A segmentation-based prototype to compute string instruments fingering

Daniele Paolo Radicioni, Luca Anselma, Vincenzo Lombardo · 2004

Background in automatic music performance. Several representational levels are involved in the performance process [Dannenberg, 1993]: a performance environment should be concerned at least in i) getting a score in input, ii) analyzing it, like a human performer would do, iii) modelling the constraints posed by body-instrument interaction, iv) manipulating sound parameters. While there exist some satisfactory solutions at level iv) (e.g. the guitar physical model described in [Cuzzucoli, Lombardo, 1999]), levels ii) and iii) still pose unanswered questions. In this paper we address the problem of fingering, that deeply affects the physical and expressive qualities of the sound being produced (cf. [Parncutt et al. 1997] and [Gilardino, 1975a, 1975b] in the case of keyboards and guitar, respectively). Background in computing. Parncutt et al. (1997) propose an ergonomic model for short fragments of keyboard music. The algorithmic approach in [Sayegh, 1989] proposes a computationally efficient solution (based on a shortest path algorithm) to the fingering process in string instruments. Aims. We aim to show that cognitive-based and suitable fingerings for string instruments can be achieved by a computationally efficient algorithm. Main contribution. Our work might be regarded as a first step in extending Sayegh’s approach in a cognitive direction: while Sayegh computes the optimum (i.e. the least difficult one) fingering considering the whole piece, we take into account a number of features concerning the musical intentions, that underlie the fingering decision process. In this

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