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<BODY bgColor=#ffffff>It would be difficult to come up with a complete =
dynamic
model -- one that<BR>would predict behavior, given a set of
inputs.<BR><BR>However it would be easier, and a necessary first step to =
the
development of<BR>the model, to measure this finger pressure during the =
entire
keystroke, as<BR>Phil describes below. Graphed over time, it =
should show
lost motion, hammer<BR>movement, escape, and aftertouch. Add the =
force of
the hammer on the<BR>string, and you've got the complete envelope of the =
mechanical inputs and<BR>outputs of the action (well, save for the
dampers).<BR><BR>Car magazines publish graphs of car engine performance; =
wouldn't it be<BR>useful to have graphs like this for a range of test =
blows from
ppp to fff?<BR>They could be used to classify actions into categories =
like
"light" to<BR>"firm", as was suggested.<BR><BR>Piano manufacturers have =
robotic
players to settle the action which could be<BR>programmed for a series =
of test
blows, as well as the various player<BR>mechanisms (although the former =
might
better simulate a real finger pressing<BR>a key). Do manufacturers =
take
dynamic measurements as well?<BR><BR>--Cy Shuster--<BR>Rochester,
MN<BR><BR>>On Friday, May 2, 2003, at 12:48 PM, Phillip Ford
wrote:<BR><BR>> As I see it this will be one of the problems that =
Stephen
Birkett (or<BR>> any other contenders) faces in making a dynamic =
model of an
action.<BR>> What input are you going to use? Does the player =
push down
with<BR>> constant force? With constant velocity? With =
constant
acceleration?<BR>> Does he push down with more force initially to =
break the
static<BR>> friction and then back off to a lower force? Does he =
attempt
to<BR>> rapidly accelerate the key in the first part of the movement =
and
then<BR>> maintain a constant velocity for the rest of the<BR>>
movement?<BR><BR><BR>
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