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To: <music-ir@...>, <iii@...>, <icma@...>, <linux-audio-announce@...>, <afim.asso@...>, <max@...>, <jamoma-users@...>
Subject: [LAA]
Date: Wednesday, August 24, 2011 - 8:22 am

Call for Participation, please forward:

Versatile Sound Models for Interaction in
Audio–Graphic Virtual Environments:
Control of Audio-graphic Sound Synthesis

Satellite Workshop @ Conference on Digital Audio Effects DAFx-11
Friday September 23, 2011, 9h00–13h00 at Ircam, Paris

The use of 3D interactive virtual environments is becoming more
widespread in areas such as games, architecture, urbanism, information
visualization and sonification, interactive artistic digital media,
serious games, gamification. The limitations in sound generation in
existing environments are increasingly obvious with current

This workshop will look at recent advances and future prospects in
sound modeling, representation, transformation and synthesis for
interactive audio-graphic scene design.

Several approaches to extending sound generation in 3D virtual
environments have been developed in recent years, such as sampling,
modal synthesis, additive synthesis, corpus based synthesis, granular
synthesis, description based synthesis, physical modeling... These
techniques can be quite different in their methods and results, but
may also become complementary towards the common goal of versatile and
understandable virtual scenes, in order to cover a wide range of
object types and interactions between objects and with them.

The purpose of this workshop is to sum up these different approaches,
present current work in the field, and to discuss their differences,
commonalities and complementarities.

Detailed information about the workshop can be found here:

Workshop Programme

9:00 0:10 *Welcome and Introduction*
D. Schwarz, R. Cahen

9:10 0:30 *Invited Presentation:* Principles and Practice of
Procedural Audio
A. Farnell

*Presentations 1*
9:40 0:15 Phya: A Lightweight Framework and Synthesis Toolkit For
Interactive Environmental Audio
D. Menzies
9:55 0:15 Modeling of audio-graphic scenes with mass-interaction
physical models
M. Christou, O. Tache, C. Cadoz, N. Castagné, A. Luciani
10:10 0:15 Sound in Virtual Cities: the TerraDynamica Project
S.H. Chan, C. Le Prado, S. Natkin, G. Tiger, A. Topol
10:25 0:15 Topophonie Mobile: An immersive audio interactive
augmented experience
R. Cahen, X. Boissarie, N. Schnell, D. Schwarz

10:40 0:15 *Pause*

*Presentations 2*
10:55 0:15 Sonification of drawings
E. Thoret, M. Aramaki, R. Kronland-Martinet, J.L. Velay,
S. Ystad
11:10 0:15 Dynamic Intermediate Models for Audio-Graphic Synthesis
V. Goudard, H. Genevois, B. Doval
11:25 0:15 Hybrid sparse models of water stream texture sounds
S. Kersten, H. Purwins
11:40 0:15 Descriptor-Based Texture-Synthesis Control in Interactive
3D Scenes by Activation Profiles
D. Schwarz, R. Cahen, N. Schnell

*Short Presentations*
11:55 0:05 Hierarchical Musical Structures in 3D Virtual Environments
F. Berthaut
12:00 0:05 Gestural Auditory And Visual Interactive Platform
B. Caramiaux, S. Fdili-Alaoui
12:05 0:05 Gestural Control of Environmental Texture Synthesis
A. Masurelle, D. Schwarz
12:10 0:05 Visualization of Perceptual Qualities in Textural Sounds
T. Grill, U. Rauter
12:15 0:05 Multi-Modal Musical Environments for Mixed-Reality Performance
R. Hamilton

12:20 0:40 *Discussion*
13:00 End

The workshop is free for attendants of the DAFx conference by inscription and
for non-DAFx-attendants by invitation.

Program Chairs
Diemo Schwarz, IRCAM
Roland Cahen, ENSCI-les Ateliers
Hui Ding, LIMSI-CNRS & University Paris Sud 11

Program committee
Nicolas Tsingos (Dolby Laboratories)
Lonce Wyse (National University of Singapore)
Andrea Valle (University of Torino)
Hendrik Purwins (University Pompeu Fabra)
Thomas Grill (Institut für Elektronische Musik IEM, Graz)
Charles Verron (McGill University, Montreal)
Cécile Le Prado (Centre National des Arts et Metiers CNAM)
Christian Jacquemin (LIMSI-CNRS & University Paris Sud 11)

Topics in detail
Which other and better alternatives to traditional sample triggering
do exist to produce comprehensive, flexible, expressive, realistic
sounds in virtual environments? How to produce rich interaction with
scene objects such as physically informed models for contact and
friction sounds etc? How to edit and structure audio–graphic scenes
otherwise than mapping one event to one sound? There is no
standardized architecture, representation and language for auditory
scenes and objects, as is OpenGL for graphics. The workshop will treat
higher level questions of architecture and modeling of interactive
audio-graphic scenes, down to the detailed question of sound modeling,
representation, transformation and synthesis. These questions cannot
be detached from implementation issues: novel and hybrid synthesis
methods, comparison and improvement of existing platforms, software
architecture, plug-in systems, standards, formats, etc.

New possibilities regarding the use of audio descriptors and dynamic
access to audio databases will also be discussed.

Beyond these main questions, the workshop will cover other recent
advances in audio-graphic scene modeling such as:

* audio-graphic object rendering, and physically and geometrically driven
sound rendering,
* interactive sound texture synthesis, based on signal models, or
physically informed

* joint representation of sound and graphic spaces and objects,
* sound rendering for audio-graphic scenes:
* level of detail, which is a very advanced concept in graphics, but is
rarely treated in audio.
* representation of space and distance,
* masking and occlusion of sources,
* clustering of sources

* audio-graphic interface design,
* sound and graphic localization,
* cross- and bi-modal perceptual evaluations,

* interactive audio-graphic arts,
* industrial audio-graphic data:
* architectural acoustics,
* sound maps,
* urban soundscapes...

* platforms and tools for audio-graphic scene modeling and rendering,

These areas are interdisciplinary in nature and interrelated. New
advancements in each area will benefit the others. This workshop will
allow to exchange the latest developments and to point out current
challenges and new directions.

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