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Stroke Analysis

In this section an analysis of the kick drum mallet movement is performed using a high speed camera, a tiny Qt application and some basic vector math.

Two types of analysis are performed:

  • A single hard kick drum stroke.
  • A series of strokes at high tempo.

These two types of strokes are the result of very different playing styles and should cover the most basic uses of the kick drum in metal music.

The experiment was performed on an Axis Longboard pedal only, but should for good measure be performed on other types of pedals too.

A movie was made with 200fps and the 10-20 frames containing each of the two stroke types were subtracted. A couple of examples can be seen here (click to enlarge):

Note the white dots on the center-of-axis as well on the mallet. These were added in order to be able to identify their exact position in the frame.

Single stroke

Position Vector Length Angle Angle diff Angle speed
0 (-255,391) 466.80px 0.000000 0.000000 0.000000 dgr/s
1 (-247,394) 465.02px 1.027597 1.027597 205.519334 dgr/s
2 (-235,405) 468.24px 2.987024 1.959427 391.885459 dgr/s
3 (-210,420) 469.57px 6.546291 3.559267 711.853364 dgr/s
4 (-176,440) 473.89px 11.309932 4.763642 952.728338 dgr/s
5 (-134,458) 477.20px 16.803111 5.493178 1098.635630 dgr/s
6 ( -74,480) 485.67px 24.347241 7.544131 1508.826102 dgr/s
7 ( -6,491) 491.04px 32.411225 8.063984 1612.796717 dgr/s
8 ( 73,493) 498.38px 41.534099 9.122874 1824.574854 dgr/s
9 ( 146,480) 501.71px 50.029355 8.495256 1699.051165 dgr/s
10 ( 232,451) 507.17px 60.333194 10.303839 2060.767896 dgr/s
11 ( 240,446) 506.47px 61.396774 1.063580 212.715922 dgr/s
12 ( 229,452) 506.70px 59.979810 -1.416964 -283.392753 dgr/s

A plot of the angle velocities reveal a rather 'jaggy' picture:

Stroke sequence

Position Vector Length Angle Angle diff Angle speed
0 (-381,215) 437.48px 0.000000 0.000000 0.000000 dgr/s
1 (-370,236) 438.86px 3.095041 3.095041 619.008128 dgr/s
2 (-356,267) 445.00px 7.433667 4.338626 867.725183 dgr/s
3 (-331,304) 449.42px 13.129037 5.695370 1139.074084 dgr/s
4 (-298,346) 456.64px 19.826380 6.697343 1339.468612 dgr/s
5 (-255,389) 465.13px 27.317846 7.491466 1498.293157 dgr/s
6 (-203,425) 470.99px 35.032433 7.714587 1542.917345 dgr/s
7 (-144,458) 480.10px 43.110075 8.077642 1615.528448 dgr/s
8 ( -78,483) 489.26px 51.390233 8.280159 1656.031738 dgr/s
9 ( -14,494) 494.20px 58.940436 7.550203 1510.040583 dgr/s
10 ( 54,496) 498.93px 66.777144 7.836708 1567.341558 dgr/s
11 ( 110,492) 504.15px 73.166538 6.389394 1277.878850 dgr/s
12 ( 162,483) 509.44px 79.105414 5.938875 1187.775047 dgr/s
13 ( 198,468) 508.16px 83.495869 4.390456 878.091137 dgr/s
14 ( 216,464) 511.81px 85.526559 2.030689 406.137879 dgr/s
15 ( 210,467) 512.04px 84.776208 -0.750351 -150.070120 dgr/s

The graph of these angle velocities show a picture rather more 'smooth' than the one rendered from the single stroke:

Conclusion

The maximum angle velocity was found in the single stroke and was 2061 degrees per second. That the maximum angle velocity should be found in the stroke type is not surprising since a single stroke is the result of the hardest foot impact on the pedal.

If we assume the target latency to be at most 1ms and we assume that the software is responding in the area of microseconds we can estimate the target ADC resolution.
Lets start by pointing out that since the video framerate was 200fps each frame represent a state in 5ms intervals; ie. we are looking for something around at least 5 times more accurate.

The single stroke took 11 frames in total which is 55ms and duriong this time the mallet moved 61.4 degrees, resulting in a minimum resolution of 1.12 samplings per millisecond.

However, if we look at the diff in the last two velocities before the impact was 10.3 degrees in 5ms it is evident that the minimum resolution should be much higher, namely 2.06 samplings per millisecond.

Earlier studies performed with a shaft encoder showed that approximately 600 sampling points during the 61.4 degrees we sufficient, resulting in a upper-bound resolution of 92 sampling per millisecond.

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