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Leon, G., Chuco, K. (2024). Augmented reality beatbox recording system [Tesis, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/676213
Leon, G., Chuco, K. Augmented reality beatbox recording system [Tesis]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2024. http://hdl.handle.net/10757/676213
@misc{renati/1299397,
title = "Augmented reality beatbox recording system",
author = "Chuco Mendoza, Katherin Alexandra",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2024"
}
Título: Augmented reality beatbox recording system
Otros títulos: Augmented Reality Beatbox Recording System
Asesor(es): Barrientos Padilla, Alfredo
Palabras clave: Beatbox; Visualización de sonido; Realidad aumentada; AR Core; Android; Sound visualizer; Augmented reality
Campo OCDE: https://purl.org/pe-repo/ocde/ford#2.02.04; https://purl.org/pe-repo/ocde/ford#2.00.00
Fecha de publicación: 25-jun-2024
Institución: Universidad Peruana de Ciencias Aplicadas (UPC)
Resumen: El objetivo principal de nuestro proyecto es introducir una solución innovadora utilizando herramientas tecnológicas para enriquecer la expresividad artística dentro del dominio del beatboxing. Dada la constante evolución del arte, los artistas exploran nuevas vías para mejorar el impacto de sus obras, cautivando audiencias específicas o bases de espectadores diversas. En particular, existe una tendencia predominante entre los productores artísticos y musicales de combinar los avances tecnológicos con el arte, una tecnología que lleva años desarrollándose y poco a poco introduciéndose en varias áreas de uso común entre las personas es la realidad aumentada, usando esta tecnología proponemos el desarrollo de una aplicación móvil que facilite la captura y grabación de sonidos beatbox y puedan ser visualizados a través de modelos 3D en realidad aumentada, teniendo así una experiencia novedosa al realizar beatbox. Para ello en la implementación se utilizó el SDK de AR Core para Unity, posteriormente se realizó pruebas de aceptación con beatboxers de diferentes niveles de experiencia que probaron la aplicación.
The main objective of our project is to introduce an innovative solution using technological tools to enrich artistic expressiveness within the domain of beatboxing. Given the constant evolution of art, artists explore new avenues to enhance the impact of their works, captivating specific audiences, or diverse viewer bases. In particular, there is a predominant trend among artistic and musical producers to combine technological advances with art, a technology that has been developing for years and little by little being introduced into various areas of common use among people is augmented reality, using this technology We propose the development of a mobile application that facilitates the capture and recording of beatbox sounds and can be visualized through 3D models in augmented reality, thus having a novel experience when performing beatbox. For this, the AR Core SDK for Unity was used in the implementation, subsequently acceptance tests were carried out with beatboxers of different levels of experience who tested the application.
The main objective of our project is to introduce an innovative solution using technological tools to enrich artistic expressiveness within the domain of beatboxing. Given the constant evolution of art, artists explore new avenues to enhance the impact of their works, captivating specific audiences, or diverse viewer bases. In particular, there is a predominant trend among artistic and musical producers to combine technological advances with art, a technology that has been developing for years and little by little being introduced into various areas of common use among people is augmented reality, using this technology We propose the development of a mobile application that facilitates the capture and recording of beatbox sounds and can be visualized through 3D models in augmented reality, thus having a novel experience when performing beatbox. For this, the AR Core SDK for Unity was used in the implementation, subsequently acceptance tests were carried out with beatboxers of different levels of experience who tested the application.
Enlace al repositorio: http://hdl.handle.net/10757/676213
Disciplina académico-profesional: Ingeniería de Software
Institución que otorga el grado o título: Universidad Peruana de Ciencias Aplicadas (UPC). Facultad de Ingeniería
Grado o título: Ingeniero de Software
Jurado: Subauste Oliden, Daniel Alejandro; Delgado Vite, Jorge Luis; Bautista Ubillus, Efraín Ricardo
Fecha de registro: 24-oct-2024
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