A Physically Based Sound Space for Procedural Agents
Benjamin Schroeder, Marc Ainger, and Richard Parent
Proceedings of the International Conference on New Interfaces for Musical Expression
- Year: 2011
- Location: Oslo, Norway
- Pages: 120–123
- Keywords: a human performer,agents,agents smoothly changing the,behavioral animation,figure 1,length of,physically based sound,pro-,strings being played by
- DOI: 10.5281/zenodo.1178157 (Link to paper and supplementary files)
- PDF Link
Abstract
Physically based sound models have a “natural” setting in dimensional space: a physical model has a shape and an extent and can be given a position relative to other models. In our experimental system, we place procedurally animated agents in a world of spatially situated physical models. The agents move in the same space as the models and can interact with them, playing the models and changing their configuration. The result is an ever-varying audiovisual landscape. This can be seen as purely generative—as a method for creating algorithmic music—or as a way to create instruments that change autonomously as a human plays them. A third perspective is in between these two: agents and humans can cooperate or compete to produce a gamelike or interactive experience.
Citation
Benjamin Schroeder, Marc Ainger, and Richard Parent. 2011. A Physically Based Sound Space for Procedural Agents. Proceedings of the International Conference on New Interfaces for Musical Expression. DOI: 10.5281/zenodo.1178157 [PDF]
BibTeX Entry
@inproceedings{nime2011_Schroeder,
author = {Schroeder, Benjamin and Ainger, Marc and Parent, Richard},
title = {A Physically Based Sound Space for Procedural Agents},
pages = {120--123},
booktitle = {Proceedings of the International Conference on New Interfaces for Musical Expression},
year = {2011},
address = {Oslo, Norway},
issn = {2220-4806},
doi = {10.5281/zenodo.1178157},
url = {https://nime.org/proceedings/2011/nime2011_120.pdf},
keywords = {a human performer,agents,agents smoothly changing the,behavioral animation,figure 1,length of,physically based sound,pro-,strings being played by},
abstract = {Physically based sound models have a “natural” setting in dimensional space: a physical model has a shape and an extent and can be given a position relative to other models. In our experimental system, we place procedurally animated agents in a world of spatially situated physical models. The agents move in the same space as the models and can interact with them, playing the models and changing their configuration. The result is an ever-varying audiovisual landscape. This can be seen as purely generative—as a method for creating algorithmic music—or as a way to create instruments that change autonomously as a human plays them. A third perspective is in between these two: agents and humans can cooperate or compete to produce a gamelike or interactive experience.}
}