Kirsty A. Beilharz

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This paper describes the performance, mapping, transformation and representation phases of a model for gesture-triggered musical creativity. These phases are articulated in an example creative environment, Hyper-Shaku (Border-Crossing), an audio-visually augmented shakuhachi performance to demonstrate the adaptive, empathetic response of the generative(More)
Hyper-shaku (Border-Crossing) is an interactive sensor environment that uses motion sensors to trigger immediate responses and generative processes augmenting the Japanese bamboo shakuhachi in both the auditory and visual domain. The latter differentiates this process from many hyper-instruments by building a performance of visual design as well as(More)
Sonification is an emerging modality of information representation, the auditory equivalent of visualization employing non-speech sound to display attributes of form, pattern, recurrence and trends in abstract data. Like data-art or visual and auditory art-forms driven by data content directly mapped to their rendering, sonification shares the goal of(More)
Sensate environments provide a medium for humans to interact with space. This interaction includes ambient/passive triggering, performative artistic interaction and physical sensate spaces used for games and interactive entertainment. This paper examines aural representations of data activated by interaction, shaped by user activities and social(More)
This paper discusses interaction design for interactive sonification and visualisation of data in multi-touch contexts. Interaction design for data analysis is becoming increasingly important as data becomes more openly available. We discuss how navigation issues such as zooming, selection, arrangement and playback of data relate to both the auditory and(More)
Architectural space is a key contributor to the perceptual world we experience daily. We present 'ParticleTecture', a soundspace installation system that extends spatial perception of ordinary architectural space through gestural interaction with sound in space. ParticleTecture employs a particle metaphor to produce granular synthesis soundspaces in(More)
This paper compares stochastic processes used for designing sound and space: an interdisciplinary transference of generative techniques. The mathematical conceptualisation and graphical visualisation by expert architect, Le Corbusier and expert designer and composer, Iannis Xenakis form a single basis applicable to generative systems in two disparate(More)
Psychoacoustical models provide algorithmic methods of estimating the perceptual sensation that will be caused by a given sound stimulus. Four primary psychoacoustical models are most often used: ‘loudness’, ‘sharpness’, ‘roughness’, and ‘fluctuation strength’, models for which have been presented by Zwicker and Fastl [1]. These four models have been used(More)