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Sound Visualization using the elements: Part 2 Fire

April 3, 2009 // Posted in Audio Hardware, Culture, Visualization (Tags: , , , , , ) |  No Comments

This is the second article in a series about methods of visualizing sound outside of a television or computer screen.

Fire

Before television screens and computer monitors, fire was what our ancestors would stare at for hours on end. It was essential for survival.

Our natural fascination with fire and music were bound to be united. Some methods are more intricate than others.

Reuben’s Tube

In this first example, the subject gives a demonstration of a Reuben’s Tube. A Reubens Tube creates visible standing waves. The waves are made visible using fire. A standing wave is a wave that remains in a constant position. It can be the result of two waves, traveling in opposite directions, intersecting with each other. In this case, two speakers facing each other in a tube create the standing waves. When music is played, the fire visibly pulses. When pure tones are played, the lengths of the waveforms are made visible.

Flamethrower

Here we see two flamethrowers mounted to a DJ booth, accentuating the climax of a musical crescendo. Who doesn’t love a big illuminating explosion when the kick drum hits?

Blowtorch

In this example, a blowtorch is used to heat the air in a glass organ. While it’s more of a woodwind instrument, I added this because fire enables the moving gasses to become visible and it’s just plain cool.Next article, Part 3 – Water

Sound Visualization using the elements: Part 1 – Electricity

April 2, 2009 // Posted in Audio Hardware, Culture, Visualization (Tags: , , , , , ) |  1 Comment

This is the first article in a series about methods of visualizing sound outside of a television or computer screen. This series was inspired by a recent discussion with Aaron Higgins of Sound Trends that got me thinking about alternative methods of music visualization.

Electricity

Electronic music has been around for nearly a hundred years. Historically, electricity has been used in conjunction with magnetism to record and reproduce sound waves.

Speakers are essentially magnetic coils, powered by electric signals. Microphones are the exact opposite. They are magnetic coils which generate electricity by being vibrated.

In this demonstration, no magnetism is used. Electrons bolting through the air at specific frequencies, recreate musical notes. In sequence, these lightning bolts are discernable as music. This is electronic music in it’s purest form.

“Say man, do you play any instruments?”
“Yeah, the tesla coil!”

In the second example, notice the neon light in the back of the room. Nikola Tesla believed that energy could be broadcast without the use of wires. This is a very good demonstration of that principle. Electricity, generated by the tesla coil is powerful enough to illuminate the nearby lightbulb.

Next article, Part 2 – Fire

Top 5 Electropella Performers

March 17, 2009 // Posted in Audio Hardware, Audio Software, Culture  |  2 Comments

What is an Electropella performance? It’s a phrase I invented to describe the act of singing accapella while sampling one’s self and playing back recorded samples to synthesize a full orchestra of voices all singing simultaniously.

1. Reggie Watts – Live on POPTUB

This video was forwarded to me by Kris of tensionstudios.net. As it turns out, I saw Reggie playing an improvised performance on an art car with a number of musicians in 2007. It rocked my world. I love that he seems to be flowing in some weird alien skat language. Check out the way he swings the microphone in front of his mouth to change the volume envelope of his voice. He also has a few moments in here that sound a lot like Prince.


2. Imogen Heap – Just For Now

Imogen Heap uses the Electrix Repeater in this stunning performance.


3. Jamie Lidell – Live at the Royal Festival

A few years ago my roommate got me tickets to see Jamie Lidell perform live. He has some of the best stage presence I’ve ever seen.

4. Kid Beyond

Kid Beyond has done a great job of popularizing the usage of samplers in vocal performance. In this video he gives a great demonstration of his process.

5. Lasse Gjertsen – Hyperactive

This video was an internet phenomenon. It seems like Lasse Gjertsen recorded the individual samples and retriggered them using midi. Hand editing this entire piece would’ve been ridiculous. Want to build your own piece like this? Check out AudioVisualizers.com for a great list of VJ software products.

Honorable Mention

Bobby McFerrin – Drive

This absolutely blew my mind. Not only does he sound like eight people singing together on his own, but he incorporates the many sounds of a car as instruments in this performance. A truly stellar accomplishment.

How to talk dirty and influence gamers: Managing Voice Communication

February 28, 2009 // Posted in Audio Software, Culture, Gaming  |  No Comments

One of the biggest complaints I hear about audio in video games is the amount of homophobic and racist language used in voice chat during online game play.  As a Game Audio Designer, this is an issue that I want to fix.  We Audio Designers put our hearts and souls into developing rich audio experiences and so, we need to avoid creating situations where gamers feel compelled to turn down the volume.

A recent post in the blog of our local weekly newspaper The Stranger, suggested that we [game audio professionals] should “…get around to magically filtering the system’s voice chat,” so as to inhibit the sort of trash talking that goes on.

How can this be addressed?

A few options are available, muting offensive players, hosting “no-foul-language” or “foul language” rooms, compartmentalizing voice communication, enabling community moderation, using speech recognition to censor and having verbal abuse as a feature.  Each of these solutions comes with it’s own challenges.

1. Manually muting offensive players:

Giving each player the ability to selectively ignore other players makes it so that the annoying player only communicates with people that actually want to listen.  Selecting players to ignore could become tedious if there are too many annoying players.  Also, muting inherently reduces the potential amount of useful gamestate information that can be relayed.  For example, if you mute a teammate, you won’t be able to hear him when he tries to warn you about someone creeping up behind you.

2. Foul Language and No Foul Language Rooms:

Hosting a “no-foul-language” room creates a type of exclusivity that separates gamers from playing with one another.  Creating a “foul language” specific room might be undesirable by game companies wishing to avoid the perception of being complicit in facilitating morally offensive behavior.  Nonetheless, these are useful ways to manage expectations.

3. Compartmentalize players:

Reducing the number of players that can communicate with each other at any given point in time makes it less likely that an offending player will end up in your chat space although it doesn’t guarantee that you won’t hear any foul language.  Many games compartmentalize by making it so that players may only communicate with their own team.

4. Community moderation:

Community moderation puts the policing of behavior in the hands of the gaming community rather than the publisher.  Ebay has buyer and seller reviews, Linkedin has recommendations, Craigslist allows people to flag postings, anyone may edit Wikipedia and Xbox live has gamer reviews.

Community moderation can either be active or passive.  Active community moderation has tangible consequences.  These could be temporary removal of voice chat or banishment from rooms that require a certain percentage of positive reviews.  This could result in a lot of complaints from players who feel unfairly restricted, or could lead to abuse of rating systems by groups of people targeting a single individual for the purpose of hindering their gaming experience.

Passive community moderation is merely a review or ranking in a gamer card to establish reputation.   This would be useful to people who wanted to research their teammates and decide whether to play with them or not based off of the opinion of others.

5. Speech Rejection: “Magical filtering” using Speech Recognition

Speech recognition and voice communication have been in games for a while. Back in the day, SOCOM on PS2 had speech recognition enabling AI characters to respond to spoken commands. It would be a relatively simple process to add a delay and analyze phrases before broadcast and a keyword based volume control to that system. The problem is that this system would make using voice communication useless because of the lag.

Speech recognition software capable of running on a game console generally relies on compliance of the player to pronounce keywords the same way each time.  People would find ways around these roadblocks by changing the pitch or tempo of their voice, publishing the banned words and using different ones.

Additionally, all homophones to potentially foul language could get banned. The censors would need to ask themselves if words like cockeyed, titmouse and uranus should be included.  If this happened, the value of voice communication systems would be worsened and we might see Lenny Bruce styled protests and complaints about censorship, freedom of speech, etc…

6. Embracing verbal abuse as a regulated feature

According to Wikipedia:

In Monkey Island, Insult Swordfighting consists of a series of Call and Response exchanges, in which an insult must be countered with a witty retort. Should the responder counter with an appropriate retort, they win the right to call the next insult; fail to respond, and the caller gains an advantage. Win enough of these exchanges, and the duel is won.

A well known insult from The Secret of Monkey Island, in which the insults were written by author Orson Scott Card, is “You fight like a dairy farmer!” to which the correct response would be “How appropriate. You fight like a cow!”

While this is a very clever way to encourage more creative and family friendly banter, selective playback of pre-recorded dialog isn’t a full substitute for real time voice communication.

In conclusion:

All gamers have a common interest in participating in virtual spaces. While none of these solutions will single-handedly give the best experience to all gamers, combining them in the right ways can make the majority of gamers quite happy.

Processing power and memory budgets are best spent on creating fun rather than limitations.  To achieve success, game developers should focus on building environments that encourage participation by as many people as possible.

For those who are completely intolerant of the language on XBox live or any other gaming chat rooms, we can always take the headphones off and play with our friends.

– Adam Smith-Kipnis

Tom Sawyer of the web: Games with a purpose

February 17, 2009 // Posted in Culture, Gaming  |  No Comments

Luis Von Ahn is an assistant professor of Computer Science at Carnegie Mellon. In 2006 he gave a Google Tech Talk presentation about Human Computation. I found it to have a significant impact on my views about technology.

Von Ahn’s doctoral thesis was on Captcha.  Captcha is the system which prompts us to retype scrambled letters for access to email or other services.  He mentions Captcha in this video but quickly segues into showing how computer games can be used to harness labor.

– Adam Smith-Kipnis