The students’ page can be found here.
The summer school takes place at:
Aalborg University Copenhagen
A.C. Meyers Vænge 15 2450 København SV
Room: 2.1.042 (first floor)
Academic Program
Time | Sat, 7th. | Sun, 8th. | Mon, 9th. | Tue, 10th. | Wed., 11th. |
---|---|---|---|---|---|
9:00 – 10:45 | Opening and lecture 1 by Davide Rocchesso | Lecture 3: Principles of procedural audio, part 1: by Andy Farnell | Lecture 5: Procedural audio- part II, by Andy Farnell | Lecture 7: Product sound design practices: by Cumhur Erkut | Project work |
10:45 – 11:15 | Coffee break | Coffee break | Coffee break | Coffee break | Coffee break |
11:15 – 13:00 | Lecture 2 by Cumhur Erkut. | Lecture 4 by Davide Rocchesso | Lecture 6: Perceptual audio evaluation by Søren Bech | Lecture 8: Putting all together | Project work |
13:00 – 14:30 | Lunch | Lunch | Lunch | Lunch | Lunch |
14:30 – 16:15 | Intro to groups, HW and SW. Puredata – Zero to Hero (by Andy Farnell) | Project work | Project work | Project work | Projects’ presentations |
16:15 – 18:00 | Rasmus Lunding on DUL board. | Veronique Larcher. Innovation at Sennheiser. Case studies. | Project work | Project work |
Lecture 1: Sonic Interaction Design
Human-object and human-human interactions are often facilitated by computational means. Interaction designers aim at designing such interactions to make them more effective and pleasant. Sonic Interaction Design emphasizes the role of sound as a mediator of meaningful interactions.
Lecture 2: Product Sound Design (PSD) Overview
This introductory lecture provides an overview of the 2010 PSD Summer School at the Aalto Design Factory. It highlights the general process of PSD and introduces the modules that will be practiced in the hands-on session.
Lecture 3 and 5: Procedural sound
Andy Farnell will be presenting lectures and workshops where students can understand and create sound effects starting from nothing.
Approaching sound as a process, rather than as data is the essence of Procedural Sound which has applications in video games, film, animation, and media in which sound is part of an interactive process creating a living sound effect that runs as computer code, changing in real time according to unpredictable events. We will use the Pure Data (Pd) language to construct sound objects, which are more flexible and useful than recordings. Participants should come with Pure Data (Extended version) already installed on their laptops, a fully charged battery and a set of headphones.
Lecture 4: Physical Sonic Interactions
Physical computing aims at building objects that interact with the analog world by means of digital technologies. Sound synthesis by physics-based modeling provides direct links between the real and the virtual in sonic interaction design. The designer can exploit a combination of physical computing and physics-based sound modeling to sketch physical prototypes of sounding objects.
Lecture 6: Perceptual audio evaluation
The aim of this tutorial is to provide an overview of perceptual evaluation of audio through listening tests, based on good practices in the audio and affiliated industries. The tutorial is geared to anyone interested in the evaluation of audio quality and will provide a highly condensed overview of all aspects of performing listening tests in a robust manner.
Topics will include:
1) Definition of a suitable research question and associated hypothesis;
2) Definition of the question to be answered by the subject;
3) Scaling of the subjective response;
4) Control of experimental variables such as choice of signal, reproduction system, listening room, and selection of test subjects;
5) Statistical planning of the experiments; and
6) Statistical analysis of the subjective responses.
The tutorial will include both theory and practical examples including discussion of the recommendations of relevant international standards (IEC, ITU, ISO). The presentation will be made available to attendees and an extended version will be available in the form of the text Perceptual Audio Evaluation, authored by Søren Bech and Nick Zacharov.
Lecture 7: Product Sound Design Practice
As a structured process and by hands-on work, we consider how to identify sound-mediated interactions, how to apply the functional, informational, and aesthetic qualities of sound in products groups, and especially how to communicate, sketch, and prototyping sound ideas.
BIOS
Søren Bech received an M.Sc. (1982) and a Ph.D.(1988) from the Department of Acoustic Technology (AT) of the Technical University of Denmark. From 1986 – 92 he was a research Fellow at AT studying perception and evaluation of reproduced sound in small rooms. In 1992 he joined Bang & Olufsen as Technology Specialist and from 2001 Senior Technology Specialist and Head of Research. He is Adjunct Professor at McGill University, Faculty of Music and at Aarhus University, Faculty of Science and Visiting Professor at the University of Surrey, Institute of Sound Recording. The adjunct professor activities have included supervising seven PhD projects and numerous MSc projects. He has been project manager of several international collaborative research projects including ”Archimedes” (perception of reproduced sound in small rooms), ADTT (Advanced Digital Television Technologies), ”Adonis” (Image Quality of Television Displays), ”LoDist” (perception of distortion in loudspeakers units), ”Medusa” (multichannel sound reproduction systems), and ”Vincent” (Flat panel display technologies). He was co-chair of ITU task group 10/3 and member of ITU task group 10/4 that authored a range of ITU standards including BS1116. He has been chairing and member of several Conference and Convention organizing committees both in DK and abroad. He was Governor of the Audio Engineering Society (AES) (1996-98), AES Vice-President (2001–2006), chair of the AES Publications Policy Committee (1997 – 05) and Publications Policy Committee (2005 – 11) and is presently Associate Editor of JAES. He is on the review board of JAES, JASA, and Acta Acustica. He is a Fellow of AES and the Acoustical Society of America and he has published numerous papers in JAES, JASA, and other scientific journals and co-inventor in six patents. In 2006 his and Dr. Zacharov’s book “Perceptual Audio Evaluation – theory, method and application” was published by Wiley.
Cumhur Erkut has received his doctoral degree in electrical engineering from the Helsinki University of Technology (TKK), Espoo, Finland, in 2002.
Between 1998 and 2002, he has worked as a researcher, and between 2002 and 2007 as a postdoctoral researcher at the Laboratory of Acoustics and Audio Signal Processing of the TKK, and contributed to various national and international research projects. 2007 onwards, he is appointed as an Academy Research Fellow and has contributed to the COST IC-0601 Action “Sonic Interaction Design” (SID). His SID activities include the organization of COST SID Training School on Product Sound Design at the Aalto Design Factory in 2010. Currently he is finalizing his research project Schema-SID [Academy of Finland, 120583]. Dr Erkut’s research interests include physics-based sound synthesis and control, sonic interaction design and product sound design.
Andy Farnell is a computer scientist from the UK specialising in audio DSP and synthesis. Pioneer of Procedural Audio and the author of the MIT textbook “Designing Sound”, Andy is visiting professor at several European institutions and consultant to game and audio technology companies. He is also an enthusiastic advocate and hacker of Free open source software, who believes in educational opportunities and access to enabling tools and knowledge for all.
Dr. Veronique Larcher received a Master’s degree from Telecom Paris Tech,
with major in Signal Processing and Acoustics in 1995. In parallel, she also studied at the Paris institute of Political Studies and obtained a Bachelor’s degree with major in Economics and finances. She went on pursuing
doctoral studies focusing on 3D Audio for virtual reality at Ircam (France).
After obtaining a Ph.D. in 2001, she moved to Santa Cruz (CA) to join Creative Labs as a 3D Audio Scientist and worked there for over four years on Audio effects for consumers soundcards and audio interfaces.
During that time, she created a non-profit, Elsa Productions, encouraging the creation and live performance of experimental audio and video art forms.
Dr. Larcher joined Sennheiser in the Fall 2005 to create and manage their Technology & Innovation office in San Francisco, California, a research entity responsible for incubating and developing new digital technologies and disruptive concepts.
Rasmus Lunding works at the Dept. of Aesthetics and Communication, Aarhus University, DK teaching sound and interaction as well as running the newly found DDLab at the department.
He has a background in composition and had a professional practice composing and performing electroacoustic, electronic and acoustic music as well as doing sound design for several years at national and international level, before joining the audiodesign program at Aarhus University in 2004.
DUL Radio is a small wireless sensorboard developed at Aarhus University under the now defunct Center for Digital Urban Living (DUL).
It is an embedded piece of hardware/software with all key components integrated on the circuit-board.
DUL Radio is not a commercial product but it has reached a nearly-industry-commercial standard and might eventually be commercialized sometime in the future based on an open source soft- and hardware license.
DUL Radio is developed from the designers POV and seek to favor accessible functionality and ease-of-use and in doing so addresses a neat trade-off between complexity and efficiency.
Please read more about DUL Radio here:
http://www.digitalurbanliving.dk/news/news/dul-radio.php
Davide Rocchesso received the Ph.D. degree from the University of Padova, Italy in 1996. Between 1998 and 2006 he was with the Computer Science Department at the University of Verona, Italy, as an Assistant and Associate Professor. Since 2006 he has been with the IUAV University of Venice, as Associate Professor. He has been the coordinator of the EU project SOb (the Sounding Object), and local coordinator of the EU project CLOSED (Closing the Loop Of Sound Evaluation and Design) and of the Coordination Action S2S^2 (Sound-to-Sense; Sense-to-Sound). Until 2011, he has been the Chair of the COST Action IC-0601 SID (Sonic Interaction Design). Davide Rocchesso authored or co-authored about 150 publications in scientific journals, books, and conferences. His main research interests are sound modelling for interaction design, sound synthesis by physical modelling, and design and evaluation of interactions.