Ta/v\am: Real-time Audio/video Scrubbing Tools for Analysis of Multimedia and G®¡nd

tA/v\Am (the Audio/Video Analysis Machine) is an interactive analysis engine optimized for audio/visual mediums, such as film, video games, and music. I designed tA/v\Am to allow users to pace the playback speed of videos containing sub-title style analytical text, without affecting the pitch conten...

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Bibliographic Details
Main Author: Tramte, Daniel Albert
Other Authors: Nelson, Jon Christopher
Format: Others
Language:English
Published: University of North Texas 2015
Subjects:
Online Access:https://digital.library.unt.edu/ark:/67531/metadc801904/
Description
Summary:tA/v\Am (the Audio/Video Analysis Machine) is an interactive analysis engine optimized for audio/visual mediums, such as film, video games, and music. I designed tA/v\Am to allow users to pace the playback speed of videos containing sub-title style analytical text, without affecting the pitch content of the audio. The software affords writers the opportunity to display the relevant sensory data (i.e., analytical text and sound/visual media) more efficiently than the paper format. It also serves as a flexible medium; the writer may, for example, compress extensive text into a short amount of time, causing the reader to pause or slow down the rate of the video and thus suspending him/her in the sensorial moment which the writer describes. G®¡ND for Alto Saxophone, Percussion & Electronics is an exploration of the tipping point between signal and noise. Through tablature notation, MIR tools, granular synthesis, and the deconstruction of the saxophone, I have assembled a palette of inordinately contrasting sounds and threaded them together based on action profiles obtained by computer assisted analysis. With them, I have set varying physical conditions of friction that dictates whether the sonic energy is to become focused to one resonant point, or distributed equally/randomly throughout the spectrum as noise. In my critical essay, I use the software to analyze independent video games, showing how tA/v\Am is a highly appropriate tool for such analysis as it is an analogous medium. I then show the software's capabilities as a multimedia platform in analyzing acoustic music, as well as my own electroacoustic work, G®¡ND. In doing so, I advocate for a media-driven analyses, and maintain that one can communicate nuanced ideas using minimal verbal/textual explanation.