Thesis

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Implementation and evaluation of active noise cancellation systems using algorithms on the basis of the "remote microphone technique"

Authors Holzmüller, F.
Year 2021
Thesis Type Master's thesis
Topic Audio Signal Processing
Keywords Active Noise Cancellation (ANC), Remote Microphone Technique, signal processing
Abstract Noise reduction is a crucial component in today's automotive development. Despite acoustical measures can quieten some noise sources pretty well, others may only be minimized to a limited extent. A solution to this problem can be Active Noise Cancellation (ANC). With these systems, the noise at the ears of the passengers will be reduced, traditionally by the means of destructive interference. Therefore, microphones and speakers will be placed near the heads of the passengers. As the microphones cannot be placed directly at the ears, a systematic bias in the estimation of the noise will occur. Hence the "remote microphone technique" (RMT) can be used to estimate the sound at the ears of the passengers using several nearby microphones. In this master's thesis, different approaches for the ANC and RMT will be implemented, evaluated and improved.
Supervisors Sontacchi, A.
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Exemplar-based audio inpainting in musical signals

Authors Marafioti, A.
Year 2021
Thesis Type Doctoral thesis
Topic Audio Signal Processing
Keywords auditory perception, sound synthesis, artificial neural networks (ANN)
Abstract Audio inpainting deals with local gaps of degraded or lost information, which reconstruction aims at providing meaningful information and preventing audible artifacts. Audio inpainting is a large field, offering many solutions for short gaps, i.e., of less than 25 ms. Inpainting longer gaps, i.e., of around 1 second, is only available by leveraging repetition, i.e., by copying information from other parts of the signal into the gap. This PhD project aims at expanding the field of audio inpainting in three ways: 1) by providing new methods to expand the gap durations to be reconstructed, 2) by studying how the missing information can be generated for gaps in the range of seconds, and 3) by studying the applicability of new machine-learning techniques to audio inpainting. To do this, we developed a neural network (context encoder) for audio inpainting that targets exact recovery of gaps up to 120 ms by extracting patterns from a music dataset and learning to predict the gap content. This context encoder demonstrated the potential of machine-learning techniques for audio inpainting. Then, we developed a time-frequency generative adversarial network (TiFGAN), which combines advancements in phase retrieval, a careful choice of time-frequency representation, and state of the art machine learning modeling techniques. Next, we adapted the concept of TiFGAN to audio inpainting and developed a generative adversarial context encoder for long audio inpainting (GACELA), which targets gaps in the range of seconds. GACELA was evaluated in listening test with gaps ranging from 375 to 1500 ms, showing reasonable inpainting performance, and exhibiting no significant decrease in performance with increasing gap duration. In contrast to other available systems, GACELA targets long gaps without copying an information from the available portion of the signal, but it rather makes an informed prediction of the gap’s content. Given the nature of such long gaps in music, GACELA can provide various solutions for one and the same gap. Over the course of the PhD, the importance of phase retrieval when dealing with time-frequency representations became apparent. Thus, the Phd closes with an in-depth analysis of the interaction between phase-retrieval algorithms, the parameters used to compute a timefrequency representation, and the audio content. Alongside this analysis, we provide an algorithm to optimize the performance of an arbitrary phase-retrieval algorithm. In summary, the Phd studied urging issues in the field of audio inpainting and addressed them by developing and implementing novel machine-learning systems. All of the implementations developed within this PhD were released as free and open-source software, ensuring the reproducibility of our findings by others.
URL https://phaidra.kug.ac.at/o:112284
Supervisors Höldrich, R., Majdak, P., Balazs, P., Holighaus, N.
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Objektive Audio Quality Assesment of NEMS Microphones

Authors Neussl, D.
Year 2021
Thesis Type Audio Engineering project
Topic Audio Signal Processing
Keywords Benchmarking, acoustics, Audio, psychoacoustics, signal processing
Abstract Devices like smartphones, smart watches and home assistants see a massive upward trend in popularity. Interaction with these appliances happens via buttons, touch input or (NFC) tags, but also very often via voice commands. Per definition, such devices will then require one or more microphones to collect this data. Since especially smartphones and smart watches have a rather small footprint, those microphones also need to be very small. Beyound other things, consumers want to be able to record high quality audio and videos with good audio, requiring high quality MEMS microphones. Furthermore, the battery of the device is supposed to be very enduring to allow an extended period of use. These diametrically opposed requirements need to be handled in a way that fulfills the demands of consumers while being feasible. One approach to address the contradiction of very high audio quality with a small footprint but also a long use time is to switch between performance modes. In this case those modes trade higher audio quality with high current draw and less good quality with substantially lower current draw. A problem with this though is, that the switch has to happen in a rather short time and can therefore result in potentially audible artifacts. What is yet unclear about these artifacts is how audible and how annoying they are certain sound pressure levels using different settings. To get a better understanding of the audibility, at first the PEMO-Q parameter was examined and applied to some measurements, but the results are not fully conclusive and are also not verified for this specific field of application. That is why a (series of) hearing trial(s) will be performed, specifically with samples containing such switching artifacts. From this the hope is to get an enhanced understanding of the problems with the audibility and disturbance of those artifacts. Additionally the PEMO-Q parameter will be tuned using the results from the hearing trial(s) which will ideally allow this adapted PEMO-Q to automatically grade the audibility of artifacts. This should result in a quality measure that can be used in the development of new switching profiles.
Supervisors Sontacchi, A.
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Filter-based auralization of sound insulation between rooms

Authors Schültke, J.
Year 2021
Thesis Type Audio Engineering project
Topic Audio Signal Processing
Abstract There are many regulations and standards for the theoretical calculation of the direct and indirect sound transmission of walls and the associated transmission R_w. But it is often very difficult to imagine how loud and in which frequency range sound finally passes through the walls into another room. The aim of this project is to illustrate sound transmission by means of practical auralization in the form of a plug-in. For this purpose, the most important relations from the standard ÖNORM EN ISO 12354 for the calculation of the acoustic properties of buildings are reproduced from component properties by means of filter cascades in order to simulate the sound transmission of direct and flanking paths. The main objective is to illustrate the influence that different, wall-specific properties (component masses, losses, resonances, coincidence frequency, etc.) have on sound transmission. The intended application is to make audible the difference between the sound passing through a neighboring room compared to the sound there and to allow to change the construction properties in the simulated building.
Supervisors Zotter, F.
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Sound Art in the Domestic Space

Authors Seffino, M.
Year 2021
Thesis Type Master's thesis
Topic Sound and Space
Keywords Computer Music, Computermusic and Elektronic Music, dynamical systems, Installation, Klang und Raum, sound spatialization, Live Elektronik, music, Sound Design
Abstract This thesis presents and discusses an analysis of the interplay and the relationships between sound installations and space understood as a social and aesthetic product, and the role of space in the context of sound art considered as a co-agent within the artworkspace- user paradigm. After analyzing the evolution of the notions of space, with particular attention to the fields of installation art and sound art, an interpretation of sound installations as atmospheric artworks is proposed, drawing from the aesthetic theory of atmospheres developed by Gernot Böhme, and of sound art in its status of spatial rather than temporal artistic practice. A personal artistic approach to sound installations is proposed, with special attention given to intimate and domestic spaces as ideal aesthetic spaces for which to specifically design sound works. This approach is discussed both in its theoretical and philosophical aspects, drawing from Peter Sloterdijk's Spherology, and in its possibilities of practical realization through some concrete examples of sound works by Max Neuhaus and a recent work by the author.
URL https://phaidra.kug.ac.at/o:112285
Supervisors Eckel, G.
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Evalution of Surround Sound Setups based on Ambisonic Room Impulse Response Measurements

Authors Hoffbauer, E.
Year 2021
Thesis Type Master's thesis
Topic Spatial Audio
Keywords 3D sound
Abstract An exact and immersive spatial reproduction of audio signals is affected by multiple parameters, e.g., the influence of the acoustics of playback room, loudspeaker setup and signal processing algorithms. In this master thesis, approaches for the evaluation of surround sound setups are examined in regard of their auditory properties, including source localisation and source width, timbre preservation and direct-to-diffuse ratio. The measurement of multiple Ambisonic room impulse response enables the distinct description of the playback setup and the influence of the room, in which it is placed. Based on these impulse responses different sound reproduction methods on this measured system can be simulated digitally and evaluated without any additional measurements. Within the scope of this work existing quality criteria are tested on their suitability and, if needed, adapted or newly developed.
Supervisors Frank, M., Höldrich, R.
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Under Pressure: An Interactive Appropriation of Helmut Lachenmann’s Pression

Authors Questa, B.
Year 2021
Thesis Type Master's thesis
Topic Interaction Design
Keywords audiovisuell, Game, interaction
Abstract Under Pressure is an interactive appropriation of Helmut Lachenmann´s 1969 work for solo cello, Pression. It portrays the original score as a “2D Platformer” video game, wherein a user controlled avatar collides with elements in order to trigger a variety of sound events. This corresponding written part examines the ideological and philosophical background of appropriation and its relation to larger movements such as modernism and post-modernism. The first section explores the figure of Helmut Lachenmann and his relation to modernism, the second section on appropriation and its relation to postmodernism, and finally the last section examines Under Pressure from a theoretical standpoint, where Under Pressure is framed as a form of artistic research as it proposes interactive appropriation as a way of both researching and experiencing the original work in a new way.
URL https://phaidra.kug.ac.at/o:109115
Supervisors Eckel, G.
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Bodily Experience in Stage Arts

Authors Lee, D.
Year 2021
Thesis Type Master's thesis
Topic Embodiment
Keywords Embodiment, composition, Performance
Abstract This thesis summarizes recent research on diverse aspects of bodily perception in the author's stage works. In stage arts, the idea of bodily perception may possess an ambiguity in its definition due to the complexity of the human mind. To be precise, it may not merely consider a tactile stimulus on the skin or other organs in a live presentation. By focusing on the analysis of the author’s recent stage works, where multiple human senses have been examined in various manners, an attempt of categorizing the stimuli, demonstrating technical methods, and defining the aesthetics will be made.
URL https://phaidra.kug.ac.at/o:111753
Supervisors Ciciliani, M.
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Speech Signal Enhancement for In-Ear Headphones

Authors Merz, P.
Year 2021
Thesis Type Master's thesis
Topic Audio Signal Processing
Keywords acoustics, microphone arrays, source and receiver directivity, directional microphones, directivity, signal processing
Abstract In-Ear headphones that can be used for telephony often have two microphones on the outside to enhance the user's speech signal by means of beamforming. If such an earphone also has hybrid active noise cancellation, it will also contain a third microphone on the inside, facing the ear canal. The aim of this thesis is to construct a beamforming system from the inside microphone and only one outside microphone, reducing the number of required microphones on such an earphone to two. To do so the general properties of first order microphone arrays and the attenuation of the signal arriving at the inside microphones are studied and measured. Based on the results an adaptive system is designed which compensates this attenuation for arbitrary earphone wearing conditions and maximizes the noise suppression by steering the beam pattern.
URL https://phaidra.kug.ac.at/o:118904
Supervisors Sontacchi, A.
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Modeling the Perception of Directional Sound Sources in Reverberant Environments

Authors Wendt, F.
Year 2021
Thesis Type Doctoral thesis
Topic Spatial Audio
Keywords auditory perception, psychoacoustics, directivity, perceptional model, binaural
Abstract The perception of sound in rooms is in uenced by the room acoustics. Depending on geometrical properties and texture of the room, a direct sound is followed by multiple re ections. For standard surrounding audio reproduction systems, the in uence of re ections on the perception is well studied. Recent developments allow more particular constellations and compact loudspeaker arrays with highly pronounced variable directivity patterns that excite wall re ections from a single point in the room to spatialize auditory events. However, their prediction in space mostly fails when standard localization models are used. This is because the underlying psychoacoustic principles are di erent from those known for standard spatialization systems. This doctoral thesis investigates perceptions elicited by the sound eld of a directional sound source in a room. Starting from auditory events evoked by a few precisely controlled sound instances examined in the laboratory, the aim of this work is to understand what perceptions are formed by the interaction of direct sound and its re ections. This bottom-up approach allows the development of models of perception building upon the measurements from the di erent stages of experimental complexity.
URL https://phaidra.kug.ac.at/o:108845
Supervisors Höldrich, R., Eckel, G., Dau, T.
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Variable-Orientation Auralization based on Room Response Measurements Involving Directivity

Authors Zaunschirm, M.
Year 2021
Thesis Type Doctoral thesis
Topic Spatial Audio
Keywords 3D sound, Ambisonics, auditory perception, binaural
Abstract An interactive and exible measurement-based auralization of an acoustic scenery bene ts from a separation into source-, room-, and receiver-dependent modules. This thesis presents a room description that facilitates such a modularity: the sourceand- receiver-directional Ambisonics room impulse response (SRD ARIR) capture and processing approach. In its most hardware-ecient implementation, the SRD ARIR relies on a small set of RIRs measured between a rst-order source and a rst-order receiver. In order to facilitate the auralization of sources with higher-order directivity, the Ambisonic spatial decomposition method (ASDM) is employed to enhance the directional resolution, i.e. to upscale the rst-order resolution of the measurements to higher orders. In the Ambisonics domain, the SRD ARIR interfaces seamlessly with the source and receiver directivities, which are typically available in Ambisonics as well. On the receiver side, this thesis presents perpetually motivated modi cations of the head-related transfer functions (HRTFs) that radically improve binaural rendering of Ambisonic signals. The methods either employ a frequency-dependent HRTF time alignment in pre-processing or use a magnitude-least-squares optimization where a phase-match at high frequencies is disregarded in favor of a magnitude match. Both renderers optionally include an interaural covariance correction that enforces optimal rendering of di use elds with only small impact when rendering particular free elds. Results from the presented listening experiments indicate that already an order of three allows for high-quality rendering. Measurement-based auralization does not exclusively rely on Ambisonics. Especially if modularity is not required, auralization based on multiple-orientation binaural room impulse responses (MOBRIRs) is a popular alternative. This thesis discusses the optimal MOBRIR resolution that allows for high-quality variable-orientation rendering while keeping the measurement e ort low. The results from listening experiments comparing various orientation resolutions indicate that the optimum is found for a resolution of 15 or ner. The proposed SRD ARIR method is perceptually evaluated in listening experiments where a MOBRIR-based auralization is employed as a reference condition. For both the MOBRIR- and the SRD ARIR-based auralization, the icosahedral loudspeaker array (IKO) was employed as directional source of well-studied perceptual e ects. The results of the listening experiments indicate results of similar quality when comparing the proposed SRD ARIR method to alternative rendering methods, when using measurements taken in the same acoustic environment.
URL https://phaidra.kug.ac.at/o:108846
Supervisors Höldrich, R., Eckel, G., Spors, S.
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Filmische Geräusch Landschaften

Authors Pichler, K.
Year 2021
Thesis Type Master's thesis
Topic Sound and Space
Abstract Contemporary film sound is highly dependent on the possibilities of post-synchronization. Physical sites as acoustic environments are often entirely reconstructed in audio post-production. The actual site-specific soundscape with its acoustic properties and its relation to the moment of filming seems to have therefore become obsolete. The use of site-specific sounds in film is critically examined on the basis of various concepts from film theory. Their conventional role in sound design is questioned. Based on theoretical analysis as well as practical experiments the creative potential of site-specific sounds is demonstrated. A cinematic approach is illustrated that ascribes an essential creative role to site-specific environmental sounds in film.
URL https://phaidra.kug.ac.at/o:108950
Supervisors Gründler, J.
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Investigation of Air Noise in Micro Loud-Speaker Systems

Authors Berghold, P.
Year 2021
Thesis Type Master's thesis
Topic Audio Signal Processing
Abstract Micro-loudspeaker systems suffer from the growing requirement for higher sound pressures levels, while their membrane area should decrease. Therefore, an exceeding membrane excursion, especially at low frequencies, is required. These excursions are physically related to the introduced air velocity in front of the membrane. The resulting high velocity is the cause of unwanted noise in sound ports, due to turbulences and vortex shedding in boundary layers and port edges. Standard parameters like the total harmonic distortion and compression fail to give a clear understanding if port noise is present or not. This work has the aim to define proper measurement conditions and identify a fingerprint/indicator for port noise caused in micro speaker systems. The findings will be related to the research done on port noise in bass reflex systems and validated with CFD simulations.
Supervisors Sontacchi, A.
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The QuetschnApp - An interactive learning environment for Diatonic Accordion

Authors Moosbrugger, C.
Year 2021
Thesis Type Master's thesis
Topic Interaction Design
Keywords Human Computer Interaction (HCI), visualization, Machine Listening
Abstract The QuetschnApp constitutes a digital learning environment for Diatonic Accordion, in which the respective buttons of a music piece are visualised and the played tones proved by pitch detection. The presented prototype serves for evaluating how the principle of imitation in instrumental pedagogy can be transferred from real to virtual. Furthermore, the availability and global impact of digital tools for instrumental pedagogy was assessed. In two user-studies with 25 subjects it turned out that learning a new music piece via the QuetschnApp works very well and is well accepted by the majority. The QuetschnApp might enrich regular lessons or, respectively, support autodidacts independent of location and time to learn to play the Diatonic Accordion outside of musical educational institutions.
Supervisors Groß-Vogt, K., Ciciliani, M.
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Ohne O-Ton

Authors Juritsch, G.
Year 2021
Thesis Type Master's thesis
Topic Sound and Space
Abstract Ever since the invention of film sound the post-synchronization of the auditory level has been a popular tool in the film industry. In fact the original sound seems to disappear more and more and the actual acoustic location as sound environment is post-produced in the studio. The work piece shows the variety and artistic possibilities as well as the potential applications of dubbing. At the same time leading to a theoretical result of the written work. A critical view is offered mainly onto the conventional theory of filmmaking. Above all stands the function of the original sound as well as the general role of sound or the auditory layer within filmmaking.
URL https://phaidra.kug.ac.at/o:117215
Supervisors Gründler, J.
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Experiments on matching vision and sound in virtual reality

Authors Perinovic, D.
Year 2021
Thesis Type Audio Engineering project
Topic Spatial Audio
Keywords virtual environments, Virtual reality (VR), Spatial Audio, sound spatialization, higher-order Ambisonic microphone arrays, Ambisonics, audiovisuell, auditory perception
Abstract As virtual reality becomes the new widely used technology for various needs, its plausibility is the most important thing that engineers need to have in mind. The more the vision and sound represent reality, the more users will feel inside the virtual world. The goal of this work is to carry out experiments on how good the sound matches vision and vice versa. For the experiment, headphones and VR set will be used and the evaluation will take place in the virtual world using the hand controllers.
Supervisors Frank, M.
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Sequential Stream Segregation in Electric Hearing based on Rate-pitch and Interaural-time-difference Cues

Authors Frohmann, L.
Year 2021
Thesis Type Master's thesis
Topic Psychoacoustics
Keywords auditory perception, binaural, hearing model, masking threshold, psychoacoustics, perceptional model
Supervisors Majdak, P., Höldrich, R.
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Searching for the Immersive Experience

Authors Rodríguez Rodríguez, C.
Year 2021
Thesis Type Master's thesis
Topic Interaction Design
Keywords Ambisonics, Video
Abstract The goal of this project is to find the characteristics and mechanics that make VR immersive. After the fast adoption rate specially seen in 2020, new VR content has spawned, not always utilizing the medium to the full possibilities. By means of an extensive analysis and synthesis of this mechanics, the project of the Master Thesis will be a VR Experience designed and created from scratch utilizing this idea. Split in 2 parts, an analysis and a practical VR implementation of the conclusions of this analysis The results should point ultimately at what VR is today, how can be fully taken advantage of and finally, to learn and experience a full development cycle of software testing and implement all the knowledge acquired during this Master studies. This thesis will be a final test for my experience, a proof that I am ready to be a generalist in the VR industry and will help me understand the technical and creative challenges of VR
URL https://phaidra.kug.ac.at/o:116874
Supervisors Ciciliani, M., Gründler, J.
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Audioproduktion im Kontext von stereo-upmixfähigen Wiedergabesystemen

Authors Benedicic, L.
Year 2021
Thesis Type Master's thesis
Topic Interaction Design
Abstract The following work deals with the production of audio content optimized for playback via the Echo Studio Smartspeaker as a case study for stereo-upmix-capable playback systems. The topic of 3D audio is considered one of the most promising within the audio community, but its establishment into the mainstream seems to be a long way off. This 'inertia' could be due to the currently still rather limited accessibility of 3D audio, as this content can usually only be played back via special systems. The vast majority of people still consume audio content in stereo. In order to still be able to offer immersive listening experiences, playback systems such as the Amazon Echo Studio or Soundbars such as those from Sennheiser use stereo upmix technologies, which means that no special audio formats are required. The goal of this work is to find out how to best use these technologies from a production point of view. This will help to determine whether such technologies should be considered in future productions.
URL https://phaidra.kug.ac.at/o:116875
Supervisors Rieger, M.
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Generative Sequencing

Authors Aschbacher, R.
Year 2021
Thesis Type Master's thesis
Topic Algorithmic Composition
Keywords Algorithmische Komposition, Audio, Computer Music, Computermusic and Elektronic Music, Installation, interaction, timbre, composition, Machine Learning, music, Software, Sound Design
Abstract The present thesis investigates methods of designing musical pieces, sound performances, and installations utilizing temporal sequencing and the generation of structure by different algorithmic design approaches. The creative goal described in this work is the development of a software setup suitable for generative sequencing and the description of some practical examples using this setup. The introduction asks for the genesis of structure and meaning in human perception and consciousness through grouping principles, to derive some basic factors of audible structure perception and experience. It also gives a brief thematic and historical overview of musical sequencing and the use of some generative methods in art and design. A short introduction to the software Puredata is added, as it will be used in the further course of this work. The main part of the present work focuses on the design of a generative sequencing system, which will be discussed in its essential components. The generative setup will therefore be outlined in its structure and functionality. On this basis, the practical implementation of its different components in Puredata will be described. Some application examples will be shown, which illustrate the described system for generative sequencing. Thereby I will focus on the aspects relevant for understanding how different generative models and methods can be used in the practice of sound design.
URL https://phaidra.kug.ac.at/o:116876
Supervisors Nierhaus, G.
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Spiel mit der Erinnerung

Authors Ströhle, S.
Year 2021
Thesis Type Master's thesis
Topic Psychoacoustics
Keywords Sound Design, psychoacoustics
Abstract The research question of this master's thesis that needs to be answered is: How can sound, in relation to video games increase people's ability to remember and understand? Based on this, a manual for game sound designers will be created, which contains various relevant parameters for the generation and evaluation of corresponding sounds. This is done taking into account various subject areas, such as memory, forgetting, auditory perception and game sound design. The knowledge gained from this is summarized in a flowchart, which guides the game sound designer step by step through the design process. Furthermore the knowledge compiled in this manual is the base for a self-composed sound design for a computer game. Since the manual should also be understandable for laypeople, technical parameters are largely avoided. If a sound is to be created for an event (in a video game), that needs to be understood and memorized, these parameters of the flowchart must first be completely fulfilled before this sound can be defined as understandable and memorable. After the various event sounds have successfully gone through this process, a quantitative user test with a subsequent questionnaire follows, in order to confirm the assumptions based on the research. The result of the work includes the sound design of a computer game, a manual in the form of the master's thesis, a flowchart for creating memorable sounds and a user test guideline to evaluate the hypotheses contained in the manual.
URL https://phaidra.kug.ac.at/o:116908
Supervisors Ciciliani, M., Drechsler, A.
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The Missing Piece: Boredom and “non-games” in ludified audiovisual composition

Authors Aska, A.
Year 2021
Thesis Type Master's thesis
Topic Algorithmic Composition
Keywords audiovisuell, Game, Algorithmische Komposition, Computer Music
Abstract Gamification has found its way into many facets of human life in the 21st century. The proliferation of accessible technology, including apps, has allowed for gamification to be used for learning, exercise, and many other normally non-gamified activities. This has extended into the humanities as well, with gamification being used in artistic works, most commonly multimedia audiovisual artworks. The term “gamified” or, more recently, “ludified” is used to describe art works that use game-like elements. This could include goals similar to those in gameplay, certain mechanics that are derived from gameplay, aesthetic elements, and many other possibilities. This relatively new genre of art music has been increasingly more prominent in both concert performances and scholarly discussions surrounding new music. I will discuss at length my approaches to gamified, or ludified, audiovisual compositions in this thesis, with focus placed on an approach that involves the use of a type of game called a “non-game”. I argue that creating audiovisual art that is inspired by this genre of “non-games” can allow gamified works to place more focus on aesthetic elements, rather than the conceptual focus that is afforded by goal-driven gamified works of art. Through the extensive analysis of a non-game inspired work I composed titled The Missing Piece, I examine the potential of integrating game-like elements but without the clear competition and goals that are normally present in games.
URL https://phaidra.kug.ac.at/o:116906
Supervisors Ciciliani, M., Utz, C.
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Above 1700 – Diskrete Spatialisation als Mittel zur Dekonstruktion und Erweiterung von Kompositionen

Authors Wolff, P.
Year 2021
Thesis Type Master's thesis
Topic Sound and Space
Keywords music, composition, Computer Music, sound spatialization
URL https://phaidra.kug.ac.at/o:116909
Supervisors Eckel, G.
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„Gemma zum Jürgen“ Eine multimediale Selbstdarstellung

Authors Mayer, J.
Year 2021
Thesis Type Master's thesis
Topic Sound and Space
Keywords Game, audiovisuell, Computer Music, Virtual reality (VR)
Abstract The focus of the present work is the artistic work of the same name "Gemma zum Jürgen". For this purpose, explanations and analyzes of this work are to be made, its development history, motivation and background illuminated, as well as connections between different art movements and the positioning in the current art scene are discussed. The central theme here is the artistic self-portrayal in its different and multimedia facets.
URL https://phaidra.kug.ac.at/o:116907
Supervisors Eckel, G., Ciciliani, M.
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The role of abstract feature sets in analysis and classification of phonation types in singing

Authors Bereuter, P.
Year 2021
Thesis Type Master's thesis
Topic Audio Signal Processing
Abstract The human voice apparatus is capable of producing phonation types with different timbral characteristics. These are perceived as distinct voice-qualities such as modal, breathy or pressed. In professional singing, these different phonation types are intentionally used to transport feelings or emotions, whereas the strenuous usage of unhealthy voice qualities should be minimized in order to reduce the risk of voice disorders. Therefore, professional singers in training still strongly rely on the feedback given to them by vocal coaches or experts. However, the advances in the field of speech signal processing, with regard to classification algorithms building on supervised or unsupervised learning, provide important tools to deepen and facilitate the feedback on sung phonation types. In contrast to established approaches, which require a separation of the source and filter signal, the novel approaches using machine learning techniques are mostly applied onto the sung vocal signals. This provides advantages when it comes to real-time applications and fundamental frequency dependence. Typically, the foundation of this machine learning based classification task is an abstract feature set, designed to provide a meaningful description of the voice qualities. The aim of this thesis is to shed light onto the role of these abstract feature sets in a classification task concerning phonation types in singing. The main focus lies on the Mel frequency cepstral coefficients (MFCCs), which are the most prominent features in speech signal processing. Different variations of MFCC feature sets are analyzed and evaluated with respect to their capabilities of phonation type classification. Additionally, the MFCCs’ development over time, their pitch dependence and the influence of modulating effects like the vibrato are analyzed. A more precise analysis of the relation between vibrato and voice quality is carried out with methods like the modulation power spectrum (MPS), yielding in an assessment of possible alternative vibrato based features that enable voice quality classification. Finally, the results of this work should reflect if the discussed features are able to contribute relevant information towards a real-time analysis environment, with the aim to provide professional singers with helpful feedback regarding their current sung voice quality.
Supervisors Sontacchi, A., Brandner, M.