6 research outputs found

    A Corpus-assisted Discourse Analysis of Music-related Practices Discussed within Chipmusic.org

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    abstract: This study examined discussion forum posts within a website dedicated to a medium and genre of music (chiptunes) with potential for music-centered making, a phrase I use to describe maker culture practices that revolve around music-related purposes. Three research questions guided this study: (1) What chiptune-related practices did members of chipmusic.org discuss between December 30th, 2009 and November 13th, 2017? (2) What do chipmusic.org discussion forum posts reveal about the multidisciplinary aspects of chiptunes? (3) What import might music-centered making evident within chipmusic.org discussion forum posts hold for music education? To address these research questions, I engaged in corpus-assisted discourse analysis tools and techniques to reveal and analyze patterns of discourse within 245,098 discussion forum posts within chipmusic.org. The analysis cycle consisted of (a) using corpus analysis techniques to reveal patterns of discourse across and within data consisting of 10,892,645 words, and (b) using discourse analysis techniques for a close reading of revealed patterns. Findings revealed seven interconnected themes of chiptune-related practices: (a) composition practices, (b) performance practices, (c) maker practices, (d) coding practices, (e) entrepreneurial practices, (f), visual art practices, and (g) community practices. Members of chipmusic.org primarily discussed composing and performing chiptunes on a variety of instruments, as well as through retro computer and video game hardware. Members also discussed modifying and creating hardware and software for a multitude of electronic devices. Some members engaged in entrepreneurial practices to promote, sell, buy, and trade with other members. Throughout each of the revealed themes, members engaged in visual art practices, as well as community practices such as collective learning, collaborating, constructive criticism, competitive events, and collective efficacy. Findings suggest the revealed themes incorporated practices from a multitude of academic disciplines or fields of study for music-related purposes. However, I argue that many of the music-related practices people discussed within chipmusic.org are not apparent within music education discourse, curricula, or standards. I call for an expansion of music education discourse and practices to include additional ways of being musical through practices that might borrow from multiple academic disciplines or fields of study for music-related purposes.Dissertation/ThesisDoctoral Dissertation Music Education 201

    Play as You Like: Timbre-enhanced Multi-modal Music Style Transfer

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    Style transfer of polyphonic music recordings is a challenging task when considering the modeling of diverse, imaginative, and reasonable music pieces in the style different from their original one. To achieve this, learning stable multi-modal representations for both domain-variant (i.e., style) and domain-invariant (i.e., content) information of music in an unsupervised manner is critical. In this paper, we propose an unsupervised music style transfer method without the need for parallel data. Besides, to characterize the multi-modal distribution of music pieces, we employ the Multi-modal Unsupervised Image-to-Image Translation (MUNIT) framework in the proposed system. This allows one to generate diverse outputs from the learned latent distributions representing contents and styles. Moreover, to better capture the granularity of sound, such as the perceptual dimensions of timbre and the nuance in instrument-specific performance, cognitively plausible features including mel-frequency cepstral coefficients (MFCC), spectral difference, and spectral envelope, are combined with the widely-used mel-spectrogram into a timber-enhanced multi-channel input representation. The Relativistic average Generative Adversarial Networks (RaGAN) is also utilized to achieve fast convergence and high stability. We conduct experiments on bilateral style transfer tasks among three different genres, namely piano solo, guitar solo, and string quartet. Results demonstrate the advantages of the proposed method in music style transfer with improved sound quality and in allowing users to manipulate the output

    Musical Cross Synthesis using Matrix Factorisation

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    The focus of this work is to explore a new method for the creative analysis and manipulation of musical audio content. Given a target song and a source song, the goal is reconstruct the harmonic and rhythmic structure of the target with the timbral components from the source, in such a way that so that both the target and the source material are recognizable by the listener. We refer to this operation as musical cross-synthesis. For this purpose, we propose the use of a Matrix Factorisation method, more specifically, Shift-Invariant Probabilistic Latent Component Analysis (PLCA). The input to the PLCA algorithm are beat synchronous CQT basis functions of the source whose temporal activations are used to approximate the CQT of the target. Using the shift invariant property of the PLCA allows each basis function to be subjected to a range of possible pitch shifts which increases the flexibility of the source to represent the target. To create the resulting musical cross-synthesis the beat synchronous, pitch-shifted CQT basis functions are inverted and concatenated in time

    I Am Error

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    I Am Error is a platform study of the Nintendo Family Computer (or Famicom), a videogame console first released in Japan in July 1983 and later exported to the rest of the world as the Nintendo Entertainment System (or NES). The book investigates the underlying computational architecture of the console and its effects on the creative works (e.g. videogames) produced for the platform. I Am Error advances the concept of platform as a shifting configuration of hardware and software that extends even beyond its ‘native’ material construction. The book provides a deep technical understanding of how the platform was programmed and engineered, from code to silicon, including the design decisions that shaped both the expressive capabilities of the machine and the perception of videogames in general. The book also considers the platform beyond the console proper, including cartridges, controllers, peripherals, packaging, marketing, licensing, and play environments. Likewise, it analyzes the NES’s extension and afterlife in emulation and hacking, birthing new genres of creative expression such as ROM hacks and tool-assisted speed runs. I Am Error considers videogames and their platforms to be important objects of cultural expression, alongside cinema, dance, painting, theater and other media. It joins the discussion taking place in similar burgeoning disciplines—code studies, game studies, computational theory—that engage digital media with critical rigor and descriptive depth. But platform studies is not simply a technical discussion—it also keeps a keen eye on the cultural, social, and economic forces that influence videogames. No platform exists in a vacuum: circuits, code, and console alike are shaped by the currents of history, politics, economics, and culture—just as those currents are shaped in kind

    Keys to Play: Music as a Ludic Medium from Apollo to Nintendo

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    How do keyboards make music playable? Drawing on theories of media, systems, and cultural techniques, Keys to Play spans Greek myth and contemporary Japanese digital games to chart a genealogy of musical play and its animation via improvisation, performance, and recreation. As a paradigmatic digital interface, the keyboard forms a field of play on which the book’s diverse objects of inquiry—from clavichords to PCs and eighteenth-century musical dice games to the latest rhythm-action titles—enter into analogical relations. Remapping the keyboard’s topography by way of Mozart and Super Mario, who head an expansive cast of historical and virtual actors, Keys to Play invites readers to unlock ludic dimensions of music that are at once old and new
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