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Results of the Fast-Music Project—Five Contributions to the Domain of Distributed Music

2020/01/01 by Alexander Carôt, Christian Hoene, H. Busse +1 · 27 citations
Computer Science · Social Sciences · #Component (thermodynamics) #Computer network #Computer science #Context (archaeology) #Domain (mathematical analysis) #Image and Video Quality Assessment #Implementation #Latency (audio) #Multimedia #Multimedia Communication and Technology #Music Technology and Sound Studies #Network packet #Software engineering #Telecommunications #The Internet #Videoconferencing #World Wide Web

paper · doi:10.1109/access.2020.2979362

published in IEEE Access 8, 47925-47951 (Institute of Electrical and Electronics Engineers)

openalex publication_date 2020/01/01 · openalex created_date 2020/03/23 · openalex updated_date 2026/06/11

Abstract

Due to the conventional “best-effort” approach that had no guarantee of packet delivery, the Internet was not initially developed for the purpose of sending real-time traffic. However, within the last 20 years and as part of the evolving trend of globalization along with distributed work processes, IP-based telecommunication has become a widely accepted and commonly used service. In that context a number of researchers have been investigating how far distributed communication on the Internet can be applied in terms of artistic music performances. Such a scenario exhibits signal delay boundaries tenfold less than the common video conferencing thresholds of 250 ms or more. Several successful results and actual implementations exist. However, apart from minor details, all of them share the same or at least similar approaches. In that context we established the fast-music research project in order to identify and develop novel approaches within this domain. In this paper we will present the final results of this project, which took place from 2016 to 2019. The target of fast-music was divided into five main goals: With respect to audio, we aimed for the development of a versatile streaming solution, the creation of a synchronizable standalone hardware and the installation of a server-based streaming solution. In terms of video, a latency-optimized capture/display component and an alternative IR-tracking based technology with 3D support was developed.

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