1,720,985 research outputs found

    Sonically augmented found objects

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    We present our work with augmented everyday objects transformed into sound sources for music generation. The idea isto give voice to objects through technology. More specifically, the paradigm of the birth of musical instruments as a sonification of objects used in domestic or work everyday environments is here considered and transposed into the technologically augmented scenarios of our contemporary world

    Acoustic localization of tactile interactions for the development of novel tangible interfaces

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    In this paper we propose different acoustic array processing methods for the localization of tactile interactions with planar surfaces. The aim is to create a new class of tangible interfaces for musical performance that can be obtained by simply applying sensors on existing surfaces. The solutions considered in this paper are mainly based on the measurement and the analysis of the Time-Delay-Of-Arrival (TDOA) over a set of contact sensors, placed around the area of potential contact, and allows us to rapidly localize tactile interactions with reasonable accuracy

    Gamelunch: forging a dining experience through sound

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    The Gamelunch is a sonically augmented dining table. By means of the Gamelunch, we aim at investigating the closed loop between interaction, sound and emotion and exploiting the power and flexibility of physically-based sound models as primary tools toward an effective and coherent process of interactive sound design. Continuous interaction gestures are captured by means of various force transducers, providing data that are coherently mapped onto physically-based sound synthesis algorithms. Investigation of the above mentioned loop is carried out by the principle of contradiction: while performing usual dining movements, such as cutting and slicing, dressing the salad, pouring beverages, the user encounters contradicting and unexpected sound feedbacks, thus experiencing – per absurdum – the importance of environmental sounds in everyday-life acts

    Gamelunch: forging a dining experience through sound

    No full text
    The Gamelunch is a sonically augmented dining table. By means of the Gamelunch, we aim at investigating the closed loop between interaction, sound and emotion by exploiting the power and flexibility of physicallybased sound models for an effective and coherent process of interactive sound design. Continuous interaction gestures are captured by means of various force transducers, providing data that are coherently mapped onto physically-based sound synthesis algorithms. Investigation of the above mentioned loop is carried out by the principle of contradiction: while performing usual dining actions, such as cutting and slicing, dressing the salad, pouring beverages, the user encounters contradicting and unexpected sound feedbacks, thus experiencing – per absurdum – the importance of environmental sounds in everyday-life acts

    Designing Continuous Multisensory Interaction

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    ABSTRACT We claim that continuous interaction and multisensory feedback are key ingredients for successful interactive artefacts of the future. However, the complex web of sensors, actuators, and control logic that is necessary for exploiting such ingredients opens tremendous challenges to designers, who are used to visual thinking and discrete interactions. A method of research through pedagogical examples, called basic design and developed in some post-Bauhaus design schools, has been proposed as an effective mean to tackle the complexity of contemporary interaction design. Three such exercises, each prototypical for a class of interactions, are proposed here. The sonic feedback is realized through parametric control of sound synthesis algorithms

    Sviluppo di un’interfaccia audio-aptica basata sulla profondità spaziale

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    La spazializzazione in profondità di sorgenti sonore consente di effettuare una esposizione gerarchica di molteplici stream audio e potrebbe pertanto costituire uno strumento efficace nello sviluppo di nuove interfacce uditive. In questo lavoro viene presentata una interfaccia audio-aptica per una navigazione uditiva basata sulla resa acustica della distanzaal fine di ordinare le sorgenti sonore in profondità. L’interfaccia aptica è composta da un nastro conduttivo, in grado di rilevare la posizione del tocco lungo di esso. La posizione sul nastro viene mappata sul punto di ascolto di uno spazio virtuale rettangolare, modellato secondo una Digital Waveguide Mesh, in modo da fornire delle misure di distanza di cinque sorgenti sonore equispaziate. In particolare, il modello enfatizza l’effetto di riverberazione, uno degli indizi acustici principali della distanza. In una cornice ecologica di interazione, la sintesi e riverberazione dei suoni utilizzano modelli fisici. I contenuti sonori sono organizzati per analogia con l’esercitazione di Basic Design dell’Antiprimadonna

    A toolkit for explorations in sonic interaction design

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    Physics-based sound synthesis represents a promising paradigm for the design of a veridical and effective continuous feedback in augmented everyday contexts. In this paper, we introduce the Sound Design Toolkit (SDT), a software package available as a complete front-end application, providing a palette of virtual lutheries and foley pits, that can be exploited in sonic interaction design research and education. In particular, the package includes polyphonic features and connectivity to multiple external devices and sensors in order to facilitate the embedding of sonic attributes in interactive artifacts. The present release represents an initial version towards an effective and usable tool for sonic interaction designers
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