2,131 research outputs found

    Robotic Musicianship - Musical Interactions Between Humans and Machines

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    Alternate Minimalisms: Repetition, Objectivity, and Process in the Age of Recording

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    This thesis examines the core concepts of early minimalism and the ways that they were influenced by recording as a medium of musical creation. The first chapter considers early minimalism’s historical lineage as the narrative has been passed down by music scholars, noting over-arching trends and problems of exclusion and misunderstanding inherent within it. Having established the myriad of concepts at the core of the early minimalist movement, the second chapter examines the recording medium’s effect on art music performance, noting trends in repetition, objectivity, and process that are represented within minimalism itself. With these ideas in mind, the idea of “post-minimalism” is interrogated, proposing that a music for the concert hall is not the natural development of the early minimalists’ expansive mission. In the third chapter, analysis of one iconic late-twentieth century musical style, techno music, demonstrates that it is fundamentally of the same artistic spirit as the early minimalists and an alternate manifestation of Minimal art. Ultimately, early minimalism and techno are “alternate minimalisms” of the age of the recording, referencing and embodying the musical consciousness of the twentieth century

    Tune in: Berklee College of Music, Center for Music Technology, Boston, Massachusetts

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    The design proposal is a center for music technology for the Berklee College of Music. The technology of music will blend with the technology of design to create a new, different place. The concept is to develop generative proposals that break the norms of “everyday life” through the creation of digital tools and processes. The ability to “disrupt someone’s lifestyle” is not done out of negative intentions, but to inspire one to break out and experience something new and exciting. Digital technologies enhance the process to provide key information in order to design and construct

    WHEN THE INHUMAN BECOMES HUMAN: AN EXAMINATION OF THE MUSICAL PORTRAYAL OF THE ROBOT IN TWENTY-FIRST CENTURY SCIENCE-FICTION CINEMA THROUGH AN ANALYSIS OF THE FILM SCORES OF \u3cem\u3eAUTOMATA\u3c/em\u3e, \u3cem\u3eEX MACHINA\u3c/em\u3e, AND \u3cem\u3eTHE MACHINE\u3c/em\u3e

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    Science fiction film has been telling stories about artificial anthropomorphic robots and androids for almost a hundred years, spawning films, such as Metropolis (1927), Ghost in the Shell (1951), and Blade Runner (1982). Each of these science-fiction films was complemented by a musical score that helped to create an onscreen world dominated by a dystopian view of the future. Influenced by the generations of prior science-fiction films, Automata (2014), The Machine (2013), and Ex Machina (2015) are all concerned with the same narrative in which humanity is in decline while artificial robots are rising up and experiencing life in a way that humans are no longer capable of doing. These three films were all chosen as exemplars of recent science- fiction films with stories about robots versus humans. Further, this difference between robots and humans is paralleled in the film\u27s musical scores. Humans are represented by depressive musical themes with dull and cold timbres that symbolize how empty they have become. Robots, on the other hand, are represented by bright and lively timbres that symbolize how the robots are living more vibrant lives than humans. This thesis traces themes for humans and robots through several important moments and tropes in each film: the state of humanity, the first encounter with the robot, the quality of life for robots and humans, and the eventual conflict that erupts between artificial and organic life. This conflict ends with the arrival of a robotic Eve figure, a sole female robot that is set apart by the film score as a special being, the start of a new age that is dominated by robotic life. These films choose to portray female robots and promote the idea of Eve because the female is seen as a mysterious Other to be feared; in the same way, humans fear these female robots because of their Otherness. Analysis and conclusions were achieved through transcription of the film scores, interviews with the film composers, analysis connecting the score to the visual scene, and constructing a historical context that connects the three films to their predecessors. Future research can expand on these findings by adding more science fiction films to the film pool, examining just how far the musical difference between humans and robots can be traced in film. Unlocking the musical themes assigned to humans and examining how they change over time can reveal how humans perceive themselves, for better or worse. This study is also meant to serve as a gateway for more science fiction films to be studied through their music, as some film\u27s have hidden meanings that can only be understood by examining the music and how it interacts with the visual scene. A study of Automata, The Machine, and Ex Machina manifests how humanity is making way for the robotic Eve and the next stage of evolution for the world

    Designing instruments towards networked music practices

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    It is commonly noted in New Interfaces for Musical Expression (NIME) research that few of these make it to the mainstream and are adopted by the general public. Some research in Sound and Music Computing (SMC) suggests that the lack of humanistic research guiding technological development may be one of the causes. Many new technologies are invented, however without real aim else than for technical innovation, great products however emphasize the user-friendliness, user involvement in the design process or User-Centred Design (UCD), that seek to guarantee that innovation address real, existing needs among users. Such an approach includes not only traditionally quantifiable usability goals, but also qualitative, psychological, philosophical and musical such. The latter approach has come to be called experience design, while the former is referred to as interaction design. Although the Human Computer Interaction (HCI) community in general has recognized the significance of qualitative needs and experience design, NIME has been slower to adopt this new paradigm. This thesis therefore attempts to investigate its relevance in NIME, and specifically Computer Supported Cooperative Work (CSCW) for music applications by devising a prototype for group music action based on needs defined from pianists engaging in piano duets, one of the more common forms of group creation seen in the western musical tradition. These needs, some which are socio-emotional in nature, are addressed through our prototype although in the context of computers and global networks by allowing for composers from all over the world to submit music to a group concert on a Yamaha Disklavier in location in Porto, Portugal. Although this prototype is not a new gestural controller per se, and therefore not a traditional NIME, but rather a platform that interfaces groups of composers with a remote audience, the aim of this research is on investigating how contextual parameters like venue, audience, joint concert and technologies impact the overall user experience of such a system. The results of this research has been important not only in understanding the processes, services, events or environments in which NIME’s operate, but also understanding reciprocity, creativity, experience design in Networked Music practices.É de conhecimento generalizado que na área de investigação em novos interfaces para expressão musical (NIME - New Interfaces for Musical Expression), poucos dos resultantes dispositivos acabam por ser popularizados e adoptados pelo grande público. Algum do trabalho em computação sonora e musical (SMC- Sound and Music Computing) sugere que uma das causas para esta dificuldade, reside numalacuna ao nível da investigação dos comportamentos humanos como linha orientadora para os desenvolvimentos tecnológicos. Muitos dos desenvolvimentos tecnológicos são conduzidos sem um real objectivo, para além da inovação tecnológica, resultando em excelentes produtos, mas sem qualquer enfâse na usabilidade humana ou envolvimento do utilizador no processo de Design (UCDUser Centered Design), no sentido de garantir que a inovação atende a necessidades reais dos utilizadores finais. Esta estratégia implica, não só objectivos quantitativos tradicionais de usabilidade, mas também princípios qualitativos, fisiológicos, psicológicos e musicológicos. Esta ultima abordagem é atualmente reconhecida como Design de Experiência (Experience Design) enquanto a abordagem tradicional é vulgarmente reconhecida apenas como Design de Interação (Interaction Design). Apesar de na área Interação Homem-Computador (HCI – Human Computer Interaction) as necessidades qualitativas no design de experiência ser amplamente reconhecido em termos do seu significado e aplicabilidade, a comunidade NIME tem sido mais lenta em adoptar este novo paradigma. Neste sentido, esta Tese procura investigar a relevância em NIME, especificamente nu subtópico do trabalho cooperativo suportado por Computadores (CSCW – Computer Supported Cooperative Work), para aplicações musicais, através do desenvolvimento de um protótipo de um sistema que suporta ações musicais coletivas, baseado nas necessidades especificas de Pianistas em duetos de Piano, uma das formas mais comuns de criação musical em grupo popularizada na tradição musical ocidental. Estes requisitos, alguns sócioemocionais na sua natureza, são atendidos através do protótipo, neste caso aplicado ao contexto informático e da rede de comunicações global, permitindo a compositores de todo o mundo submeterem a sua música para um concerto de piano em grupo num piano acústico Yamaha Disklavier, localizado fisicamente na cidade do Porto, Portugal. Este protótipo não introduz um novo controlador em si mesmo, e consequentemente não está alinhado com as típicas propostas de NIME. Trata-se sim, de uma nova plataforma de interface em grupo para compositores com uma audiência remota, enquadrado com objectivos de experimentação e investigação sobre o impacto de diversos parâmetros, tais como o espaço performativo, as audiências, concertos colaborativos e tecnologias em termos do sistema global. O resultado deste processo de investigação foi relevante, não só para compreender os processos, serviços, eventos ou ambiente em que os NIME podem operar, mas também para melhor perceber a reciprocidade, criatividade e design de experiencia nas práticas musicais em rede

    How music AI is useful : engagements with composers, performers, and audiences

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    Critical but often overlooked research questions in artificial intelligence (AI) applied to music involve the impact of the results for music. How and to what extent does such research contribute to the domain of music? How are the resulting models useful for music practitioners? In this article, we describe how we are addressing such questions by engaging composers, musicians, and audiences with our research. We first describe two websites we have created that make our AI models accessible to a wide audience. We then describe a professionally recorded album that we released to expert reviewers to gauge the plausibility of AI-generated material. Finally, we describe the use of our AI models as tools for co-creation. Evaluating AI research and music models in these ways illuminate their impact on music making in a range of styles and practices

    BLURRING THE LINES: AN INTEGRATED COMPOSITIONAL MODEL FOR DIGITAL MUSICAL INSTRUMENT DESIGN

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    CIM14 9th Conference on Interdisciplinary Musicolog

    Embodied responses to musical experience detected by human bio-feedback brain features in a geminoid augmented architecture

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    This paper presents the conceptual framework for a study of musical experience and the associated architecture centred on Human-Humanoid Interaction (HHI). On the grounds of the theoretical and experimental literature on the biological foundation of music, the grammar of music perception and the perception and feeling of emotions in music hearing, we argue that music cognition is specific and that it is realized by a cognitive capacity for music that consists of conceptual and affective constituents. We discuss the relationship between such constituents that enables understanding, that is extracting meaning from music at the different levels of the organization of sounds that are felt as bearers of affects and emotions. To account for the way such cognitive mechanisms are realized in music hearing and extended to movements and gestures we bring in the construct of tensions and of music experience as a cognitive frame. Finally, we describe the principled approach to the design and the architecture of a BCI-controlled robotic system that can be employed to map and specify the constituents of the cognitive capacity for music as well as to simulate their contribution to music meaning understanding in the context of music experience by displaying it through the Geminoid robot movements
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