Computer-Assisted Content Editing Techniques for Live Multimedia Performance
Live multimedia performance demands elaborate interactive media-processing systems. The task of these systems is to serve as expressive instruments that support the artist during composition and performance. In order to deal with the rapidly growing amoun
- PDF / 2,890,296 Bytes
- 14 Pages / 430 x 660 pts Page_size
- 75 Downloads / 173 Views
Media Arts and Technology, University of California, Santa Barbara Santa Barbara, CA 93106, USA [email protected] 2 Procedural Inc. Zurich, Switzerland {pascal.mueller,simon.schubiger,matthias.specht}@procedural.com
Abstract. Live multimedia performance demands elaborate interactive mediaprocessing systems. The task of these systems is to serve as expressive instruments that support the artist during composition and performance. In order to deal with the rapidly growing amount and complexity of digital content, we propose the application of computer-assisted content editing techniques. Specifically, we present a software component that addresses the artistic workflow by organising the design space of an art work, and providing means of navigation therein. In addition, we present a framework that employs audio and video analysis methods for automatic non-linear video editing. Together, these techniques effectively help the artist to focus on live composition and performance flow instead of getting lost in an unmanageable parameter space. Keywords: Multimedia Authoring, Digital Content Creation, Live Performance.
1 Introduction As a consequence of ongoing digitalisation of media, artists presently leverage computer technology in many domains of live performance. Today, powerful but low-cost computers offer endless possibilities for composing and performing multimedia works. In addition, related output technologies, such as digital audio and projection systems, are pre-installed in many performance spaces, and novel input devices such as touchor gesture-based interfaces increase artistic expression during performance. When it comes to software systems for interactive multimedia performance, we can observe an evolution that was guided by two opposite branches: in order to provide a smooth transition from older techniques, the first branch often mimics previous concepts. For instance, many elements in graphical user interface design are directly derived from hardware interfaces such as rotary knobs or even electrical connectors and wires. In contrast, the second branch breaks with tradition and introduces concepts that are entirely exclusive to the digital domain. Examples are visual programming environments, such as Max (and its relatives) (Pukette, 2002). As observed in other domains, R. Adams, S. Gibson, and S. M¨uller Arisona (Eds.): DAW/IF 2006/2007, CCIS 7, pp. 199–212, 2008. c Springer-Verlag Berlin Heidelberg 2008
200
S. M¨uller Arisona et al.
the adoption rate of more radical techniques is relatively slow, and most systems designed for a broader audience stick to the most traditional branch, slowing the pace of innovation. In this work, we propose the adoption of computer-assisted content editing techniques. By content editing we refer to all activities that deal with composition, modification, retrieval and selection of digital content. Our work emphasises assisting the artistic workflow from early design phases to the actual performance, and in the automatisation of media editing tasks. More specifical
Data Loading...