Internet Of Musical Things
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Internet Of Musical Things
The Internet of Musical Things (also known as IoMusT) is a research area that aims to bring Internet of things, Internet of Things connectivity to musical and artistic practices. Moreover, it encompasses concepts coming from Sound and music computing, music computing, ubiquitous music, Human–computer interaction, human-computer interaction, artificial intelligence, augmented reality, virtual reality, Game, gaming, participative art, and new interfaces for musical expression. From a computational perspective, IoMusT refers to local or remote networks embedded with devices capable of generating and/or playing musical content. Introduction The term "Internet of Things" (IoT) is extensible to any everyday object connected to the internet, having its capabilities increased by exchanging information with other elements present in the network to achieve a common goal. Thanks to the technological advances that have occurred in the last decades, its use has spread to several areas of pe ...
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Internet Of Things
Internet of things (IoT) describes devices with sensors, processing ability, software and other technologies that connect and exchange data with other devices and systems over the Internet or other communication networks. The IoT encompasses Electronic engineering, electronics, Telecommunications engineering, communication, and computer science engineering. "Internet of things" has been considered a misnomer because devices do not need to be connected to the public internet; they only need to be connected to a network and be individually addressable. The field has evolved due to the convergence of multiple technologies, including ubiquitous computing, commodity sensors, and increasingly powerful embedded systems, as well as machine learning.Hu, J.; Niu, H.; Carrasco, J.; Lennox, B.; Arvin, F.,Fault-tolerant cooperative navigation of networked UAV swarms for forest fire monitoring Aerospace Science and Technology, 2022. . Older fields of embedded systems, wireless sensor netw ...
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Microphone
A microphone, colloquially called a mic (), or mike, is a transducer that converts sound into an electrical signal. Microphones are used in many applications such as telephones, hearing aids, public address systems for concert halls and public events, motion picture production, live and recorded audio engineering, sound recording, two-way radios, megaphones, and radio and television broadcasting. They are also used in computers and other electronic devices, such as mobile phones, for recording sounds, speech recognition, Voice over IP, VoIP, and other purposes, such as Ultrasonic transducer, ultrasonic sensors or knock sensors. Several types of microphone are used today, which employ different methods to convert the air pressure variations of a sound wave to an electrical signal. The most common are the dynamic microphone, which uses a coil of wire suspended in a magnetic field; the condenser microphone, which uses the vibrating Diaphragm (acoustics), diaphragm as a capacitor ...
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Effects Unit
An effects unit, effects processor, or effects pedal is an electronic device that alters the sound of a musical instrument or other audio source through audio signal processing. Common effects include distortion (music), distortion/overdrive, often used with electric guitar in electric blues and rock music; dynamics (music), dynamic effects such as volume pedals and Dynamic range compression, compressors, which affect loudness; linear filter, filters such as wah-wah pedals and graphic equalizers, which modify frequency ranges; modulation effects, such as Chorus (audio effect), chorus, flangers and phaser (effect), phasers; Pitch (music), pitch effects such as pitch shifter (audio processor), pitch shifters; and time effects, such as Reverb effect, reverb and Delay (audio effect), delay, which create echoing sounds and emulate the sound of different spaces. Most modern effects use solid-state electronics or digital signal processors. Some effects, particularly older ones such a ...
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FLAC
FLAC (; Free Lossless Audio Codec) is an audio coding format for lossless compression of digital audio, developed by the Xiph.Org Foundation, and is also the name of the free software project producing the FLAC tools, the reference software package that includes a codec implementation. Digital audio compressed by FLAC's algorithm can typically be reduced to between 50 and 70 percent of its original size and decompresses to an identical copy of the original audio data. FLAC is an open format with royalty-free licensing and a reference implementation which is free software. FLAC supports metadata tagging, album cover art, and fast seeking. History Development was started in 2000 by Josh Coalson. The bitstream format was frozen with the release of version 0.9 of the reference implementation on 31 March 2001. Version 1.0 was released on 20 July 2001. On 29 January 2003, the Xiph.Org Foundation and the FLAC project announced the incorporation of FLAC under the Xiph.org banner. ...
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Sound Quality
Sound quality is typically an assessment of the accuracy, fidelity, or Intelligibility (communication), intelligibility of sound, audio output from an electronic device. Quality can be measured objectively, such as when tools are used to gauge the accuracy with which the device reproduces an original sound; or it can be measured subjectively, such as when human listeners respond to the sound or gauge its ''perceived'' similarity to another sound. The sound quality of a reproduction or recording depends on a number of factors, including the equipment used to make it, processing and mastering done to the recording, the equipment used to reproduce it, as well as the listening environment used to reproduce it. In some cases, processing such as Equalization (audio), equalization, dynamic range compression or 3D audio effect, stereo processing may be applied to a recording to create audio that is significantly different from the original but may be perceived as more agreeable to a ...
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Latency (audio)
Latency refers to a short period of delay (usually measured in milliseconds) between when an audio signal enters a system, and when it emerges. Potential contributors to latency in an audio system include analog-to-digital conversion, buffering, digital signal processing, transmission time, digital-to-analog conversion, and the speed of sound in the transmission medium. Latency can be a critical performance metric in professional audio including sound reinforcement systems, foldback systems (especially those using in-ear monitors) live radio and television. Excessive audio latency has the potential to degrade call quality in telecommunications applications. Low latency audio in computers is important for interactivity. Telephone calls In all systems, latency can be said to consist of three elements: codec delay, playout delay and network delay. Latency in telephone calls is sometimes referred to as delay; the telecommunications industry also uses the term ''quality of exp ...
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Pulse-code Modulation
Pulse-code modulation (PCM) is a method used to digitally represent analog signals. It is the standard form of digital audio in computers, compact discs, digital telephony and other digital audio applications. In a PCM stream, the amplitude of the analog signal is sampled at uniform intervals, and each sample is quantized to the nearest value within a range of digital steps. Alec Reeves, Claude Shannon, Barney Oliver and John R. Pierce are credited with its invention. Linear pulse-code modulation (LPCM) is a specific type of PCM in which the quantization levels are linearly uniform. This is in contrast to PCM encodings in which quantization levels vary as a function of amplitude (as with the A-law algorithm or the μ-law algorithm). Though ''PCM'' is a more general term, it is often used to describe data encoded as LPCM. A PCM stream has two basic properties that determine the stream's fidelity to the original analog signal: the sampling rate, which is the number of ...
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Software
Software consists of computer programs that instruct the Execution (computing), execution of a computer. Software also includes design documents and specifications. The history of software is closely tied to the development of digital computers in the mid-20th century. Early programs were written in the machine language specific to the hardware. The introduction of high-level programming languages in 1958 allowed for more human-readable instructions, making software development easier and more portable across different computer architectures. Software in a programming language is run through a compiler or Interpreter (computing), interpreter to execution (computing), execute on the architecture's hardware. Over time, software has become complex, owing to developments in Computer network, networking, operating systems, and databases. Software can generally be categorized into two main types: # operating systems, which manage hardware resources and provide services for applicat ...
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Human Factors And Ergonomics
Humans (''Homo sapiens'') or modern humans are the most common and widespread species of primate, and the last surviving species of the genus ''Homo''. They are great apes characterized by their hairlessness, bipedalism, and high intelligence. Humans have large brains, enabling more advanced cognitive skills that facilitate successful adaptation to varied environments, development of sophisticated tools, and formation of complex social structures and civilizations. Humans are highly social, with individual humans tending to belong to a multi-layered network of distinct social groups — from families and peer groups to corporations and political states. As such, social interactions between humans have established a wide variety of values, social norms, languages, and traditions (collectively termed institutions), each of which bolsters human society. Humans are also highly curious: the desire to understand and influence phenomena has motivated humanity's de ...
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Computer Hardware
Computer hardware includes the physical parts of a computer, such as the central processing unit (CPU), random-access memory (RAM), motherboard, computer data storage, graphics card, sound card, and computer case. It includes external devices such as a Computer monitor, monitor, Computer mouse, mouse, Computer keyboard, keyboard, and Computer speakers, speakers. By contrast, software is a set of written instructions that can be stored and run by hardware. Hardware derived its name from the fact it is ''Hardness, hard'' or rigid with respect to changes, whereas software is ''soft'' because it is easy to change. Hardware is typically directed by the software to execute any command or Instruction (computing), instruction. A combination of hardware and software forms a usable computing system, although Digital electronics, other systems exist with only hardware. History Early computing devices were more complicated than the ancient abacus date to the seventeenth century. French ...
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Aesthetics
Aesthetics (also spelled esthetics) is the branch of philosophy concerned with the nature of beauty and taste (sociology), taste, which in a broad sense incorporates the philosophy of art.Slater, B. H.Aesthetics ''Internet Encyclopedia of Philosophy,'' , accessed on 15 September 2024. Aesthetics examines values about, and Critical thinking, critical judgments of, artistic taste and preference. It thus studies how Artist, artists imagine, create, and perform works of art, as well as how people use, enjoy, and criticize art. Aesthetics considers why people consider certain things beautiful and not others, as well as how objects of beauty and art can affect our moods and our beliefs. Aesthetics tries to find answers to what exactly is art and what makes good art. It considers what happens in our minds when we view Visual arts, visual art, listen to music, read poetry, enjoy delicious food, and engage in large artistic projects like creating and experiencing plays, fashion shows ...
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Personal Computer
A personal computer, commonly referred to as PC or computer, is a computer designed for individual use. It is typically used for tasks such as Word processor, word processing, web browser, internet browsing, email, multimedia playback, and PC game, gaming. Personal computers are intended to be operated directly by an end user, rather than by a computer expert or technician. Unlike large, costly minicomputers and mainframes, time-sharing by many people at the same time is not used with personal computers. The term home computer has also been used, primarily in the late 1970s and 1980s. The advent of personal computers and the concurrent Digital Revolution have significantly affected the lives of people. Institutional or corporate computer owners in the 1960s had to write their own programs to do any useful work with computers. While personal computer users may develop their applications, usually these systems run commercial software, free-of-charge software ("freeware"), which i ...
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