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Serial Para Virtual Music Jukebox 9 41



Try recording guitar music on a MIDI piano-keyboard, then insert the appropriate position information into the track, and watch the virtual guitar display the notes as if they had been played on a guitar.


Over the lanes, 24 monitors gallop through advertising ("Delicious Wine Available ... By the Glass or the Bottle"), each giving way to the next virtual placard at the same moment, over every lane in Beacon Bowl. It's like the Rockettes doing a serial high kick out of the corner of your eye.




Serial Para Virtual Music Jukebox 9 41



The automatic pinsetter was invented in 1936, but World War II delayed implementation for 10 years. Even as late as the 1950s, many lanes were still depending on pin boys. There was no automatic scoring, no fancy food, no music system more high tech than a jukebox or a band in the bar.


(details below)Acoustics Lab: scanning laser doppler vibrometer and related projectsCCRMA Stage: music and lecturesHands-on CCRMA history museumListening Room: multi-channel surround sound researchMax Lab: maker / physical computing / fabrication / digital musical instrument designNeuromusic Lab: EEG, motion capture, brain science...Studios D+E: Sound installationsVirtual Reality Design Lab: Research in virtual, augmented, and mixed reality


Simple probability processes select and trigger playback of hundreds of one-second clips of madrigals by Carlo Gesualdo. When a clip is selected for playback the amplitude of the playback is altered to match the amplitude envelope of a different clip. The results of the probability processes and the envelope-following are then reverberated with impulse responses generated from the same madrigals: acting as a virtual room constructed from musical materials rather than physical geometries. For best online results, use headphones or speakers with screen brightness set to full. For more details about auto reverberation processing see:v -burn-blurb.pdf and http:// www.aes.org/e-lib/browse.cfm?elib=21503


Caves are archetypically considered to be large-volume and therefore lengthy-reverberating, resonant spaces, and have not been given much consideration in terms of the enormous variety of acoustical environments that they contain. The measurements we present here reflect methodological propositions for fieldwork relating spatial acoustics to human sensory experience and associated anthropological concerns in caves. Further, our study was conducted in the context of archaeoacoustics research to offer virtual access to cultural heritage spaces via experiential simulations that create new spaces for musical experimentation.This poster we first presented in June 2022 at SMC-22 illustrates 2021 speleoacoustics measurements we made in limestone caves in the Ardeche Valley of south-central France, in preparation for fieldwork in Chauvet Cave.Poster: luna/Chauvet/ChauvetPoster.pdf


Caves are archetypically considered to be large-volume and therefore lengthy-reverberating, resonant spaces, and have not been given much consideration in terms of the enormous variety of acoustical environments that they contain. The measurements we present here reflect methodological propositions for fieldwork relating spatial acoustics to human sensory experience and associated anthropological concerns in caves. Further, our study was conducted in the context of archaeoacoustics research to offer virtual access to cultural heritage spaces via experiential simulations that create new spaces for musical experimentation.This poster we first presented in June 2022 at SMC-22 illustrates 2021 speleoacoustics measurements we made in limestone caves in the Ardeche Valley of south-central France, in preparation for fieldwork in Chauvet Cave.


This talk will aim to bridge the gap between signal processing and the latest machine learning research by discussing several applications in music and audio. In the first part of the talk, we will discuss how to do re-reverberation(system identification) at scale. This work now enables hearing music in any concert hall/virtual environment for any music. We use arbitrary audio recorded as an approximate proxy for a balloon pop, thus removing the need for them to measure room acoustics. In the second part, we would talk about how we can use powerful Transformer architectures to do machine listening at scale, and understand learning time-frequency representations different than classic Fourier representations. We showcase basis functions emerging that are different than classic sinusoidal signal with richness discovering all kinds of hand-built signal processing concepts like window functions, onset detectors, sinusoidal signals, and much more.


Hikaru no Go 3 gives players the choice of sending two specific pieces of software to the Game Boy Advance. The first Igo Mondaishuu (囲碁問題集) consists of 200 individual Go-based challenges. Igo Mondaishuu is divided into 4 separate sections of 50 problems. Only 1 section at a time may be downloaded to the Joy Carry Cartridge. As players solve each Go question, their progress is saved with the results ("O" = Passed, "-" = Attempted, "X" = Failed). The second software Keitai Magnet Goban (携帯マグネット碁盤) is intended to act as a virtual, portable Go board. It lets players link up with other GBAs for 1v1 or 2v2 Go matches. It saves the results of recent matches along with various statistics. The software will also display the player's name, rank, win/loss counts, and their ID generated by Hikaru no Go 3 on GameCube. 2ff7e9595c


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