26 research outputs found
Portfolio of Electroacoustic Compositions with Commentaries
This portfolio consists of electroacoustic compositions which were primarily realised
through the use of corporeally informed compositional practices. The manner in which a
composer interacts with the compositional tools and musical materials at their disposal
is a defining factor in the creation of musical works. Although the use of computers in
the practice of electroacoustic composition has extended the range of sonic possibilities
afforded to composers, it has also had a negative impact on the level of physical interaction
that composers have with these musical materials. This thesis is an investigation
into the use of mediation technologies with the aim of circumventing issues relating to
the physical performance of electroacoustic music.
This line of inquiry has led me to experiment with embedded computers, wearable
technologies, and a range of various sensors. The specific tools that were used in the
creation of the pieces within this portfolio are examined in detail within this thesis. I also
provide commentaries and analysis of the eleven electroacoustic works which comprise
this portfolio, describing the thought processes that led to their inception, the materials
used in their creation, and the tools and techniques that I employed throughout the
compositional process
Analysis and resynthesis of polyphonic music
This thesis examines applications of Digital Signal Processing to the analysis, transformation, and resynthesis of musical audio. First I give an overview of the human perception of music. I then examine in detail the requirements for a system that can analyse, transcribe, process, and resynthesise monaural polyphonic music. I then describe and compare the possible hardware and software platforms. After this I describe a prototype hybrid system that attempts to carry out these tasks using a method based on additive synthesis. Next I present results from its application to a variety of musical examples, and critically assess its performance and limitations. I then address these issues in the design of a second system based on Gabor wavelets. I conclude by summarising the research and outlining suggestions for future developments
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Epistemic tools: the phenomenology of digital musical instruments
Digital music technologies, and instruments in particular, are the result of specific systems of thought that define and enframe the user’s creative options. Distinctive divisions between digital and acoustic instruments can be traced, contrasting the conceptually based design of software with the affordances and constraints of physical artefacts. Having lost the world’s gift of physical properties, the digital instrument builder becomes more than a mere luthier. The process of designing and building the instrument is transformed into a process of composition, for it typically contains a greater degree of classification and music theory than its acoustic counterpart.
Part I of this thesis begins by framing musical systems in the context of the philosophy of technology. Here technological conditions are questioned and theories introduced that will assist the investigation into the relationship between creativity and technology. After this general grounding, the ramifications digital technologies pose to the human body are explored in the context of human expression through tool use. The human-machine relationship is described from phenomenological perspectives and relevant theories of cognitive science. This analysis serves as a foundation for the concept of epistemic tools, defined as the mechanism whereby techno-cultural models are inscribed into technological artefacts. The cultural element of tool use and tool origins is therefore emphasised, an aspect that is highly relevant in musical technologies. Part I thus frames the material properties of acoustic and digital instruments in relation to human culture, cognition, performance and epistemology.
Part II contextualises these theories in practice. The ixiQuarks, the live improvisation musical environment that resulted from the current research, are presented as a system addressing some of the vital problems of musical performance with digital systems (such as the question of embodiment and theoretical inscriptions), proposing an innovative interaction model for screen-based musical instruments. The concept of virtual embodiment is introduced and framed in the context of the ixi interaction model. Two extensive user studies are described that support the report on ixiQuarks. Furthermore, comparative surveys on the relationship between expression and technology are presented: a) the phenomenology of musical instruments, where the divergence between the acoustic and the digital is investigated; b) the question of expressive freedom versus time constraints in musical environments is explored with practitioners in the field; and c) the key players in the design of audio programming environments explain the rationale and philosophy behind their work. These are the first major surveys of this type conducted to date, and the results interweave smoothly with the observations and findings in the chapters on the nature and the design of digital instruments that make up the majority of Part II.
This interdisciplinary research investigates the nature of making creative tools in the digital realm, through an active, philosophically framed and ethnographically inspired study, of both practical and theoretical engagement. It questions the nature of digital musical instruments, particularly in comparison with acoustic instruments. Through a survey of material epistemologies, the dichotomy between the acoustic and the digital is employed to illustrate the epistemic nature of digital artefacts, necessitating a theory of epistemic tools. Consequently virtual embodiment is presented as a definition of the specific interaction mode constituting human relations with digital technologies. It is demonstrated that such interactions are indeed embodied, contrasting common claims that interaction with software is a disembodied activity. The role of cultural context in such design is emphasised, through an analysis of how system design is always an intricate process of analyses, categorisations, normalisations, abstractions, and constructions; where the design paths taken are often defined by highly personal, culturally conditioned and often arbitrary reasons.
The dissertation therefore dissects the digital musical instrument from the perspectives of ontology, phenomenology and epistemology. Respective sections in Part I and Part II deal with these views. The practical outcome of this research – the ixiQuarks – embodies many of the theoretical points made on these pages. The software itself, together with the theoretical elucidation of its context, should therefore be viewed as equal contributions to the field of music technology. The thesis closes by considering what has been achieved through these investigations of the technological context, software development, user studies, surveys, and the phenomenological and epistemological enquiries into the realities of digital musical instruments, emphasising that technology can never be neutral
Choreographing the extended agent : performance graphics for dance theater
Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2005.Includes bibliographical references (v. 2, leaves 448-458).The marriage of dance and interactive image has been a persistent dream over the past decades, but reality has fallen far short of potential for both technical and conceptual reasons. This thesis proposes a new approach to the problem and lays out the theoretical, technical and aesthetic framework for the innovative art form of digitally augmented human movement. I will use as example works a series of installations, digital projections and compositions each of which contains a choreographic component - either through collaboration with a choreographer directly or by the creation of artworks that automatically organize and understand purely virtual movement. These works lead up to two unprecedented collaborations with two of the greatest choreographers working today; new pieces that combine dance and interactive projected light using real-time motion capture live on stage. The existing field of"dance technology" is one with many problems. This is a domain with many practitioners, few techniques and almost no theory; a field that is generating "experimental" productions with every passing week, has literally hundreds of citable pieces and no canonical works; a field that is oddly disconnected from modern dance's history, pulled between the practical realities of the body and those of computer art, and has no influence on the prevailing digital art paradigms that it consumes.(cont.) This thesis will seek to address each of these problems: by providing techniques and a basis for "practical theory"; by building artworks with resources and people that have never previously been brought together, in theaters and in front of audiences previously inaccessible to the field; and by proving through demonstration that a profitable and important dialogue between digital art and the pioneers of modern dance can in fact occur. The methodological perspective of this thesis is that of biologically inspired, agent-based artificial intelligence, taken to a high degree of technical depth. The representations, algorithms and techniques behind such agent architectures are extended and pushed into new territory for both interactive art and artificial intelligence. In particular, this thesis ill focus on the control structures and the rendering of the extended agents' bodies, the tools for creating complex agent-based artworks in intense collaborative situations, and the creation of agent structures that can span live image and interactive sound production. Each of these parts becomes an element of what it means to "choreograph" an extended agent for live performance.Marc Downie.Ph.D
Designing sound : procedural audio research based on the book by Andy Farnell
In
procedural
media,
data
normally
acquired
by
measuring
something,
commonly
described
as
sampling,
is
replaced
by
a
set
of
computational
rules
(procedure)
that
defines
the
typical
structure
and/or
behaviour
of
that
thing.
Here,
a
general
approach
to
sound
as
a
definable
process,
rather
than
a
recording,
is
developed.
By
analysis
of
their
physical
and
perceptual
qualities,
natural
objects
or
processes
that
produce
sound
are
modelled
by
digital
Sounding
Objects
for
use
in
arts
and
entertainments.
This
Thesis
discusses
different
aspects
of
Procedural
Audio
introducing
several
new
approaches
and
solutions
to
this
emerging
field
of
Sound
Design.Em
Media
Procedimental,
os
dados
os
dados
normalmente
adquiridos
através
da
medição
de
algo
habitualmente
designado
como
amostragem,
são
substituídos
por
um
conjunto
de
regras
computacionais
(procedimento)
que
definem
a
estrutura
típica,
ou
comportamento,
desse
elemento.
Neste
caso
é
desenvolvida
uma
abordagem
ao
som
definível
como
um
procedimento
em
vez
de
uma
gravação.
Através
da
análise
das
suas
características
físicas
e
perceptuais
,
objetos
naturais
ou
processos
que
produzem
som,
são
modelados
como
objetos
sonoros
digitais
para
utilização
nas
Artes
e
Entretenimento.
Nesta
Tese
são
discutidos
diferentes
aspectos
de
Áudio
Procedimental,
sendo
introduzidas
várias
novas
abordagens
e
soluções
para
o
campo
emergente
do
Design
Sonoro
AXMEDIS 2008
The AXMEDIS International Conference series aims to explore all subjects and topics related to cross-media and digital-media content production, processing, management, standards, representation, sharing, protection and rights management, to address the latest developments and future trends of the technologies and their applications, impacts and exploitation. The AXMEDIS events offer venues for exchanging concepts, requirements, prototypes, research ideas, and findings which could contribute to academic research and also benefit business and industrial communities. In the Internet as well as in the digital era, cross-media production and distribution represent key developments and innovations that are fostered by emergent technologies to ensure better value for money while optimising productivity and market coverage
Sonic interactions in virtual environments
This book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments
Sonic Interactions in Virtual Environments
This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments