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In this paper we challenge the assumption that an electronic instrument consists solely of an interface and a sound generator. We emphasise the importance of the mapping between input parameters and system parameters , and claim that this can define the very essence of an instrument. ELECTRONIC INSTRUMENTS AND T H E MAPPING LAYER In an acoustic instrument,(More)
This paper describes work-in-progress on an Interactive Sonification Toolkit which has been developed in order to aid the analysis of general data sets. The toolkit allows the designer to process and scale data sets, then rapidly change the sonification method. The human user can then interact with the data in a fluid manner, continually controlling the(More)
This paper describes recent work which challenges the predominance of the WIMP (Windows-Icons-Menus-Pointers) computer interface for use in real-time situations. The results of the work have implications for the design of user-interfaces for real-time control tasks (of which musical performance and experimentation are clear examples). This paper describes(More)
T his isn't programming, this is archaeology ! " the programmer complained, wading through the ancient rubble of some particularly crufty piece of code. It's a pretty good analogy, actually. In real archaeology, you're investigating some situation, trying to understand what you're looking at and how it all fits together. To do this, you must be careful to(More)
This paper argues for a special focus on the use of dynamic human interaction to explore datasets while they are being transformed into sound. We describe why this is a special case of both human computer interaction (HCI) techniques and sonification methods. Humans are adapted for interacting with their physical environment and making continuous use of all(More)
This paper stresses the importance of the human user being tightly embedded within an interactive control loop for exploring data sets using sound. We consider the quality of interaction, and how this can be improved in computer systems by learning from real-world acoustic interactions. We describe how different sonification methods can utilise the human(More)