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  • 1
    Online Resource
    Online Resource
    Association for Computing Machinery (ACM) ; 1991
    In:  Communications of the ACM Vol. 34, No. 3 ( 1991-03), p. 88-99
    In: Communications of the ACM, Association for Computing Machinery (ACM), Vol. 34, No. 3 ( 1991-03), p. 88-99
    Abstract: There is increasing interest in the use of computer systems for editing and printing sheet music [3, 19]. Music processing lags far behind text processing because of the complexities of music notation. Most music published today is still laid out by hand; while computers may be used, decisions about music-symbol placement are made by people. Much research remains to be done into computational methods of encoding the myriad rules of music notation. Individual rules are not difficult to formulate; it is the complex interaction among rules which is difficult to describe and control. In this article we focus on one aspect of music notation: the horizontal spacing of music to produce a right- and left- justified result.
    Type of Medium: Online Resource
    ISSN: 0001-0782 , 1557-7317
    RVK:
    Language: English
    Publisher: Association for Computing Machinery (ACM)
    Publication Date: 1991
    detail.hit.zdb_id: 80254-2
    detail.hit.zdb_id: 2004542-6
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  • 2
    Online Resource
    Online Resource
    JSTOR ; 1997
    In:  Computer Music Journal Vol. 21, No. 4 ( 1997-24), p. 5-
    In: Computer Music Journal, JSTOR, Vol. 21, No. 4 ( 1997-24), p. 5-
    Type of Medium: Online Resource
    ISSN: 0148-9267
    RVK:
    Language: Unknown
    Publisher: JSTOR
    Publication Date: 1997
    detail.hit.zdb_id: 2022250-6
    SSG: 9,2
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  • 3
    Online Resource
    Online Resource
    Acoustical Society of America (ASA) ; 2011
    In:  The Journal of the Acoustical Society of America Vol. 129, No. 4_Supplement ( 2011-04-01), p. 2391-2391
    In: The Journal of the Acoustical Society of America, Acoustical Society of America (ASA), Vol. 129, No. 4_Supplement ( 2011-04-01), p. 2391-2391
    Abstract: OpenCL presents an industry standard interface to accelerate computationally expensive algorithms on consumer grade graphics hardware. Presented is a system in which raytracing for room acoustic simulation is accelerated with OpenCL. The system is primarily geared toward realtime applications such as video gaming or virtual reality, but may be extended to higher quality simulations for architectural acoustics. Different methods for mapping the raytracing problem onto the GPU are discussed, as well as strategies for optimizing the algorithm for graphics processors from different manufacturers.
    Type of Medium: Online Resource
    ISSN: 0001-4966 , 1520-8524
    RVK:
    Language: English
    Publisher: Acoustical Society of America (ASA)
    Publication Date: 2011
    detail.hit.zdb_id: 1461063-2
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  • 4
    Online Resource
    Online Resource
    Acoustical Society of America (ASA) ; 2001
    In:  The Journal of the Acoustical Society of America Vol. 109, No. 5_Supplement ( 2001-05-01), p. 2399-2399
    In: The Journal of the Acoustical Society of America, Acoustical Society of America (ASA), Vol. 109, No. 5_Supplement ( 2001-05-01), p. 2399-2399
    Abstract: A sampling synthesizer uses a set of recordings for sound synthesis. A shortcoming of the sampling technique is the inability to produce complex spectral changes associated with the performer’s actions during a note. Additive synthesis, on the other hand, represents each sound as a collection of sine wave components, or partials. A wide variety of modifications are possible with additive synthesis, including frequency shifting, time dilation, cross synthesis, and sound morphing. Our real-time additive synthesis uses a set of recordings, like a traditional sampling synthesizer. Unlike a traditional sampling synthesizer, our additive synthesis models timbres as collections of bandwidth-enhanced partials (sine waves with noise) with time-varying parameters. The timbres are encoded in envelope parameter streams that can be manipulated in real time. These envelope parameter streams, which provide amplitude, frequency, phase, and bandwidth information for each partial, are the counterpart of sample streams in sampling synthesis. The talk will include demonstrations using the continuum fingerboard.
    Type of Medium: Online Resource
    ISSN: 0001-4966 , 1520-8524
    RVK:
    Language: English
    Publisher: Acoustical Society of America (ASA)
    Publication Date: 2001
    detail.hit.zdb_id: 1461063-2
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  • 5
    Online Resource
    Online Resource
    JSTOR ; 1993
    In:  Computer Music Journal Vol. 17, No. 3 ( 1993-23), p. 43-
    In: Computer Music Journal, JSTOR, Vol. 17, No. 3 ( 1993-23), p. 43-
    Type of Medium: Online Resource
    ISSN: 0148-9267
    RVK:
    Language: Unknown
    Publisher: JSTOR
    Publication Date: 1993
    detail.hit.zdb_id: 2022250-6
    SSG: 9,2
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  • 6
    Online Resource
    Online Resource
    JSTOR ; 1998
    In:  Computer Music Journal Vol. 22, No. 1 ( 1998-21), p. 30-
    In: Computer Music Journal, JSTOR, Vol. 22, No. 1 ( 1998-21), p. 30-
    Type of Medium: Online Resource
    ISSN: 0148-9267
    RVK:
    Language: Unknown
    Publisher: JSTOR
    Publication Date: 1998
    detail.hit.zdb_id: 2022250-6
    SSG: 9,2
    Library Location Call Number Volume/Issue/Year Availability
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  • 7
    Online Resource
    Online Resource
    Acoustical Society of America (ASA) ; 2001
    In:  The Journal of the Acoustical Society of America Vol. 110, No. 5_Supplement ( 2001-11-01), p. 2626-2626
    In: The Journal of the Acoustical Society of America, Acoustical Society of America (ASA), Vol. 110, No. 5_Supplement ( 2001-11-01), p. 2626-2626
    Abstract: Several courses combine to form an unofficial but nevertheless effective undergraduate and early graduate music technology program at the University of Illinois at Urbana–Champaign. Musical Acoustics is taught within the School of Music and includes topics such as resonance behavior of strings and pipes; perception of loudness, pitch, and timbre; and acoustics of musical instruments. Several courses involving computers and music are taught in the School of Music. These courses discuss the fundamentals of computer music, and extensive computer/recording studios provide students with hands-on opportunities to conduct experiments or to produce audio demonstrations or music compositions. The courses differ in terms of the user interfaces, compositional algorithms, and synthesis models employed. There is also a seminar in analysis and synthesis of sounds. In the Department of Electrical and Computer Engineering, besides conventional digital signal processing, there are several special courses that offer training for a career in music technology. Fundamentals of Engineering Acoustics supplies a rigorous introduction to wave propagation and acoustical systems. Electronic Music Synthesis describes algorithms for music sound synthesis and representation and includes a laboratory component. Topics in Audio Engineering covers psychoacoustics, signal processing, audio coding and recognition, room acoustics, and tranducers.
    Type of Medium: Online Resource
    ISSN: 0001-4966 , 1520-8524
    RVK:
    Language: English
    Publisher: Acoustical Society of America (ASA)
    Publication Date: 2001
    detail.hit.zdb_id: 1461063-2
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  • 8
    Online Resource
    Online Resource
    Acoustical Society of America (ASA) ; 2004
    In:  The Journal of the Acoustical Society of America Vol. 116, No. 3 ( 2004), p. 1334-
    In: The Journal of the Acoustical Society of America, Acoustical Society of America (ASA), Vol. 116, No. 3 ( 2004), p. 1334-
    Type of Medium: Online Resource
    ISSN: 0001-4966
    RVK:
    Language: English
    Publisher: Acoustical Society of America (ASA)
    Publication Date: 2004
    detail.hit.zdb_id: 1461063-2
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  • 9
    Online Resource
    Online Resource
    Acoustical Society of America (ASA) ; 2010
    In:  The Journal of the Acoustical Society of America Vol. 128, No. 4_Supplement ( 2010-10-01), p. 2410-2410
    In: The Journal of the Acoustical Society of America, Acoustical Society of America (ASA), Vol. 128, No. 4_Supplement ( 2010-10-01), p. 2410-2410
    Abstract: Presented is a software system for real-time simulation of acoustic spaces on consumer graphics technology. This is an API that uses modern graphics processing units (GPUs) to derive the high-order reflected and transmitted paths to a stereo listener from multiple sound sources within a room of arbitrary geometry and wall properties. The system processes the entire audio chain on the GPU, computing the listener’s stereo mix from raw input waveforms stored in video memory and a polygonal room model and material and scene description. For the intended application which is video game audio, the room acoustics are computed at 15–30 frames/s and interpolated to account for fast listener or source motion to coincide with the graphics rendering, which may be done concurrently on the same processor. Provisions are provided within the API for dynamic rooms to handle gameplay elements such as doors, platforms, and physically modeled objects. An acoustic scene editor is presented, which also uses the API to simulate a first person game environment.
    Type of Medium: Online Resource
    ISSN: 0001-4966 , 1520-8524
    RVK:
    Language: English
    Publisher: Acoustical Society of America (ASA)
    Publication Date: 2010
    detail.hit.zdb_id: 1461063-2
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  • 10
    Online Resource
    Online Resource
    Acoustical Society of America (ASA) ; 2010
    In:  The Journal of the Acoustical Society of America Vol. 128, No. 4_Supplement ( 2010-10-01), p. 2345-2345
    In: The Journal of the Acoustical Society of America, Acoustical Society of America (ASA), Vol. 128, No. 4_Supplement ( 2010-10-01), p. 2345-2345
    Abstract: The Continuum Fingerboard tracks the position and pressure of fingers on its playing surface. Its internal computer encodes this finger placement information into Midi data streams. The Continuum has an internal dsp that provides high-quality on-board timbres, but often performers expand on this built-in sound palette with sounds from external synthesizers. The Continuum connects to synthesizers via Midi, and/or to analog modular synthesizers via the Continuum voltage converter. It can be used to control a wide variety of sound synthesis algorithms. When designing sounds for the Continuum, it is important to keep in mind that it is not a keyboard. Sounds that work well with keyboards generally do not work well with the Continuum and will not exploit the full performance potential of the instrument. Sound design techniques for producing high-quality synthesis algorithms suitable for the Continuum will be presented. 
    Type of Medium: Online Resource
    ISSN: 0001-4966 , 1520-8524
    RVK:
    Language: English
    Publisher: Acoustical Society of America (ASA)
    Publication Date: 2010
    detail.hit.zdb_id: 1461063-2
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