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Book
Beiträge zur Musikinformatik : Modus, Klang- und Zeitgestaltung in Lassus- und Palestrina-Motetten
Author:
ISBN: 3658182733 Year: 2017 Publisher: Wiesbaden : Springer Fachmedien Wiesbaden : Imprint: J.B. Metzler,

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Abstract

Daniel Hensels Studie bietet einen völlig neuen Blick auf die Entwicklung der Tonalität. Es wurden neben einfachen statistischen Verfahren spezielle Klanganalyse-Visualisierungen erarbeitet, die die Entwicklung der Klangqualität in ihrer zeitlichen Ausprägung über ganze Werkgruppen hinweg darstellen können. Ziel war es herauszufinden, wie sehr die Modi die Harmonik determinieren, ob sie sich statistisch voneinander unterscheiden und sich dadurch in ihrer Existenz beweisen lassen. Hierfür entwickelte der Autor zusammen mit dem Informatiker Ingo Jache den PALESTRiNIZER. Mit ihm untersuchte er die Möglichkeiten der computergestützten automatisierten Musikanalyse anhand des Verhältnisses von Modus und Klang in 253 Motetten von Lassus und Palestrina. Inhalt Musik- und Klanganalyse mit dem Computer Modale Musiktheorie, Stimmungslehre und ihre Bedeutung für die Entwicklung von Harmonik und Kontrapunkt MIDI, JAVA, Statistik Zielgruppen Dozierende und Studierende der Musikwissenschaft, Musiktheorie und Informatik Komponisten und Komponistinnen Der Autor Daniel Hensel ist ein europaweit tätiger Komponist und Musikwissenschaftler. Er wurde als Komponist von Dirigenten wie Manfred Honeck aufgeführt und seit seiner Promotion hat er einen Lehrauftrag an der HfMDK-Frankfurt am Main inne. Seit seiner Habilitation unterrichtet er außerdem als Privatdozent computergestützte Musikanalyse.


Book
Emotion in Video Game Soundtracking
Authors: ---
ISBN: 3319722727 3319722719 Year: 2018 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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Abstract

This book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear – Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack.  Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtracking  are outlined,  before a series of cutting edge examples are given.  These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future.


Book
Robotic Musicianship : Embodied Artificial Creativity and Mechatronic Musical Expression
Authors: --- --- ---
ISBN: 3030389308 3030389294 Year: 2020 Publisher: Cham : Springer International Publishing : Imprint: Springer,

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This book discusses the principles, methodologies, and challenges of robotic musicianship through an in-depth review of the work conducted at the Georgia Tech Center for Music Technology (GTCMT), where the concept was first developed. Robotic musicianship is a relatively new research field that focuses on the design and development of intelligent music-making machines. The motivation behind the field is to develop robots that not only generate music, but also collaborate with humans by listening and responding in an expressive and creative manner. This combination of human and machine creativity has the potential to surprise and inspire us to play, listen, compose, and think about music in new ways. The book provides an in-depth view of the robotic platforms designed at the GTCMT Robotic Musicianship Group, including the improvisational robotic percussionists Haile and Shimon, the personal robotic companion Shimi, and a number of wearable robots, such as the Robotic Drumming Prosthesis, The Third Drumming Arm, and the Skywalker Piano Hand. The book discusses numerous research studies based on these platforms in the context of five main principles: Listen like a Human, Play Like a Machine, Be Social, Watch and Learn, and Wear It. .

Keywords

Acoustical engineering. --- Robotics. --- Automation. --- Music. --- Mathematics. --- Artificial intelligence. --- Computational intelligence. --- Engineering Acoustics. --- Robotics and Automation. --- Mathematics in Music. --- Artificial Intelligence. --- Computational Intelligence. --- Artificial intelligence --- Musical applications. --- Music --- Data processing --- Intelligence, Computational --- Soft computing --- AI (Artificial intelligence) --- Artificial thinking --- Electronic brains --- Intellectronics --- Intelligence, Artificial --- Intelligent machines --- Machine intelligence --- Thinking, Artificial --- Bionics --- Cognitive science --- Digital computer simulation --- Electronic data processing --- Logic machines --- Machine theory --- Self-organizing systems --- Simulation methods --- Fifth generation computers --- Neural computers --- Math --- Science --- Art music --- Art music, Western --- Classical music --- Musical compositions --- Musical works --- Serious music --- Western art music --- Western music (Western countries) --- Automatic factories --- Automatic production --- Computer control --- Engineering cybernetics --- Factories --- Industrial engineering --- Mechanization --- Assembly-line methods --- Automatic control --- Automatic machinery --- CAD/CAM systems --- Robotics --- Automation --- Acoustic engineering --- Sonic engineering --- Sonics --- Sound engineering --- Sound-waves --- Engineering --- Industrial applications --- Control engineering. --- Control, Robotics, Automation. --- Control engineering --- Control equipment --- Control theory --- Engineering instruments --- Programmable controllers

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