首页> 外文学位 >Re-Sonification of Objects, Events, and Environments.
【24h】

Re-Sonification of Objects, Events, and Environments.

机译:对象,事件和环境的重新分类。

获取原文
获取原文并翻译 | 示例

摘要

Digital sound synthesis allows the creation of a great variety of sounds. Focusing on interesting or ecologically valid sounds for music, simulation, aesthetics, or other purposes limits the otherwise vast digital audio palette. Tools for creating such sounds vary from arbitrary methods of altering recordings to precise simulations of vibrating objects. In this work, methods of sound synthesis by re-sonification are considered. Re-sonification, herein, refers to the general process of analyzing, possibly transforming, and resynthesizing or reusing recorded sounds in meaningful ways, to convey information. Applied to soundscapes, re-sonification is presented as a means of conveying activity within an environment. Applied to the sounds of objects, this work examines modeling the perception of objects as well as their physical properties and the ability to simulate interactive events with such objects.;To create soundscapes to re-sonify geographic environments, a method of automated soundscape design is presented. Using recorded sounds that are classified based on acoustic, social, semantic, and geographic information, this method produces stochastically generated soundscapes to re-sonify selected geographic areas. Drawing on prior knowledge, local sounds and those deemed similar comprise a locale's soundscape.;In the context of re-sonifying events, this work examines processes for modeling and estimating the excitations of sounding objects. These include plucking, striking, rubbing, and any interaction that imparts energy into a system, affecting the resultant sound. A method of estimating a linear system's input, constrained to a signal-subspace, is presented and applied toward improving the estimation of percussive excitations for re-sonification.;To work toward robust recording-based modeling and re-sonification of objects, new implementations of banded waveguide (BWG) models are proposed for object modeling and sound synthesis. Previous implementations of BWGs use arbitrary model parameters and may produce a range of simulations that do not match digital waveguide or modal models of the same design. Subject to linear excitations, some models proposed here behave identically to other equivalently designed physical models. Under nonlinear interactions, such as bowing, many of the proposed implementations exhibit improvements in the attack characteristics of synthesized sounds.
机译:数字声音合成可以创建各种各样的声音。专注于音乐,模拟,美学或其他目的的有趣或生态有效的声音会限制原本庞大的数字音频调色板。产生这种声音的工具从改变录音的任意方法到对振动物体的精确模拟不等。在这项工作中,考虑了通过共振产生声音的方法。本文中的“共声化”是指以有意义的方式分析,可能转换,重新合成或重新使用记录的声音以传达信息的一般过程。在声景中,共鸣被认为是在环境中传达活动的一种手段。应用于对象的声音,这项工作检查对象的感知及其物理属性的建模以及模拟与此类对象的交互事件的能力。;要创建音景以使地理环境产生共鸣,一种自动音景设计方法是提出了。使用基于声音,社会,语义和地理信息进行分类的录制声音,此方法会随机产生声景,以使选定的地理区域产生共鸣。借助先验知识,本地声音和被认为相似的声音构成了本地环境的音景。在重新产生事件共鸣的背景下,这项工作研究了建模和估计声音对象激发的过程。这些包括弹拨,敲击,摩擦以及任何将能量传递到系统中,影响最终声音的相互作用。提出了一种约束到信号子空间的估计线性系统输入的方法,并将其应用于改进用于重共振的敲击声的估计。为实现基于鲁棒记录的对象建模和重共振,新的实现方法提出了带状波导(BWG)模型用于对象建模和声音合成。 BWG的先前实现使用任意模型参数,并且可能会产生与相同设计的数字波导或模态模型不匹配的一系列模拟。受线性激励的影响,此处提出的某些模型的行为与其他等效设计的物理模型相同。在诸如弓弦之类的非线性交互作用下,许多建议的实现方式都表现出合成声音的攻击特性方面的改进。

著录项

  • 作者

    Fink, Alex M.;

  • 作者单位

    Arizona State University.;

  • 授予单位 Arizona State University.;
  • 学科 Engineering Electronics and Electrical.;Music.;Physics Acoustics.
  • 学位 Ph.D.
  • 年度 2013
  • 页码 253 p.
  • 总页数 253
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号