- Music Technology and Sound Studies
- Music and Audio Processing
- Neuroscience and Music Perception
- Speech and Audio Processing
- Tactile and Sensory Interactions
- Human Motion and Animation
- Innovative Human-Technology Interaction
- Acoustic Wave Phenomena Research
- Interactive and Immersive Displays
- Virtual Reality Applications and Impacts
- Design Education and Practice
- Speech Recognition and Synthesis
- Augmented Reality Applications
- Computer Graphics and Visualization Techniques
- Hearing Loss and Rehabilitation
- Hand Gesture Recognition Systems
- Noise Effects and Management
- Multisensory perception and integration
- Color perception and design
- Indoor and Outdoor Localization Technologies
- Digital Filter Design and Implementation
- Underwater Acoustics Research
- Diversity and Impact of Dance
- Robotics and Sensor-Based Localization
- Action Observation and Synchronization
Aalborg University
2005-2024
Media Design School
2017-2020
Faculty of Design
2005-2018
Institute for Sound & Music
2017
University of Helsinki
2005-2013
Aalto University
2007-2012
University of Technology
1999-2011
A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one the design sensitivities unique our practice: strong first person perspective—where movements, somatics and aesthetic sensibilities designer, researcher user are at forefront. We present an annotated portfolio exemplars brief introduction some methods theory use, together substantiating explaining first-person perspective. At same time, show how this felt dimension,...
The rapid development and availability of low-cost technologies have created a wide interest in virtual reality. In the field computer music, term “virtual musical instruments” has been used for long time to describe software simulations, extensions existing instruments, ways control them with new interfaces expression. Virtual reality instruments (VRMIs) that include simulated visual component delivered via head-mounted display or other forms immersive visualization not yet received much...
This article describes physical modelling techniques that can be used for simulating musical instruments. The methods are closely related to digital signal processing. They discretize the system with respect time, because aim is run simulation using a computer. physics-based classified as mass–spring, modal, wave digital, finite difference, waveguide and source–filter models. We present basic theory discussion on possible extensions each technique. For some methods, simple model example...
A high-fidelity but efficient sound simulation is an essential element of any VR experience. Many the techniques used in virtual acoustics are graphical rendering suitably modified to account for generation and propagation. In recent years, several advances hardware software technologies have been facilitating development immersive interactive sound-rendering experiences. this article, we present a review state art such simulations, with focus on different elements that, combined, provide...
Digital waveguides and finite difference time domain schemes have been used in physical modeling of spatially distributed systems. Both them are known to provide exact ideal one-dimensional (1D) band-limited wave propagation, both can be composed approximate two-dimensional (2D) three-dimensional (3D) mesh structures. Their equal capabilities shown for special cases assumed cover generalized as well. The ability form mixed models by joining substructures classes through converter elements...
Interactive musical systems require real-time, low-latency, accurate, and reliable event detection classification algorithms. In this paper, we introduce a model-based algorithm for of percussive events test the on different sounds. We focus tuning good compromise between temporal precision, accuracy low latency. The model is trained offline sounds using expectation maximization approach learning spectral templates each sound able to run online detect classify from audio stream input by...
We present two physics-based analysis, synthesis, and control systems for synthesizing hand clapping sounds. They both rely on the separation of sound synthesis event generation, are capable producing individual hand-claps, or mimicking asynchronous/synchronized applause a group clappers. The models consist resonator filters, whose coefficients derived from experimental measurements. difference between these is mainly in statistical generation. While first system allows an efficient...
September 01 2001 Methods for Modeling Realistic Playing in Acoustic Guitar Synthesis Mikael Laurson, Laurson Center Music and Technology, Sibelius Academy, Helsinki, Finland, http://cmt.siba.fi Search other works by this author on: This Site Google Scholar Cumhur Erkut, Erkut Laboratory of Acoustics Audio Signal Processing, Helsinki University Espoo, http://www.acoustics.hut.fi Vesa Välimäki, Välimäki www.acoustics.hut.fi Mika Kuuskankare Author Article Information Online ISSN: 1531-5169...
The five-string Finnish kantele is a traditional folk music instrument that has unique structural features, resulting in sound of bright and reverberant timbre. This article presents an analysis the generation principles kantele, based on measurements analytical formulation. most characteristic features timbre are caused by bridgeless string termination around tuning pin at one end knotted supporting bar other end. These result prominent second-order nonlinearity strong beating harmonics,...
Block-based physical modeling is a methodology for systems with different subsystems. It an important concept the of real or virtual musical instruments where components may be modeled according to paradigms. Connecting diverse nature in discrete-time domain requires common interconnection strategy. This contribution presents suitable strategies that incorporate wide range blocks and considers automatic implementation block-based structures. Software environments are presented, which allow...
Directional audio coding (DirAC) is a parametric time-frequency domain method for processing spatial based on psychophysical assumptions and energetic analysis of the sound field. Methods to use DirAC in synthesis virtual worlds are presented this article. Formal listening tests used show that can be position control extent sources with good quality. It also shown generate reverberation N-channel horizontal only two monophonic reverberators without prominent loss quality when compared...
Abstract This contribution attempts to give an overview of current research trends and open problems in the rich field Sound Music Computing (SMC). To that end, is roughly divided into three large areas related Sound, Music, Interaction, respectively, within each these, major are briefly described. In addition, for sub-field a small number (or strategy) issues identified should be addressed order further advance SMC field. Acknowledgments The led this document has been generously supported...
Computer Music Journal, 27:1, pp. 71–82, Spring 2003 Massachusetts Institute of Technology. The clavichord is one the oldest keyboard instruments, and it still often used in performances recordings Renaissance Baroque music. sound instrument pleasant expressive but quiet. Consequently, can only be intimate for small audiences. This main reason why was replaced by harpsichord finally modern piano, both which produce a considerably louder output. Attempts have been made to amplify using...
A sound synthesis algorithm for the harpsichord has been developed by applying principles of digital waveguide modeling. modification to loss filter string model is introduced that allows more flexible control decay rates partials than possible with a one-pole filter, which usual choice filter. version commuted approach used, where each tone generated parallel combination and second-order resonator are excited common excitation signal. The resonator, previously proposed this purpose,...
We present a hand clapping interface for sonic interaction with the computer. The current implementation has been built on Pure Data (PD) software. makes use of cyclic nature and recognition clap type, enables interactive control over different applications. Three prototype applications are presented: virtual crowd clappers, controlling tempo music, simple sampler. Preliminary tests indicate that rather than having total via interface, user negotiates computer to tempo.
June 01 2011 Design and Evaluation of Human–Computer Rhythmic Interaction in a Tutoring System Antti Jylhä, Jylhä *Department Signal Processing Acoustics, Aalto University School Electrical Engineering, P.O. Box 13000, FI-00076 Aalto, Finland. antti.jylha@aalto.ficumhur.erkut@aalto.fi Search for other works by this author on: This Site Google Scholar Inger Ekman, Ekman †Center Knowledge Innovation Research (CKIR), Economics, 21255, inger.ekman@aalto.fi Cumhur Erkut, Erkut Koray Tahiroğlu...
The authors present a system capable of rhythmic walking interactions using auditory display. feedback is based on footstep sounds and follows either detected footsteps or suggests tempo, which constant adapts to the walker. display contains simple sinusoidal tones ecological, physically synthetic sounds. In tempo-following experiment, investigate different interaction modes (step versus adaptive tempo) (sinusoidal ecological sounds) with respect their effect tempo. They calculate mean...
Sonic Interaction Design (SID) primarily focuses on enhancing the quality of an interactive experience for user by utilizing explicit techniques and defining advanced computational objects. While diverse methods in SID are being documented, we argue a need to refocus experiential, embodied, contextual, playful, holistic qualities sonic interactions. In this paper, discuss specific that can be used advance story gameplay virtual augmented environments. We shortly introduce audio technologies...
Designing for and through movement is becoming increasingly important in human computer interaction, it widely accepted that the designers should develop their bodily skills learn how to use as design material. Yet, reports on education space around embodied interaction are scarce. We present an approach teaching designing collaboration with contemporary dance choreographers. describe a workshop, where after sessions, simple projects were implemented by participants. The evaluation of...
Walking is a natural rhythmic activity that has become of interest as means interacting with software systems such computer games. Therefore, designing multimodal walking interactions calls for further examination. This exploratory study presents system capable different kinds based on varying the temporal characteristics output, using sound human input. The either provides direct synthesis detected amplitude envelope user's footstep sounds, or continuous synthetic stimulus human, fixed...
Using public transportation is a context in which awareness of time important. Providing information related to both and place by means ambient media can not only remove the need keep looking at order depart on but also create feel being control, knowing available progress journey. In mobile context, hands eyes are often occupied, significantly limits amount that be provided typical applications based textual graphical interfaces. this paper, we introduce journey planner application utilizes...