102 research outputs found

    How Music can be Integrated Into Life Science Teaching in a way That Enhances Scientific and Musical Learning in Middle School

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    Research has shown that students who learn interdisciplinary content lessons in school have a better understanding of the interconnectedness of the world they are entering. This paper, and the resultant project, focus on the interconnectedness of science and the arts, eventually ecology and music, in order to teach students both scientific and musical concepts. The project was created using backwards design, in order to ensure students have long term learning outcomes that center both science and music. Students first experience the scientific process and reflect on the similarities between scientific inquiry and artistic processes. Students then explore ecosystems and music side by side in order to track change over time, follow energy and flow, and eventually compare variations of both ecosystem and music side by side. This project is intended to be carried out at an urban school in Minnesota, which already has a focus on the arts. It will reach about 130 seventh grade students each year once implemented

    Algorithmic composition of music in real-time with soft constraints

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    Music has been the subject of formal approaches for a long time, ranging from Pythagoras’ elementary research on tonal systems to J. S. Bach’s elaborate formal composition techniques. Especially in the 20th century, much music was composed based on formal techniques: Algorithmic approaches for composing music were developed by composers like A. Schoenberg as well as in the scientific area. So far, a variety of mathematical techniques have been employed for composing music, e.g. probability models, artificial neural networks or constraint-based reasoning. In the recent time, interactive music systems have become popular: existing songs can be replayed with musical video games and original music can be interactively composed with easy-to-use applications running e.g. on mobile devices. However, applications which algorithmically generate music in real-time based on user interaction are mostly experimental and limited in either interactivity or musicality. There are many enjoyable applications but there are also many opportunities for improvements and novel approaches. The goal of this work is to provide a general and systematic approach for specifying and implementing interactive music systems. We introduce an algebraic framework for interactively composing music in real-time with a reasoning-technique called ‘soft constraints’: this technique allows modeling and solving a large range of problems and is suited particularly well for problems with soft and concurrent optimization goals. Our framework is based on well-known theories for music and soft constraints and allows specifying interactive music systems by declaratively defining ‘how the music should sound’ with respect to both user interaction and musical rules. Based on this core framework, we introduce an approach for interactively generating music similar to existing melodic material. With this approach, musical rules can be defined by playing notes (instead of writing code) in order to make interactively generated melodies comply with a certain musical style. We introduce an implementation of the algebraic framework in .NET and present several concrete applications: ‘The Planets’ is an application controlled by a table-based tangible interface where music can be interactively composed by arranging planet constellations. ‘Fluxus’ is an application geared towards musicians which allows training melodic material that can be used to define musical styles for applications geared towards non-musicians. Based on musical styles trained by the Fluxus sequencer, we introduce a general approach for transforming spatial movements to music and present two concrete applications: the first one is controlled by a touch display, the second one by a motion tracking system. At last, we investigate how interactive music systems can be used in the area of pervasive advertising in general and how our approach can be used to realize ‘interactive advertising jingles’.Musik ist seit langem Gegenstand formaler Untersuchungen, von Phytagoras‘ grundlegender Forschung zu tonalen Systemen bis hin zu J. S. Bachs aufwĂ€ndigen formalen Kompositionstechniken. Vor allem im 20. Jahrhundert wurde vielfach Musik nach formalen Methoden komponiert: Algorithmische AnsĂ€tze zur Komposition von Musik wurden sowohl von Komponisten wie A. Schoenberg als auch im wissenschaftlichem Bereich entwickelt. Bislang wurde eine Vielzahl von mathematischen Methoden zur Komposition von Musik verwendet, z.B. statistische Modelle, kĂŒnstliche neuronale Netze oder Constraint-Probleme. In der letzten Zeit sind interaktive Musiksysteme populĂ€r geworden: Bekannte Songs können mit Musikspielen nachgespielt werden, und mit einfach zu bedienenden Anwendungen kann man neue Musik interaktiv komponieren (z.B. auf mobilen GerĂ€ten). Allerdings sind die meisten Anwendungen, die basierend auf Benutzerinteraktion in Echtzeit algorithmisch Musik generieren, eher experimentell und in InteraktivitĂ€t oder MusikalitĂ€t limitiert. Es gibt viele unterhaltsame Anwendungen, aber ebenso viele Möglichkeiten fĂŒr Verbesserungen und neue AnsĂ€tze. Das Ziel dieser Arbeit ist es, einen allgemeinen und systematischen Ansatz zur Spezifikation und Implementierung von interaktiven Musiksystemen zu entwickeln. Wir stellen ein algebraisches Framework zur interaktiven Komposition von Musik in Echtzeit vor welches auf sog. ‚Soft Constraints‘ basiert, einer Methode aus dem Bereich der kĂŒnstlichen Intelligenz. Mit dieser Methode ist es möglich, eine große Anzahl von Problemen zu modellieren und zu lösen. Sie ist besonders gut geeignet fĂŒr Probleme mit unklaren und widersprĂŒchlichen Optimierungszielen. Unser Framework basiert auf gut erforschten Theorien zu Musik und Soft Constraints und ermöglicht es, interaktive Musiksysteme zu spezifizieren, indem man deklarativ angibt, ‚wie sich die Musik anhören soll‘ in Bezug auf sowohl Benutzerinteraktion als auch musikalische Regeln. Basierend auf diesem Framework stellen wir einen neuen Ansatz vor, um interaktiv Musik zu generieren, die Ă€hnlich zu existierendem melodischen Material ist. Dieser Ansatz ermöglicht es, durch das Spielen von Noten (nicht durch das Schreiben von Programmcode) musikalische Regeln zu definieren, nach denen interaktiv generierte Melodien an einen bestimmten Musikstil angepasst werden. Wir prĂ€sentieren eine Implementierung des algebraischen Frameworks in .NET sowie mehrere konkrete Anwendungen: ‚The Planets‘ ist eine Anwendung fĂŒr einen interaktiven Tisch mit der man Musik komponieren kann, indem man Planetenkonstellationen arrangiert. ‚Fluxus‘ ist eine Anwendung, die sich an Musiker richtet. Sie erlaubt es, melodisches Material zu trainieren, das wiederum als Musikstil in Anwendungen benutzt werden kann, die sich an Nicht-Musiker richten. Basierend auf diesen trainierten Musikstilen stellen wir einen generellen Ansatz vor, um rĂ€umliche Bewegungen in Musik umzusetzen und zwei konkrete Anwendungen basierend auf einem Touch-Display bzw. einem Motion-Tracking-System. Abschließend untersuchen wir, wie interaktive Musiksysteme im Bereich ‚Pervasive Advertising‘ eingesetzt werden können und wie unser Ansatz genutzt werden kann, um ‚interaktive Werbejingles‘ zu realisieren

    A Guide to Electro-Acoustic Performance for the Acoustic Oboist

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    This dissertation examines the role of the oboe in electro-acoustic music. It begins with a look at the history of electro-acoustic music. Three types of electro-acoustic compositions for oboe are explored: fixed media, interactive computer, and live effects processing. Each genre of composition is looked at in detail from a performer’s perspective. Major compositions are discussed for each of the three types. Equipment which the oboist will need is detailed, along with setup arrangements. Each category of composition is broken down into the learning phase and the performance phase to help the oboist with the problems they will encounter that are not found in repertoire from standard instrumentation. Chapter six deals extensively with microphones, as this will be necessary in all three types of compositions. The appendices include interviews with composers of electro-acoustic compositions and oboists who perform the music. The document concludes with two lists of all the works known involving electronics and solo oboe. The first is listed alphabetically. The second listing is by instrumentation for ease of consulting when programming a performance. It is the goal of the author to remove trepidation from oboists who wish to delve into electro-acoustic music, and aspires to facilitate more interest in its performance

    "Arte Factus" : estudo e co-design socialmente consciente de artefatos digitais socioenativos

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    Orientador: Maria CecĂ­lia Calani BaranauskasTese (doutorado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: Atualmente, a tecnologia computacional tornou-se cada vez mais pervasiva por meio de computadores de diferentes tamanhos, formas e capacidades. Mas avanços tecnolĂłgicos, embora necessĂĄrios, nĂŁo sĂŁo suficientes para tornar a interação com tecnologia computacional mais transparente, como preconizado pela computação ubĂ­qua. Sistemas computacionais atuais ainda exigem um vocabulĂĄrio tĂ©cnico de entradas e saĂ­das para serem utilizados. No campo da Interação Humano-Computador (IHC), a adoção da teoria da cognição enativa pode lançar luz sobre um novo paradigma de interação que preenche a lacuna entre ação e percepção. Sistemas computacionais enativos sĂŁo um promissor tema de pesquisa, mas seu design e avaliação ainda sĂŁo pouco explorados. AlĂ©m disso, sistemas enativos, como jĂĄ proposto na literatura, carecem de consideração do contexto social. O objetivo desta tese de doutorado Ă© contribuir para o design de tecnologia computacional dentro de uma abordagem da cognição enativa, alĂ©m de tambĂ©m sensĂ­vel Ă  aspectos sociais. Portanto, esta tese investiga os conceitos de sistemas enativos e socioenativos por meio do co-design de arte interativa e instalaçÔes. Para atingir esse objetivo, Ă© proposto um arcabouço teĂłrico-metodolĂłgico chamado "Arte Factus" para apoiar o estudo e o co-design socialmente consciente de artefatos digitais. O arcabouço "Arte Factus" foi utilizado em trĂȘs estudos de design relatados nesta tese: InterArt, InstInt e InsTime. Esses estudos envolveram a participação de 105 estudantes de graduação e pĂłs-graduação em CiĂȘncia da Computação e Engenharia de Computação no co-design de 19 instalaçÔes. O processo envolveu o uso de tecnologia pervasiva do tipo Faça-VocĂȘ-Mesmo ("Do-It-Yourself, DIY"), e algumas dessas instalaçÔes foram estudadas em oficinas de prĂĄtica situada que ocorreram em cenĂĄrios educacionais (escola e museu exploratĂłrio de ciĂȘncias). O arcabouço "Arte Factus", como a principal contribuição desta tese de doutorado, mostrou-se eficaz no apoio ao co-design socialmente consciente de instalaçÔes interativas que materializam o conceito de artefatos digitais socioenativos. AlĂ©m disso, atravĂ©s do estudo dos artefatos criados no contexto desta investigação, esta tese tambĂ©m contribui para a construção teĂłrica do conceito de sistemas socioenativosAbstract: Currently, computational technology has become more and more pervasive with computers of different sizes, shapes, and capacities. But technological advancements, although necessary, are not enough to make the interaction with computational technology more transparent, as preconized by the ubiquitous computing. Current computational systems still require a technical vocabulary of inputs and outputs to be interacted with. Within the field of Human-Computer Interaction (HCI), the adoption of the enactive cognition theory can shed light on a new interaction paradigm that bridges the gap between action and perception. Enactive computational systems are a promising subject of research, but their design and evaluation are still hardly explored. Furthermore, enactive systems as already proposed in the literature lack a social context consideration. The objective of this doctoral thesis is to contribute towards the design of computational technology within an enactive approach to cognition, while also being sensitive to social aspects. Therefore, this thesis investigates the concepts of enactive and socioenactive systems by enabling the co-design of interactive art installations. To achieve this objective, a theoretical-methodological framework named "Arte Factus" is proposed to support the study and socially aware co-design of digital artifacts. The "Arte Factus" framework was used in three design studies reported in this thesis: InterArt, InstInt, and InsTime. These studies involved the participation of 105 Computer Science and Computer Engineering undergraduate and graduate students in the co-design of 19 installations. The process involved the use of pervasive "Do-It-Yourself" (DIY) technology, and some of these installations were further studied in workshops of situated practice that took place in educational scenarios (school and exploratory science museum). The "Arte Factus" framework, as the main contribution of this doctoral thesis, has shown effective in supporting the socially aware co-design of interactive installations that materialize the concept of socioenactive digital artifacts. Moreover, through the study of the artifacts created in the context of this investigation, this thesis also contributes towards the theoretical construction of the concept of socioenactive systemsDoutoradoCiĂȘncia da ComputaçãoDoutor em CiĂȘncia da Computação2017/06762-0FAPESPCAPE

    Proceedings of the 19th Sound and Music Computing Conference

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    Proceedings of the 19th Sound and Music Computing Conference - June 5-12, 2022 - Saint-Étienne (France). https://smc22.grame.f

    Future of Creative Technologies

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    The first issue of the journal of the Institute of Creative Technologies (IOCT), the Future of Creative Techologies is a collection of papers by keynote speakers at the IOCT during the period 2006-2008. The papers are introduced by editorial comments. Papers included - Howard Rheingold, Visiting Professor, Institute of Creative Technologies, Lecturer, University of California, Berkeley, and Visiting Associate Professor, Stanford University, US: "Understanding and Extending Human Sociality: Literacies, Transliteracies and 21st Century Pedagogy" Claudia Eckert, Senior Research Fellow, Engineering Design Centre, University of Cambridge, UK: "Design Processes and the Rhetoric of Creativity" Bruce Mason, Post Doctoral Research Fellow, Institute of Creative Technologies, De Montfort University, and Sue Thomas Professor of New Media, De Montfort University, UK: "A Million Penguins: An Analysis" Wendy Keay-Bright, Reader in Inclusive Design, Cardiff School of Art and Design, University of Wales Institute Cardiff, UK: "The Reactive Colours Project: Taking an Embodied Technologies, Creativity and Special Education" Pauline Oliveros, Composer-Performer, Distinguished Research Professor of Music at Rensselaer Polytechnic Institute, New York, and Darius Milhaud Composer in Residence at Mills College, Oakland, US: "The Expanded Instrument System (EIS): An Introduction and Brief History" Martin Rieser, Professor of Digital Creativity, Institute of Creative Technologies and Faculty of Art and Design, De Montfort University, UK: "Mobile, Pervasive and Locative Media Art and the Reinvention of Place

    Faculty Publications & Presentations, 2006-2007

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    Portfolio of Electroacoustic Compositions with Commentaries

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    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
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