PDCON:Conference/Reverb Design: Difference between revisions

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== Reverb Design ==
== Reverb Design ==
Author: [[User:Urban|Urban Schlemmer]]
Author: [[User:Urban|Urban Schlemmer]]
Download full paper: [[Media:Schlemmer reverb.pdf]] This is a final version (1.03)<br />
Download presentation slides: [[Media:Schlemmer reverb slide.pdf]]


===Abstract===
===Abstract===
Reverb Design is about creating an aesthetic appealing spacial impression aimed at sweetening the listening experience for a given context. However, the ambiguity of auditory and visual cues in reproduced sound makes it necessary to create an auditory illusion<ref>A.S. Bregman. Auditory Scene Analysis: The Perceptual Organization of Sound. MIT Press, 1990.</ref>. To make this illusion work, an aesthetic concept of simplicity and intelligibility is proposed based on psychoacoustic facts and recording practice. A development kit for Pd is presented to encourage reverb design from a “bird's eye view”, with complete reverberation algorithms as basic building blocks. An example topology complements previous work<ref>U. Schlemmer. Ambience - representation of spatial impression through the simulation of source image models with 5 or 8 loudspeakers. Master’s thesis, University of Music and perf. Arts Vienna, 2006.</ref><ref>U. Schlemmer. How do we perceive early reflexions ? - some notes on the directivity of music instruments. VDT international Convention, November 2006.</ref> with diffuse reflections and late reverberation.
Reverb Design is about creating an aesthetic appealing spacial impression aimed at sweetening the listening experience for a given context. However, the ambiguity of auditory and visual cues in reproduced sound makes it necessary to create an auditory illusion. To make this illusion work, an aesthetic concept of simplicity and intelligibility is proposed based on psychoacoustic facts and recording practice. A development kit for Pd is presented to encourage reverb design from a “bird's eye view”, with complete reverberation algorithms as basic building blocks. An example topology complements previous work with diffuse reflections and late reverberation.
 
Download: [[Media:Schlemmer reverb.pdf]]


===References===
<references />


{{Template:PdCon11}}
{{Template:PdCon11}}

Latest revision as of 08:43, 7 October 2011

Reverb Design

Author: Urban Schlemmer

Download full paper: Media:Schlemmer reverb.pdf This is a final version (1.03)
Download presentation slides: Media:Schlemmer reverb slide.pdf

Abstract

Reverb Design is about creating an aesthetic appealing spacial impression aimed at sweetening the listening experience for a given context. However, the ambiguity of auditory and visual cues in reproduced sound makes it necessary to create an auditory illusion. To make this illusion work, an aesthetic concept of simplicity and intelligibility is proposed based on psychoacoustic facts and recording practice. A development kit for Pd is presented to encourage reverb design from a “bird's eye view”, with complete reverberation algorithms as basic building blocks. An example topology complements previous work with diffuse reflections and late reverberation.



Kreativfonds Bauhaus-Univeristät WeimarElectronic Arts Blog für digitale SpielkulturThe Mozilla FoundationAllied Vision TechnologiesFreistaat ThüringenBauhaus-Universität WeimarHochschule für Musik Franz Liszt WeimarFraunhofer Institute for Digital Media Technology IDMTStadt WeimarKlassik Stiftung WeimarNKFaculty of MediaStudio for electro-acoustic MusicKulturTragWerk e.V.Elektronisches Studio der TU BerlinMaschinenraum Hackerspace WeimarRadio Lotte WeimarSponsors and partners of the 4th internationals Pure Data Convention in Weimar 2011

4th international Pure Data Convention 2011 Weimar ~ Berlin