. This measurement corresponds to the vibration energy at each moment and is thus measured in the unit of decibels. The amplitude readings form the waveform data of an audio file and are strongly associated with what our ears perceive as the audio’s loudness at any given moment as well. A device recording sound simply picks up on this air pressure displacement, or amplitude, at different points in time to digitally represent an audio signal input. The standard representation procedure to obtain digital audio information is via pulse code modulation [16]. This involves a measurement process, known as sampling, where amplitude values are recorded at regular intervals of time. These recordings are kept in sequential order and are often stored as the elements of a one dimensional list. While recording, the number of amplitude measurements each second determines the sampling 4 rate, measured in Hertz. For example, a sampling rate of 20 kHz would mean 20,000 amplitude measurements were captured every second. This sampling rate also then determines the frequency range for the given audio. Frequency is the speed of the waveform vibration and what our ears perceive as pitch [17]. A frequency of 1 Hz means one wave cycle per second. The maximum frequency that can be read from an audio file is equal to half its sampling rate, where 20 kHz is the highest frequency audible by humans [18]. This range of hearing and more is covered by the standard sampling rate of 44.1 kHz for most distributed audio material.
Recommended publications
  • Object Oriented Programming
    No. 52 March-A pril'1990 $3.95 T H E M TEe H CAL J 0 URN A L COPIA Object Oriented Programming First it was BASIC, then it was structures, now it's objects. C++ afi<;ionados feel, of course, that objects are so powerful, so encompassing that anything could be so defined. I hope they're not placing bets, because if they are, money's no object. C++ 2.0 page 8 An objective view of the newest C++. Training A Neural Network Now that you have a neural network what do you do with it? Part two of a fascinating series. Debugging C page 21 Pointers Using MEM Keep C fro111 (C)rashing your system. An AT Keyboard Interface Use an AT keyboard with your latest project. And More ... Understanding Logic Families EPROM Programming Speeding Up Your AT Keyboard ((CHAOS MADE TO ORDER~ Explore the Magnificent and Infinite World of Fractals with FRAC LS™ AN ELECTRONIC KALEIDOSCOPE OF NATURES GEOMETRYTM With FracTools, you can modify and play with any of the included images, or easily create new ones by marking a region in an existing image or entering the coordinates directly. Filter out areas of the display, change colors in any area, and animate the fractal to create gorgeous and mesmerizing images. Special effects include Strobe, Kaleidoscope, Stained Glass, Horizontal, Vertical and Diagonal Panning, and Mouse Movies. The most spectacular application is the creation of self-running Slide Shows. Include any PCX file from any of the popular "paint" programs. FracTools also includes a Slide Show Programming Language, to bring a higher degree of control to your shows.
    [Show full text]
  • A Computational Basis for Conic Arcs and Boolean Operations on Conic Polygons
    A Computational Basis for Conic Arcs and Boolean Operations on Conic Polygons Eric Berberich, Arno Eigenwillig, Michael Hemmer Susan Hert, Kurt Mehlhorn, and Elmar Schomer¨ [eric|arno|hemmer|hert|mehlhorn|schoemer]@mpi-sb.mpg.de Max-Planck-Institut fur¨ Informatik, Stuhlsatzenhausweg 85 66123 Saarbruck¨ en, Germany Abstract. We give an exact geometry kernel for conic arcs, algorithms for ex- act computation with low-degree algebraic numbers, and an algorithm for com- puting the arrangement of conic arcs that immediately leads to a realization of regularized boolean operations on conic polygons. A conic polygon, or polygon for short, is anything that can be obtained from linear or conic halfspaces (= the set of points where a linear or quadratic function is non-negative) by regularized boolean operations. The algorithm and its implementation are complete (they can handle all cases), exact (they give the mathematically correct result), and efficient (they can handle inputs with several hundred primitives). 1 Introduction We give an exact geometry kernel for conic arcs, algorithms for exact computation with low-degree algebraic numbers, and a sweep-line algorithm for computing arrangements of curved arcs that immediately leads to a realization of regularized boolean operations on conic polygons. A conic polygon, or polygon for short, is anything that can be ob- tained from linear or conic halfspaces (= the set of points where a linear or quadratic function is non-negative) by regularized boolean operations (Figure 1). A regularized boolean operation is a standard boolean operation (union, intersection, complement) followed by regularization. Regularization replaces a set by the closure of its interior and eliminates dangling low-dimensional features.
    [Show full text]
  • Computer Science and Software Engineering 1
    Computer Science and Software Engineering 1 Computer Science and Software Engineering Software Engineering The focus of the software engineering curriculum, which leads to the bachelor of software engineering, is on the analysis, design, verification, validation, construction, application, and maintenance of software systems. The degree program prepares students for professional careers and graduate study with a balance of computer science theory and practical application of software engineering methodology using modern software engineering environments and tools. The curriculum is based on a strong core of topics including software modeling and design, construction, process and quality assurance, intelligent and interactive systems, networks, operating systems, and computer architecture. The curriculum also enriches each student’s general education with a range of courses from science, mathematics, the humanities and the social sciences. Through advanced elective courses, the curriculum allows students to specialize in core areas of computer science and software engineering. Engineering design theory and methodology, as they apply to software systems, form an integral part of the curriculum, beginning with the first course in computing and culminating with a comprehensive senior design project, which gives students the opportunity to work in one or more significant application domains. The curriculum also emphasizes oral and written communication skills, the importance of ethical behavior, and the need for continual, life-long learning. The overall educational objectives of the Software Engineering program are for graduates of the program to attain success in their chosen profession and/or post-undergraduate studies. The undergraduate Software Engineering program is accredited by the Engineering Accreditation Commission of ABET, http:// www.abet.org.
    [Show full text]
  • Design and Evaluation of a Perceptually Adaptive Rendering System for Immersive Virtual Reality Environments Kimberly Ann Weaver Iowa State University
    Iowa State University Capstones, Theses and Retrospective Theses and Dissertations Dissertations 2007 Design and evaluation of a perceptually adaptive rendering system for immersive virtual reality environments Kimberly Ann Weaver Iowa State University Follow this and additional works at: https://lib.dr.iastate.edu/rtd Part of the Cognitive Psychology Commons, and the Computer Sciences Commons Recommended Citation Weaver, Kimberly Ann, "Design and evaluation of a perceptually adaptive rendering system for immersive virtual reality environments" (2007). Retrospective Theses and Dissertations. 14895. https://lib.dr.iastate.edu/rtd/14895 This Thesis is brought to you for free and open access by the Iowa State University Capstones, Theses and Dissertations at Iowa State University Digital Repository. It has been accepted for inclusion in Retrospective Theses and Dissertations by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. Design and evaluation of a perceptually adaptive rendering system for immersive virtual reality environments by Kimberly Ann Weaver A thesis submitted to the graduate faculty in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Major: Human Computer Interaction Program of Study Committee: Derrick Parkhurst (Major Professor) Chris Harding Shana Smith Iowa State University Ames, Iowa 2007 Copyright © Kimberly Ann Weaver, 2007. All rights reserved. UMI Number: 1449653 Copyright 2007 by Weaver, Kimberly Ann All rights reserved. UMI Microform 1449653 Copyright 2008 by ProQuest Information and Learning Company. All rights reserved. This microform edition is protected against unauthorized copying under Title 17, United States Code. ProQuest Information and Learning Company 300 North Zeeb Road P.O.
    [Show full text]
  • The Application of Virtual Reality in Engineering Education
    applied sciences Review The Application of Virtual Reality in Engineering Education Maged Soliman 1 , Apostolos Pesyridis 2,3, Damon Dalaymani-Zad 1,*, Mohammed Gronfula 2 and Miltiadis Kourmpetis 2 1 College of Engineering, Design and Physical Sciences, Brunel University London, London UB3 3PH, UK; [email protected] 2 College of Engineering, Alasala University, King Fahad Bin Abdulaziz Rd., Dammam 31483, Saudi Arabia; [email protected] (A.P.); [email protected] (M.G.); [email protected] (M.K.) 3 Metapower Limited, Northwood, London HA6 2NP, UK * Correspondence: [email protected] Abstract: The advancement of VR technology through the increase in its processing power and decrease in its cost and form factor induced the research and market interest away from the gaming industry and towards education and training. In this paper, we argue and present evidence from vast research that VR is an excellent tool in engineering education. Through our review, we deduced that VR has positive cognitive and pedagogical benefits in engineering education, which ultimately improves the students’ understanding of the subjects, performance and grades, and education experience. In addition, the benefits extend to the university/institution in terms of reduced liability, infrastructure, and cost through the use of VR as a replacement to physical laboratories. There are added benefits of equal educational experience for the students with special needs as well as distance learning students who have no access to physical labs. Furthermore, recent reviews identified that VR applications for education currently lack learning theories and objectives integration in their design.
    [Show full text]
  • On Combinatorial Approximation Algorithms in Geometry Bruno Jartoux
    On combinatorial approximation algorithms in geometry Bruno Jartoux To cite this version: Bruno Jartoux. On combinatorial approximation algorithms in geometry. Distributed, Parallel, and Cluster Computing [cs.DC]. Université Paris-Est, 2018. English. NNT : 2018PESC1078. tel- 02066140 HAL Id: tel-02066140 https://pastel.archives-ouvertes.fr/tel-02066140 Submitted on 13 Mar 2019 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Université Paris-Est École doctorale MSTIC On Combinatorial Sur les algorithmes d’approximation Approximation combinatoires Algorithms en géométrie in Geometry Bruno Jartoux Thèse de doctorat en informatique soutenue le 12 septembre 2018. Composition du jury : Lilian Buzer ESIEE Paris Jean Cardinal Université libre de Bruxelles président du jury Guilherme Dias da Fonseca Université Clermont Auvergne rapporteur Jesús A. de Loera University of California, Davis rapporteur Frédéric Meunier École nationale des ponts et chaussées Nabil H. Mustafa ESIEE Paris directeur Vera Sacristán Universitat Politècnica de Catalunya Kasturi R. Varadarajan The University of Iowa rapporteur Last revised 16th December 2018. Thèse préparée au laboratoire d’informatique Gaspard-Monge (LIGM), équipe A3SI, dans les locaux d’ESIEE Paris. LIGM UMR 8049 ESIEE Paris Cité Descartes, bâtiment Copernic Département IT 5, boulevard Descartes Cité Descartes Champs-sur-Marne 2, boulevard Blaise-Pascal 77454 Marne-la-Vallée Cedex 2 93162 Noisy-le-Grand Cedex Bruno Jartoux 2018.
    [Show full text]
  • 2020 SIGACT REPORT SIGACT EC – Eric Allender, Shuchi Chawla, Nicole Immorlica, Samir Khuller (Chair), Bobby Kleinberg September 14Th, 2020
    2020 SIGACT REPORT SIGACT EC – Eric Allender, Shuchi Chawla, Nicole Immorlica, Samir Khuller (chair), Bobby Kleinberg September 14th, 2020 SIGACT Mission Statement: The primary mission of ACM SIGACT (Association for Computing Machinery Special Interest Group on Algorithms and Computation Theory) is to foster and promote the discovery and dissemination of high quality research in the domain of theoretical computer science. The field of theoretical computer science is the rigorous study of all computational phenomena - natural, artificial or man-made. This includes the diverse areas of algorithms, data structures, complexity theory, distributed computation, parallel computation, VLSI, machine learning, computational biology, computational geometry, information theory, cryptography, quantum computation, computational number theory and algebra, program semantics and verification, automata theory, and the study of randomness. Work in this field is often distinguished by its emphasis on mathematical technique and rigor. 1. Awards ▪ 2020 Gödel Prize: This was awarded to Robin A. Moser and Gábor Tardos for their paper “A constructive proof of the general Lovász Local Lemma”, Journal of the ACM, Vol 57 (2), 2010. The Lovász Local Lemma (LLL) is a fundamental tool of the probabilistic method. It enables one to show the existence of certain objects even though they occur with exponentially small probability. The original proof was not algorithmic, and subsequent algorithmic versions had significant losses in parameters. This paper provides a simple, powerful algorithmic paradigm that converts almost all known applications of the LLL into randomized algorithms matching the bounds of the existence proof. The paper further gives a derandomized algorithm, a parallel algorithm, and an extension to the “lopsided” LLL.
    [Show full text]
  • Lightdb: a DBMS for Virtual Reality Video
    LightDB: A DBMS for Virtual Reality Video Brandon Haynes, Amrita Mazumdar, Armin Alaghi, Magdalena Balazinska, Luis Ceze, Alvin Cheung Paul G. Allen School of Computer Science & Engineering University of Washington, Seattle, Washington, USA {bhaynes, amrita, armin, magda, luisceze, akcheung}@cs.washington.edu http://lightdb.uwdb.io ABSTRACT spherical panoramic VR videos (a.k.a. 360◦ videos), encoding one We present the data model, architecture, and evaluation of stereoscopic frame of video can involve processing up to 18× more LightDB, a database management system designed to efficiently bytes than an ordinary 2D video [30]. manage virtual, augmented, and mixed reality (VAMR) video con- AR and MR video applications, on the other hand, often mix tent. VAMR video differs from its two-dimensional counterpart smaller amounts of synthetic video with the world around a user. in that it is spherical with periodic angular dimensions, is nonuni- Similar to VR, however, these applications have extremely de- formly and continuously sampled, and applications that consume manding latency and throughput requirements since they must react such videos often have demanding latency and throughput require- to the real world in real time. ments. To address these challenges, LightDB treats VAMR video To address these challenges, various specialized VAMR sys- data as a logically-continuous six-dimensional light field. Further- tems have been introduced for preparing and serving VAMR video more, LightDB supports a rich set of operations over light fields, data (e.g., VRView [71], Facebook Surround 360 [20], YouTube and automatically transforms declarative queries into executable VR [75], Google Poly [25], Lytro VR [41], Magic Leap Cre- physical plans.
    [Show full text]
  • Introduction to Computer Graphics and Animation
    NATIONAL OPEN UNIVERSITY OF NIGERIA COURSE CODE :CIT 371 COURSE TITLE: INTRODUCTION TO COMPUTER GRAPHICS AND ANIMATION 1 2 COURSE GUIDE CIT 371 INTRODUCTION TO COMPUTER GRAPHICS AND ANIMATION Course Team Mr. F. E. Ekpenyong (Writer) – NDA Course Editor Programme Leader Course Coordinator 3 NATIONAL OPEN UNIVERSITY OF NIGERIA National Open University of Nigeria Headquarters 14/16 Ahmadu Bello Way Victoria Island Lagos Abuja Office No. 5 Dar es Salaam Street Off Aminu Kano Crescent Wuse II, Abuja Nigeria e-mail: [email protected] URL: www.nou.edu.ng Published By: National Open University of Nigeria Printed 2009 ISBN: All Rights Reserved 4 CONTENTS PAGE Introduction………………………………………………………… 1 What you will Learn in this Course…………………………………. 1 Course Aims… … … … … … … … 4 Course Objectives……….… … … … … … 4 Working through this Course… … … … … … 5 The Course Material… … … … … … 5 Study Units… … … … … … … 6 Presentation Schedule… … … … … … … 7 Assessments… … … … … … … … 7 Tutor Marked Assignment… … … … … … 7 Final Examination and Grading… … … … … … 8 Course Marking Scheme… … … … … … … 8 Facilitators/Tutors and Tutorials… … … … … 9 Summary… … … … … … … … … 9 5 Introduction Computer graphics is concerned with producing images and animations (or sequences of images) using a computer. This includes the hardware and software systems used to make these images. The task of producing photo-realistic images is an extremely complex one, but this is a field that is in great demand because of the nearly limitless variety of applications. The field of computer graphics has grown enormously over the past 10–20 years, and many software systems have been developed for generating computer graphics of various sorts. This can include systems for producing 3-dimensional models of the scene to be drawn, the rendering software for drawing the images, and the associated user- interface software and hardware.
    [Show full text]
  • Mathematics of Bioinformatics ---Theory, Practice, and Applications (Part I)
    Mathematics of Bioinformatics ---Theory, Practice, and Applications (Part I) Matthew He, Ph.D. Professor/Director Division of Math, Science, and Technology Nova Southeastern University, Florida, USA December 18-21, 2010, Hong Kong, China BIBM 2010 OUTLINE INTRODUCTION: FUNDAMENTAL QUESTIONS PART I : GENETIC CODES , BIOLOGICAL SEQUENCES , DNA AND PROTEIN STRUCTURES PART II: BIOLOGICAL FUNCTIONS, NETWORKS, SYSTEMS BIOLOGY AND COGNITIVE INFORMATICS TABLE OF TOPICS: PART I I. Bioinformatics and Mathematics 1.1 Introduction 12G1.2 Genet ic Co de an dMd Mat hemat ics 1.3 Mathematical Background 1.4 Converting Data to Knowledge 1.5 Big Picture: Informatics 16Chll1.6 Challenges and dP Perspect ives II. Genetic Codes, Matrices, and Symmetrical Techniques 2.1 Introduction 2.2 Matrix Theory and Symmetry Preliminaries 2.3 Genetic Codes and Matrices 2.4 Challenges and Perspectives III. Biological Sequences, Sequence Alignment, and Statistics 3.1 Introduction 3.2 Mathematical Sequences 3.3 Sequence Alignment 3.4 Sequence Analysis/Further Discussions 3.5 Challenges and Perspectives TABLE OF TOPICS: PART I IV. Structures of DNA and Knot Theory 4.1 Introduction 4.2 Knot Theory Preliminaries 4.3 DNA Knots and Links 4.4 Challenggpes and Perspectives V. Protein Structures, Geometry, and Topology 51I5.1 In tro duc tion 5.2 Computational Geometry and Topology 5.3 Protein Structures and Prediction 5.4 Statistical Approach and Discussions 5. 5 Cha llenges an d Perspec tives TABLE OF TOPICS: PART II VI. Biological Networks and Graph Theory 6. 1 Introduction 6.2 Graph Theory and Network Topology 6.3 Models of Biological Networks 6.4 Challenges and Perspectives VII.
    [Show full text]
  • The Missing Link Between Information Visualization and Art
    Visualization Criticism – The Missing Link Between Information Visualization and Art Robert Kosara The University of North Carolina at Charlotte [email protected] Abstract of what constitutes visualization and a foundational theory are still missing. Even for the practical work that is be- Classifications of visualization are often based on tech- ing done, there is very little discussion of approaches, with nical criteria, and leave out artistic ways of visualizing in- many techniques being developed ad hoc or as incremental formation. Understanding the differences between informa- improvements of previous work. tion visualization and other forms of visual communication Since this is not a technical problem, a purely techni- provides important insights into the way the field works, cal approach cannot solve it. We therefore propose a third though, and also shows the path to new approaches. way of doing information visualization that not only takes We propose a classification of several types of informa- ideas from both artistic and pragmatic visualization, but uni- tion visualization based on aesthetic criteria. The notions fies them through the common concepts of critical thinking of artistic and pragmatic visualization are introduced, and and criticism. Visualization criticism can be applied to both their properties discussed. Finally, the idea of visualiza- artistic and pragmatic visualization, and will help to develop tion criticism is proposed, and its rules are laid out. Visu- the tools to build a bridge between them. alization criticism bridges the gap between design, art, and technical/pragmatic information visualization. It guides the view away from implementation details and single mouse 2 Related Work clicks to the meaning of a visualization.
    [Show full text]
  • Virtual Reality and Audiovisual Experience in the Audiovirtualizer Adinda Van ’T Klooster1* & Nick Collins2
    EAI Endorsed Transactions on Creative Technologies Research Article Virtual Reality and Audiovisual Experience in the AudioVirtualizer Adinda van ’t Klooster1* & Nick Collins2 1Durham University (2019) and independent artist, UK 2 Durham University Music Department, UK Abstract INTRODUCTION: Virtual Reality (VR) provides new possibilities for interaction, immersiveness, and audiovisual combination, potentially facilitating novel aesthetic experiences. OBJECTIVES: In this project we created a VR AudioVirtualizer able to generate graphics in response to any sound input in a visual style similar to a body of drawings by the first author. METHODS: In order to be able to make the system able to respond to any given musical input we developed a Unity plugin that employs real-time machine listening on low level and medium-level audio features. The VR deployment utilized SteamVR to allow the use of HTC Vive Pro and Oculus Rift headsets. RESULTS: We presented our system to a small audience at PROTO in Gateshead in September 2019 and observed people’s preferred ways of interacting with the system. Although our system can respond to any sound input, for ease of interaction we chose four previously created audio compositions by the authors of this paper and microphone input as a restricted set of sound input options for the user to explore. CONCLUSION: We found that people’s previous experience with VR or gaming influenced how much interaction they used in the system. Whilst it was possible to navigate within the scenes and jump to different scenes by selecting a 3D sculpture in the scene, people with no previous VR or gaming experience often preferred to just let the visuals surprise them.
    [Show full text]