CS382:Unit-probabilisticmodels

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Bryan

Working from the core aspects of my senior capstone project, it seems like modeling rhythmic structures using a transition matrix structure could be a useful example of probabilistic models, where the matrix is filled with probabilities representing the likelihood of transitioning between "states" (ie beats in a measure). The matrix structure is simple, yet powerful. In my experience trying to explain my project to non-cs students, this aspect of transition probabilities seems the most intuitive. This unit could culminate in the students generating their own rhythmic model, where they choose time signature, etc, and run the model through a traversal program that generates a sequence of beats from their model. They would see how specifying probabilities is a useful way to describe the randomness present in the real world.

Modeling a woodwind instrument - Could demonstrate how changing the hole positions would affect pitch/timbre. The paper below outlines a technique for modeling the tonehole attempting to account for the half-covered state present in real world performance. Might need some introduction to the physics of music, general properties of waves.

Pros

  • Already has some sort of model software to download and look into
  • Possible wet lab - making noise with a pringles can or half-filled bottle
  • Applicable, something that students would be interested in

Cons

  • May possibly be difficult to teach?? general principles of physics, properties of waves (how does it generate sound?)
  • No wet lab?

Comments

  • Model of airflow in a tube, how the pitch changes when the hole is more or less covered, or located in a different area
  • Need to check CSERD/Shodor - May already have some sort of modeling software for this already
  • Needs to be something simple - blowing over tube with different levels of liquid in it
    • Can we investigate size vs. shape of the capacity and see how this changes it?

Modeling airflow in a wind tunnel - The class could look at the complexity of modeling airflow around a simulated object. How detailed and complex can a virtual object become before modeling airflow around it becomes computationally infeasible? This unit might be able to use some of the physics background introduced in the Woodwind modeling unit described earlier. The fluid dynamics aspect might add a significant learning curve, however.

Pros

  • Good example of something very difficult, expensive, timely to do in real life, much easier to do in a simulation

Cons

  • Very complicated

Comments

  • Only feasible if there's something we could do simple
  • Possibly tie into the paper airplane idea