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| Project Bar-B-Q Reports | |
| 2012 | ENTIRE PROJECT BAR-B-Q 2012 REPORT |
| Smart and Connected Microphones and Speakers | |
| Explores the use external input/data to improve the capture and/or rendering of audio and voice streams on small and thin consumer devices. | |
| The Speakers are Talking, are the Microphones Listening? Connecting Smart Speakers & Microphones | |
| Presents preliminary recommendations for extending existing standards to support the added functionality of smart microphones and speakers, and describes a new phyisical interface. | |
| Form Factors and Connectivity for Wearable Audio Devices | |
| Describes form factors for audio enabled wearable computing devices, how they will be connected to each other, and the kinds of data will they receive, record, and transmit. | |
| BACON™ for Your Ears: Designing a Musical Hearing Enhancer | |
| Defines a system that collects subjective data about users’ hearing and audio environments in order to create personalized presets which are used to enhance the audio experience for each individual in their current environment and with their specific hardware. | |
| Enhanced Input Method for Glass Tablet Instruments | |
| Describes a glove that can provide haptic feedback to a musician performing on glass tablet instruments. | |
| 2011 | ENTIRE PROJECT BAR-B-Q 2011 REPORT |
| What's Next for HD Audio? | |
| Explores and addresses the challenges of the audio architecture that is emerging due to the convergence of portable computing devices. | |
| Making Spatialization Work Within Constraints of New Form Factors | |
| Describes a scalable audio spatialization system that preserves the original artistic intent and supports authoring, transmission and rendering of audio that adapts to the environment, the listener(s), and the hardware. | |
| Creating Mobile Audio Architectures that Support Flexibility and Differentiation | |
| Proposes a cooperative gathering of key players in the mobile audio space to generate a flexible framework (as opposed to a standard implementation) for mobile audio design. | |
| Cloud Music Services | |
| Presents a multi-layered system for transparent delivery of music to consumers via cloud services. | |
| Definition of Audio Quality and Happiness | |
| Explores audio quality in terms of experience and presents 6 metrics that attempt to revitalize the definition of ‘quality audio’ by focusing on consumer experiences. | |
| 2010 | ENTIRE PROJECT BAR-B-Q 2010 REPORT |
| Wherever You Go, There You Are: Audio that Understands Context and Mobility | |
| Describes and discusses an online, connected service to defragment the experience of listening to music and other audio material across diverse media sources, devices and contexts. | |
| Making Music Magical Again For Fun And Profit | |
| An approach to compelling audio product design that looks at "magical" experiences in theater and life and how they map onto various audio scenarios. | |
| The iPhatBack | |
| Descriptions of various design ideas for add-ons to existing portable devices to augment and/or enhance their audio performance and capabilities. | |
| 2009 | ENTIRE PROJECT BAR-B-Q 2009 REPORT |
| Hear, There, and Everywhere | |
| Examines the evolution of mobile audio and what opportunities are available for developing hardware and software | |
| Dick and Jane Tracy plug into the Matrix | |
| The search for a breakthrough rather than an incremental improvement in stand alone VOIP application | |
| Mobile Infra-Structure | |
| Addresses the over-all lack of efficient and effective methods to collaborate across multiple devices and resources | |
| Re-imagining Operating System/Hardware Services for Applications | |
| Investigates possible remedies to limitations in operating system and standardized audio hardware and external audio interconnect standards | |
| 2008 | ENTIRE PROJECT BAR-B-Q 2008 REPORT |
| Wrap It Up -- Creating a New Middleware Marketplace for Digital Entertainment Platforms | |
| An examination of benefits and hurdles regarding the incorporation of high quality DSP algorithms (such as reverb, EQ, compression, etc) into runtime environments. | |
| The EduMusiTainers™ | |
| Provides guidance for developers considering products that facilitate an evolution from experiencing music to creating music. | |
| So you want to work in game audio? | |
| Promotes the creation of a centralized game audio education resource and provides initial information on game audio education in the U.S. and Canada. | |
| Smart Ambient Sound Sensor | |
| Proposes the creation of a new form of acoustic monitoring for the PC space that can be used to improve user experience with minimal user interaction. | |
| New Creators and New Creative Tools – Understanding the New Ways to Make Music | |
| Looks at music creation and sharing trends. | |
| Working as a Creative Professional in a Corporate Environment | |
| Investigates how an audio professional can create beautiful music and compelling soundtracks while surrounded by accounting spreadsheets and nervous lawyers. | |
| "PRAGMA" Rebooted (pet rocks and game music alliance) A Project Bar-B-Q 2008 rogue group updating a Project Bar-B-Q 2004 rogue group | |
| Promotes game consoles and controllers as music creation and performance instruments. | |
| 2007 | ENTIRE PROJECT BAR-B-Q 2007 REPORT |
| Th Unfnshd Smph... Fixing Broken PC Audio | |
| Identifies, examines, and prioritizes based on urgency and importance, approximately 40 audio problems facing the PC today. | |
| iHear the Future | |
| A look at social, cultural and technical developments molding the next major evolution of audio products and communications technologies. | |
| Overcoming Roadblocks in the Quest for Interactive Audio | |
| A detailed look at the current state of interactive audio for games and a discussion of what can be done to accelerate the evolution and adoption of advanced interactive audio techniques and greater range of expression. | |
| Call for a Highly Distributed Metadata | |
| Examines some existing audio metadata schemas, identifies their shortcomings, and proposes a solution based on a highly distributed metadata. | |
| Game Producer's Guide to Audio | |
| Presents game audio concepts and guidelines for the development process that game designers and producers should use in early stages of product development in order to fully integrate music and sound into their creative design and project plan. | |
| Next Generation Hand/Glove Controller | |
| An exploration of designs for a non-intrusive UI extension to existing interfaces and instruments, resulting in the description of The Hand-Aid – a hand shaped band-aid like muscle & motion detector, which adheres to the back of the hands. | |
| The Computer as a Musical Instrument | |
| Proposes a totally configurable interface designed to replace the standard input devices, such as the QWERTY keyboard and mouse. | |
| 2006 | ENTIRE PROJECT BAR-B-Q 2006 REPORT |
| Ensuring that PC Audio Editing/Rendering Plug-ins and Processors Always Work | |
| Proposes a solution to the problems of excessive latency, obsolescence, and plug-in incompatibility in PC based audio. | |
| Making the Configuration and Utilization of Audio Systems Much Easier | |
| A discussion of ways to greatly reduce the technology and complexity barriers which impede the consumer’s ability to properly configure his/her audio system. | |
| To DRM or Not To DRM? | |
| Presents a different technological method of addressing the needs of music consumers and rights holders. | |
| A Consumer-friendly Quantifiable Metric for Audio Systems | |
| A proposal for a consumer-friendly quantifiable metric for audio systems that can help provide a great listening experience for the user, as well as generate market growth through increased awareness of the value of quality components. | |
| Improving the PC Sound Alert Experience | |
| A discussion of and guidelines for creating PC alert sounds that enhance rather than disrupt the user's work experience. | |
| A Prescription for Quality Audio | |
| Proposes a high-level system that identifies the audio content developer and consumer end points and ties them together, based on artists’ and users’ intentions and/or capabilities. (only the preliminary report is available at this time) | |
| Facilitating Remote Jam Sessions | |
| Discusses methodologies for facilitating both synchronous and asynchronous music collaboration. | |
| Providing a High Level of Mixing Aesthetics in Interactive Audio and Games | |
| Discusses the complexities of mixing audio for interactive applications such as games and proposes a central repository in the form of a Wiki for current knowledge and future research in this field. | |
| 2005 | ENTIRE PROJECT BAR-B-Q 2005 REPORT |
| Workgroup: Using a Multiplicity of Audio Devices in the Home PC | |
| A technical discussion of how a PC will be used for audio in the near future and what is needed (including identification of several new types of metadata) to evolve the PC into a device that is as simple as consumer electronics devices without losing the flexibility inherent in the PC. | |
| Workgroup: New Approaches for Developing Interactive Audio Production Systems | |
| A discussion of designs for an interactive audio production and auditioning system that could be marketed to a wide audience in order to provide financial motivation to audio software developers to create these tools. | |
| Workgroup: Design Features of a Mass Market Living Room PC | |
| A description of how the form factor and operation of the Living Room PC must change in order to sell to the mass market by making the device extremely easy to operate while at the same time offering all the expandability, functions and features of the standard PC. | |
| Workgroup: Ubiquitous Content Distribution to and within the Home | |
| Puts forth a proposed course of action to allow consumers to access premium content stored in different rooms in their homes on different devices while maintaining the ability of the consumers to choose from a range of manufacturers and content providers. | |
| Workgroup: Improving Computer Audio and Music Production Systems User Interfaces | |
| Discusses how adaptive user interfaces can be used in computer audio and music production systems to address the needs of a wide variety of users with various skill levels and backgrounds thus greatly reducing user intimidation, frustration, confusion, and interruption of artistic flow. | |
| Workgroup: Disrupting the Current Paradigm of How Audio is Viewed and Used | |
| A description of seven product ideas that represent potential successful audio technologies that are both disruptive in some way (disruptive to current business models, disruptive to society [status quo], or in some other way) and also fun for the user. | |
| 2004 | ENTIRE PROJECT BAR-B-Q 2004 REPORT |
| Workgroup: Mobile Phone Audio - Lessons Learned from Games and the Web | |
| Documents problems to be avoided and successful practices to be applied to the development and implementation of mobile phone audio based on the history of audio development for game and web applications. | |
| Workgroup: A Whole-system Testing Framework for PC Audio | |
| Outlines a testing framework for PC original equipment manufacturers (OEMs) and original device manufacturers (ODMs) to use to help them develop better audio implementations that raise the bar for the overall user experience. | |
| Workgroup: The Stroke-a-phone: A New Digital Instrument for Troubled Times | |
| Explores what it is about so many digital instruments that makes them painful and frustrating to use, and discusses what it is about the few instruments that rise above this morass to become the standards for usability, musicality and fun. | |
| Workgroup: MIFFED (Music Industry Foundation for Educational Development) | |
| Describes a marketing approach to creating new musicians that includes outreach programs to musicians, industry executives, audio content developers, hardware and software developers, retailers, and educators. | |
| Workgroup: PRAGMA (Pet Rocks and Game Music Alliance) | |
| Making the world a better place by selling music & audio things to as many people as possible so they can create great art and bring enjoyment and satisfied smiles to the faces of children of all ages everywhere. | |
| 2003 | ENTIRE PROJECT BAR-B-Q 2003 REPORT |
| Workgroup: IXMF Rollout Outline | |
| Provides a workable outline of a possible rollout plan for the rapid adoption of the Interactive XMF file format standard by the interactive audio community. | |
| Workgroup: What Is Interactive Audio? And What Should It Be? | |
| Provides a definition of Interactive Audio and a definition of an Interactive Audio System, with examples of current systems, a list of potential future uses, and a justification for using Interactive Audio. | |
| Workgroup: Creating a Win-Win-Win-Win-Win-Win Scenario for DRM | |
| Considers the likely scenarios for the future of CD (and other) audio playback on computers and consumer electronic products, including Digital Rights Management, and its effect on relevant stakeholders, with recommended likely solutions | |
| Workgroup: nASCAP - Stock Market in Media Rights | |
| Discusses the creation of an economic driver towards DRM-enabled music/media distribution based on a stock market model. | |
| Workgroup: Quality Audio Applications in the Interactive Entertainment Industry | |
| Explores the availability of quality audio applications in the interactive entertainment industry with the aim of effectively communicating the benefits of the experience to the consumer in order to increase the demand for quality audio applications and subsequently drive industry revenues. | |
| 2002 | ENTIRE PROJECT BAR-B-Q 2002 REPORT |
| Workgroup: Proposal for Latency and Uncertainty (Jitter) Management By Enumerating Renderers and Sources | |
| Addresses the problems of unacceptably high levels of latency (delays in responsiveness), difficulty in synchronizing media playback, and interoperability, as well as delineating the possible negative affect of DRM on synchronization. | |
| Workgroup: The Future of Hardware for Home Entertainment and Computer Systems | |
| A path to zero connections and automatic configuration of home entertainment and computer systems. | |
| Workgroup: User Interface Design Issues for Audio Creation Tools | |
| Identifies basic usability guidelines, user-interface requirements, and existing technologies that could potentially form a framework for developing the necessary mapping and control protocol. | |
| Workgroup: Maximizing the Resources Available to Achieve Quality Game Audio | |
| A document that illustrates audio practices that create value, raises awareness of what constitutes good audio, and highlights factors which contribute to a compelling and interactive audio experience. | |
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| 2001 | ENTIRE PROJECT BAR-B-Q 2001 REPORT |
| Workgroup: Networked Audio Devices Interoperability Standard | |
| A strategy outline for standardizing networked audio device communications. This document, which highlights the requirements of the standard, is the first step in the process. | |
| Workgroup: Towards Interactive XMF | |
| A basic design pointing the way to an XMF-based, nonproprietary interactive audio framework. | |
| Workgroup: Improve PC Audio | |
| Addresses issues to improve PC audio for both OEMs and consumers. To accommodate new CE connectivity and compatibility, the proposed solution is a new audio bus. | |
| Workgroup: Game Audio Network Guild | |
| Empowering the game audio community by providing resources, education, and recognition for its members. | |
| Workgroup: A Compelling Music-Making System for the Living-Room Console | |
| Product Concept: "E-Jam", the music-making system for the living-room console | |
| 2000 | ENTIRE PROJECT BAR-B-Q 2000 REPORT |
| Workgroup: Appliantology | |
| Identifies problems and offers approaches for the development of computer audio appliances | |
| Workgroup: Multichannel Audio | |
| An outline of a "write-once, deliver anywhere," platform independent, format-agnostic approach to 3D interactive multichannel audio delivery from authoring through to the final consumer experience. | |
| Workgroup: Intellectual Property - Business Models To Save Your Soul | |
| New audio IP business models that address consumer concerns, business concerns, and artist concerns. | |
| Workgroup: General Interactive Audio | |
| An example outline of the type of topics and required features that the IA-SIG and MMA should consider for inclusion in a new specification, white paper, recommended practice, or other similar document defining the necessary or recommended components of a well-designed audio system for any device or system that is expected to provide interactive audio applications. | |
| 1999 | ENTIRE PROJECT BAR-B-Q 1999 REPORT |
| Workgroup: The Big Picture | |
| Making powerful interactive audio easy: Games - A case study. | |
| Workgroup: The Impact of Digital Distribution on the Various Constituencies Within the Music Industry | |
| Examines sustainable business models, enabled by new digital music technology, that grow the market overall and enable new, expanded, extended, or unique commerce opportunities. | |
| Workgroup: The Apostles of the Church of Appliantology | |
| New audio products and the technological and cultural hurdles that make it difficult for us to capitalize on new opportunities and new ways to improve our collective lives with better audio experiences. | |
| Workgroup: The Sound Pressure Lobby | |
| Encouraging content providers and equipment manufacturers to provide high-quality computer audio and promoting awareness among media and consumers of the benefits of it. | |
| 1998 | ENTIRE PROJECT BAR-B-Q 1998 REPORT |
| Addresses creation of content for 3D worlds, bridging the diverse view points of geometrical vs. parametrical, preserving scalability, and putting power of sound control into designer's hands. | |
| Workgroup: M1D2 | |
| MIDI 2 issues and recommendations | |
| Workgroup: Making Sense of Multi-Format Audio | |
| A discussion of the appropriate way for the audio subsystem to handle the mixing of multiple input formats to various output formats. | |
| Workgroup: Consumer Reports | |
| A look at the basic issue of what motivates a consumer to purchase a product at a given time and a proposed system that would allow one to take a new product concept and be able to test it's relevance and potential appeal to consumers at some point in the near future. | |
| 1997 | ENTIRE PROJECT BAR-B-Q 1997 REPORT |
| Workgroup: Audio Appliances | |
| A vision-quest to see what an audio appliance might be in the next 5 years. | |
| Workgroup: High Quality Audio | |
| The minimum acceptable specifications for high quality computer audio and a baseline platform definition. | |
| Workgroup: DLS on the PC Platform | |
| Enabling DLS on the PC platform in the absence of a DLS API from Microsoft. | |
| Workgroup: Computer Audio Awareness | |
| Increasing consumer demand and developer support for good quality audio. | |
| 1996 | ENTIRE PROJECT BAR-B-Q
1996 REPORT |
| The goal of Project Bar-B-Q 1996 was for four integrated groups of individuals consisting of computer hardware developers, computer software developers, audio engineers, and composers to answer "The Question": What do you want to see in hardware and software for music on computers in the next five years? | |
| Workgroup 1 | |
| Workgroup 2 | |
| Workgroup 3 | |
| Workgroup 4 | |
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