A Musical Instrument Based on Interactive Sonification Techniques

A Musical Instrument Based on Interactive Sonification Techniques

A Musical Instrument based on Interactive Sonification Techniques Lars Stockmann, Axel Berndt, Niklas R¨ober Department of Simulation and Graphics Otto-von-Guericke University of Magdeburg [email protected] [email protected] Abstract. Musical expressions are often associated with physical gestures and movements, which represents the traditional approach of playing musical instruments. Varying the strength of a keystroke on the piano results in a corresponding change in loudness. Computer-based music instruments often miss this important aspect, which often results in a certain distance between the player, his instrument and the performance. In our approach for a computer-based music instrument, we use a system that provides methods for an interactive auditory exploration of 3D volumetric data sets, and discuss how such an instrument can take advantage of this music-based data exploration. This includes the development of two interaction metaphors for musical events and structures, which allows the mapping of human gestures onto live performances of music. 1 Introduction solely focussing on new musical interaction methods has been established. One example3 that is planned to Over the past years, computers have contributed to be commercially available in the near future is the re- musical performances in several ways. Already in the acTable system, which is described in [10, 12]. Like late 1960s, computers have been employed to control Crevois et al., who developed an instrument called analogue instruments. The GROOVE synthesizer de- Sound Rose (see [6]), Jord`aet al. use a tangible inter- veloped by Max Mathews was one of the first com- face as a new intuitive way for live music performances. puter controlled analogue synthesizers [14]. Since the Computer-based instruments are designed in a way introduction of the MIDI standard as a communica- that a musical controller generates data that is passed tion protocol, computers have been used as a means to a computer and therein mapped to a single acoustic for conduction and arrangement in many music pro- stimuli of a certain pitch and volume, or to parameters ductions, but also as a bridge between input devices that somehow control an algorithmic composing. The and synthesizers. In this context, computer have also advantage of this approach is that virtually any type been used to augment a performance by adding algo- of data can be used as input for these instruments. rithmically generated notes that fit musical structures, The mapping of arbitrary data to sound (including mu- as for example in Music Mouse [19] or MIDI composing sic) is part of another very important area of research, software like Bars & Pipes1. Intelligent instruments specifically sonification. It is often used in the devel- like Music Mouse facilitate an easier, more intuitive, opment of Auditory Display systems, and employed to approach to the creation of music for the musically in- acoustically convey scientific data. While for a long experienced. At the same time they offer new ways of time, sonification has merely been a part of visualiza- creating music { even for professional musicians. tion research, the techniques which were outlined by In today's productions, external synthesizers are of- Gregory Kramer (see [13]) have been developed and ten omitted. Their place is taken by virtual instru- 2 successively improved to provide an enhancement, and ments, such as Native Instruments' simulation of the at places even a superior alternative, to visual represen- B3 organ or the virtual acoustic and electric piano. tations in science (e.g. [7]). Especially when it comes Even standard consumer hardware is powerful enough to the visualization of the inner and outer structures for their deployment, and they are used to imitate any of 3D volumetric data sets. The auditory channel can kind of instrument in realtime. In contrast to the be used to reduce the load of information that other- achievements in sound synthesis, input devices other wise has to be absorbed by the visual channel alone. than MIDI-keyboards are still not common in mu- The main challenge for sonification research is to find sic production, although recently a new research area an expressive, intuitive, and comprehensible mapping 1Bars & Pipes www.alfred-j-faust.de/bp/MAIN.html 3An overview of some musical controllers can be found 2Native Instruments www.nativeinstruments.de at www-ccrma.stanford.edu/~serafin/NBF/Newport.htm A Musical Instrument based on Interactive Sonification Techniques from the data domain towards sound. while flashing. The proper use of acoustic stimuli in In our sonification system, we employ spatial inter- combination with the visual representation also gener- actions to facilitate an intuitive method for an audi- ates a deeper sense of immersion, especially in inter- tory exploration of 3D volumetric data sets. It uses a active 3D environments [17]. Gregory Kramer stated strictly functional mapping of data to complex sounds, that 'spatialized sound can, with limitations, be used to based on differences in pitch and volume. This sys- [...] represent three-dimensional volumetric data' [13]. tem is the basis for a novel computer-based instrument One reason is that spatialized sound provides a direct that can be used without musical experiences. The in- mapping to the physical 3D space. strument is designed out of two metaphors: The Tone 3D volume data occurs in countless fields of research Wall metaphor allows a performer to directly gener- and is used to represent the inner and outer structure of ate a melody, while the Harmonic Field is used for an objects or materials in a voxel representation. To find computer-aided accompaniment. Both techniques can an expressive mapping of the these voxels to sound is be used at the same time. It produces diverse sounds, one of the main challenges when designing a sonifica- and allows for a highly interactive performance. It can tion system. be shown that spatial interactions inherent a great po- Since the development of powerful graphics acceler- tential for the use in computer-based instruments. ators, there has been much research on finding a good The paper is organized as follows: After an introduc- mapping in the visualization domain, but only a few tion to the sonification of volumetric data sets in the attempts exist to exploit the possibilities of sonifica- next section, we advance by presenting our sonifica- tion to convey 3D volume data. Minghim and Forrest tion system in Section 2.1. This includes some tech- have suggested methods like the \Volume Scan Pro- nical details regarding our realtime implementation. cess", in which the density inside a volume probe is We then elaborate in Section 2.2 how sonification and mapped to the pitch of a generated tone [16]. David computer-based instruments connect, and how live mu- Rossiter and Wai-Yin Ng traverse the voxels of a 3D sic performances can benefit from an instrument that volume and map their values to different instrument uses our sonification system. In Section 3 we describe timbres, amplitudes and pitches [18]. Both systems how musical data can be derived from spatial gestures are controlled through a quite simple mouse/keyboard in volumetric data sets. The Tone Wall metaphor interface. However, for the sonification of 3D volume (Section 3.1) specifies the pitch, loudness, and timbre data, interaction must not be seen as requirement, but space for melodic purposes. The Harmonic Field (Sec- as key aspect. In fact, it is the second most impor- tion 3.2) describes how volume data can be used to tant aspect after the mapping. A direct exploration of represent harmonies, broken chord play, and musical the data by, e.g., moving the hand through an interac- textures. Section 3.3 is concerned with the combina- tive 3D environment can provide the user with a better tion of both concepts for the presentation of a one man understanding of extent or local anomalies. Both ex- polyphonic performance. Finally the results from are amples of related work lack this ability of a responsive discussed in section 3.4, which also includes possible user interface for 3D input like a realtime tracking sys- improvements for further research. tem, or need to compile the audio data before one can listen to it. The next passage outlines our sonification system, which focuses on direct interactions and an ex- 2 Volume Data Sonification pressive mapping of the inner structure of 3D volume Data sonification is an underdeveloped, but growing data. field of research. In this section we describe how soni- fication can be applied to acoustically describe 3D vol- 2.1 Spatial Exploration of Volume Data ume data sets. Before we describe our method, we discuss several advantages that make sonification tech- As mentioned before, a sonification system can greatly niques at times superior to a more classic visual exam- benefit from tracking devices that allow a direct ex- ination and presentation of scientific data sets. Exam- ploration of the volume data. In the visualization do- ples are monitoring applications, or any type of unfo- main, this is generally done using a certain Viewpoint- cused operations and processes. The generated acous- Metaphor, such as the ones presented by Colin Ware tic stimuli can be heard without paying direct atten- and Steven Osborne [23]. With respect to data sonifi- tion. This yields an improved mobility. Furthermore, cation, the eye in hand metaphor can be easily trans- Kristine Jørgensen states that the presence of sound formed into the above described volume probe. Instead increases attention, and eases the perception by inten- of a spherical or cubical shape, our approach uses the tionally utilizing channel redundancy [11, 8]. A simple metaphor of a chime rod, which is illustrated in Fig- example is a flash light that is augmented with a sound ure 1.

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