scholarly journals CREATING AN INTERACTIVE MUSICAL EXPERIENCE FOR A CONCERT HALL

2018 ◽  
pp. 143-152
Author(s):  
Svitlana Antoshchuk ◽  
Mykyta Kovalenko ◽  
Jürgen Sieck

In this paper we introduce a Kinect based posture recognition approach that can classify the user’s pose and gesture and match them to a set of predefined musical instruments. The efficiency of the approach is then demonstrated using two applications. The Virtual Orchestra system uses pose- and gesture-recognition along with Augmented Reality technology to add a virtual musical instrument into the scene, both visually and audibly: the visual representation of the instrument is placed into the user’s hands and the sound of the corresponding instrument is played. An additional functionality is that the user can control the intensity and the pitch of the sound by changing the speed of his hand or finger movements. The Magic Mirror game is the second application developed for the Berlin Concert Hall that uses the posture recognition approach to introduce the visitors to some classical music pieces and familiarize them with various classical musical instruments.

1992 ◽  
Vol 10 (1) ◽  
pp. 43-62 ◽  
Author(s):  
Pamela J. Goad ◽  
Douglas H. Keefe

The effects of musical context and musical instrument characteristics on timbre discrimination in a concert hall were examined. Isolated tones and six-tone melodies were recorded in two different locations of a concert hall using five musical instruments. Each trial consisted of either a pair of tones, or a pair of melodies, which had been recorded simultaneously at the two locations on the same instrument. No significant differences were found between responses for isolated tones and responses for melodies. Musical instrument characteristics did prove to be significant, with listeners best able to discriminate flute tones, followed in order by clarinet, trumpet, viola, and marimba. In a follow-up analysis, five physical attributes of each instrument were tested for their contribution to the predictability of the discrimination scores. Variance with respect to the mean power level of the sustained portion of a tone was found to be the dominant contributor of the total variance of subjective responses, and this implicates differences in the early reflection sequence of the room impulse response as a contributor to timbral discrimination.


2021 ◽  
pp. 76-84
Author(s):  
Y. Voskoboinikov

The relevance. The modern media space is full of musical experience of different cultures, which is embodied by musical instruments. Each of them with its uniqueness occupies the same important place on the stage as a composer, a piece of work and a performer. First, only by their appearance and name, and then by timbre, volume, range, musical instruments (solo or in an ensemble or orchestra) objectify the sound space, set the parameters of artistic communication. A musical instrument as an artifact exists in musical activity not as a certain thing, even exceptionally valuable, but, first of all, as a “mediator of use” (Voronin A. Myth of technology. Moscow: Nauka, 2004. P. 65). It is the process of its use that needs to be understood not only in broad historical and cultural contexts, but also in the scale of creative activity of one performer. The aim of the article is to try to use the example of the famous pianist Alexandre Tharaud (1968) to consider the process of understanding the “horizons” of his creative world through the selection and development of certain musical instruments, including pianos of modern production. Such a problematic prospect includes: on the one hand, the purely economic relationship between the musician and world brands and requires a definition of the artist-ambassador at the music market, on the other — highlights the performance search for reliable “mediators” for their own version of the music, new opportunities for dialogue with the historical past. The methodology. It is based on the comparative method, the application of the apparatus of organology in historical retrospect, as well as on the methodological approaches used by E. Nazaikinsky and A. Voronin. The results. The problem of the relationship between the piano firm and the performer was raised in the historical context. On the example of Alexandre Tharaud’s discography the modern mechanisms of the relationship between the piano firm and the performer were revealed. The topicality. It is the first time Alexandre Tharaud’s experience in media representation of piano products is summarized. It is the first time the piano works and performance in terms of instrumental resources involved in the Alexandre’s performance was analyzed. The practical significance. The material can be used in the educational process, as well as by professionals who are interested in this prospect for further study of the performance issue. The conclusions. Nowadays, pianists master a significant number of musical instruments. Guided by individual sound perceptions, they choose their priority brand. A professional performer is able to adjust the musical concept of the work in relation to the existing piano during the game. The performer adapts a piece of music to the instrument through a complex of feelings such as hearing, touch, sight, smell, and, emphasized by Alexandre Tharaud, the feeling of pain which is familiar to all performers. Alexandre Tharaud in his own music albums, represented not only the original performance versions of classical music, but also each time opened a new refraction of the sound spectrum of a particular piano company, through the original artistic and sound representation of each of the works. In the modern media space, Alexandre Tharaud has created a treasure trove of sound spectra of Steinway and Yamaha pianos, which combine such timbre capabilities that can meet the artistic needs of almost every artist.


2019 ◽  
Vol 12 (1) ◽  
pp. 79-94 ◽  
Author(s):  
Alicia Peñalba ◽  
María-José Valles ◽  
Elena Partesotti ◽  
María-Ángeles Sevillano ◽  
Rosario Castañón

Digital musical instruments (DMI) can make musical practice accessible to non-trained persons or to persons with limitations related to their age, gender or musical experience. The present study explores accessibility and participation in a sample of 266 individuals using a device named MotionComposer, a digital instrument based on motion capture. By experimenting with this device during four minutes in two different environments (one causal, the other one more aprioristically determined), we study the kind of participant interaction that takes place. Results show that MotionComposer allows for a statistically significant similar interaction in people of different ages and genders and with different disabilities. However, there are two exceptions that can be accounted for in connection with the causality-randomness of the two environments where the experimentation takes place.


2021 ◽  
Vol 15 (1) ◽  
pp. 81
Author(s):  
Rio Priantama ◽  
Agus Wahyudin ◽  
Hendra Wibowo

One of the cultures of Kuningan Regency that still exists today is traditional musical instruments whose numbers and types, historical information and how to play are increasingly rare to be introduced in schools and studios. One of the efforts to preserve and introduce traditional musical instruments in Kuningan Regency to the community, is by holding annual traditional musical instrument festivals, but these efforts have not been able to increase public knowledge about information from traditional musical instruments in Kuningan Regency. Technology that is able to provide information on traditional musical instruments and is able to be attractive and interactive is absolutely necessary as an alternative effort. Augmented Reality application by implementing the FAST Corner Detector algorithm can be built as an alternative to the introduction of traditional musical instruments in Kuningan Regency. This application was built using the RUP (Rational Unified Process) system development method. Application of Augmented Reality Introduction to Traditional Musical Instruments in Kuningan Regency can provide information about the types of musical instruments as well as examples of sounds and videos on how to play traditional musical instruments as a means of media in an effort to preserve traditional musical instruments in Kuningan regency in society, especially the younger generation.Keywords : Augmented Reality, FAST Corner Detector, Rational Unified Process,Traditional musical instrumen


Author(s):  
Fransiskus Panca Juniawan ◽  
Dwi Yuny Sylfania

Nowadays the use of technology is something that can be found anywhere. This condition has an impact on the loss of awareness of the Indonesian cultural treasures value in the form of traditional tools. No exception to traditional musical instruments on Bangka Island which began to lose its popularity. At present, most teenagers on Bangka Island cannot play traditional musical instruments. Likewise with the children who do not know and not even know their own regional musical instruments. With the continuation of this condition, it is feared that the existence of traditional Bangka musical instruments will disappear, as well as human resources that can play it. Augmented Reality (AR) is a visual technology that can display objects in 3D. The advantage of this technology is being able to give a display of real-time musical instrument in the form of dynamic 3D visualization of objects and it is in accordance with the movements of the user's smartphone camera. AR has also been applied in various cases as a solution to problem-solving. Therefore, to overcome this problem, an application to preserve the traditional Bangka musical instruments using Augmented Reality (AR) is forming. The 3D objects of musical instruments are made using Maya. Unity is also used as an engine for the application of 3D modeling on the Android system, and Vuforia SDK as it’s augmented reality engine. The results of performance testing obtained 100% running well. From the results of testing the user experience with the HARUS method, it is proven that the system has comprehensibility aspects of 75.98% and manipulability aspects of 80.74% so that the total value HARUS be 78.36%.


2017 ◽  
Vol 2 (1) ◽  
pp. 47
Author(s):  
Fendi Aji Purnomo ◽  
Eko Harry Pratisto ◽  
Firma Sahrul Fahrukan ◽  
Muhammad ‘Adli Zul Hazmi

<p><em>This study aims as an easy and inexpensive learning media that can be used to increase education for early childhood such as knowledge about the introduction of various professions. Media learning in the form of physical at this time is considered quite expensive, in addition to learning media in the form of physical need more understanding to be able to understand something learned.</em></p><p><em>This research was developed with SDLC (System Development Life Cycle) method. This research includes the kind of augmented reality technology development that contains insight into the various professions, plants, musical instruments, and my needs. Objects taken about the character of the profession, the form of musical instruments, the shape of the plant, and the form of home appliances. Data collection techniques were conducted by questionnaire. Questionnaire is used to assess the completeness and feasibility of the application. Software engine that we use is unity game engine.</em></p><p><em>The results of the research has been successfully created HALO KIDS applications in the form of 3D visual images of several themes including professions, needs, instruments, and plants. The HALO KIDS app is a file with a .apk extension. The HALO KIDS app runs optimally with a minimal smartphone specifying a 2.3 GHz Quad-core device (2 GB of RAM). The use of applications by children is easy to do with Agree-Strongly Agree value of 59%, 3D objects of the profession can be recognized and remembered by children with the value of agree- strongly agree at 67%.</em><em></em></p>


Author(s):  
Frihandhika Permana ◽  
Herman Tolle ◽  
Fitri Utaminingrum ◽  
Rizdania Dermawi

One of the traditional musical instrument from Indonesia is <em>gamelan</em>, that is now less desirable because people nowadays prefer to play modern musical instruments, or because of its expensive price. This study combines the modern technology of AR and Leap Motion and also utilizes the sophisticated smartphone to develop a <em>gamelan</em> simulation that is presentable to the user. There are two kinds of an experiment performed in this research. The first is Augmented Reality (AR) experiment which authenticates that the distance and the height parameters are the keys to get a 100% success in running the <em>gamelan</em> simulation. The distance is ranged from 45 cm to 65 cm and the height is ranged from 25 cm to 30 cm. And the second one is the usability evaluation to five users, who resolves the completion task very well, acquires the result of 86.48%.


2020 ◽  
Vol 31 (2) ◽  
pp. 81-86
Author(s):  
Wido Nager ◽  
Tilla Franke ◽  
Tobias Wagner-Altendorf ◽  
Eckart Altenmüller ◽  
Thomas F. Münte

Abstract. Playing a musical instrument professionally has been shown to lead to structural and functional neural adaptations, making musicians valuable subjects for neuroplasticity research. Here, we follow the hypothesis that specific musical demands further shape neural processing. To test this assumption, we subjected groups of professional drummers, professional woodwind players, and nonmusicians to pure tone sequences and drum sequences in which infrequent anticipations of tones or drum beats had been inserted. Passively listening to these sequences elicited a mismatch negativity to the temporally deviant stimuli which was greater in the musicians for tone series and particularly large for drummers for drum sequences. In active listening conditions drummers more accurately and more quickly detected temporally deviant stimuli.


Author(s):  
Тетяна Грунтова ◽  
Юлія Єчкало ◽  
Андрій Стрюк ◽  
Андрій Пікільняк

Hruntova T. V., Yechkalo YU. V., Stryuk A. M. and Pikilʹnyak A. V. Augmented Reality Tools in Physics Training at Higher Technical Educational Institutions. Research goal: the research is aimed at theoretical substantiation of applying the augmented reality technology and its peculiarities at higher technical educational institutions. Research objectives: the research is to solve the problems of determining the role and place of the technology in the educational process and its possible application to physics training. Object of research: teaching physics to students of higher technical educational institutions. Subject of research: the augmented reality technology as a component of the training process at higher educational institutions. Research methods used: theoretical methods include analysis of scientific and methodological literature; empirical methods include studying and observation of the training process. Research results: analysis of scientific publications allows defining the notion of augmented reality; application of augmented reality objects during laboratory practical works on physics is suggested. Main conclusions. introduction of the augmented reality technology in thetraining process at higher technical educational institutions increases learning efficiency, facilitates students’ training and cognitive activities, improves the quality of knowledge acquisition, provokes interest in a subject, promotesdevelopment of research skills and a future specialist’s competent personality.


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