1,505 research outputs found

    The role of dance and what it teaches about the transcendence in possession and efficacy among the Brekete Gatsi cult

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    This research was conducted on the Brekete Gatsi cult in Ghana to investigate the use of the body in action during the dance in the ritual context. Brekete is a possession cult found among the Ewe’s of the Volta Region-Ghana. Devotees in this cult worship the deities Kunde and Ablewa on every Friday, Sunday and during ceremonial days. They also propitiate other pantheons who are children of Kunde and Ablewa. During ritual moments they call on these deities, who manifest themselves by embodying trained mediums to enter into an act of communion with the religious community. This state of embodiment is manipulated by rhythms paralleled with ritual sacrifices and dance which the community believes attains efficacy through possession. Therefore, this article will discuss the role of two dances which are performed during the ritual of the cult. Both dances occur during the same ritual events but may be distinguished by the fact that one of them is accompanied by possession and the other is not. I have therefore labelled them as Wu (Dance) and Trɔwo le ewu du (deities are dancing). It is through the analysis of these dances that it is possible for the reader to understand the relationship between the mundane world and the supernatural world of the people who perform in this cult. The methodology used has been that of classical anthropological research approach and more particularly of participant observation of events of which I had no prior knowledge due to my Christian urban upbringing. I wish to highlight the exoticism of the experience for a researcher who, despite his own upbringing, tackled a different religious phenomenon irrespective of his social and religious affiliations. Thus, with my focus on the bodily actions and how they are used to gain access into the celestial world, I identify dance as an instrument and a medium by which the physical evidence of possession comes about. To that effect, and through the phenomenon that religious possession dance is laden with complexities and meaning, this article will hereby develop how the ritual processes and the differences between the movement of “Wu and Trɔwo le ewu du” teaches us about the ritual efficacy of possession dance. I argue here that both possession dance and the dance without possession (i) are contra-kinetically constructed, (ii) have movement sequences employing sagittal symmetrical principles, and (iii) although they have limited motifs of the steps and arm gesture, the possession dance has many variations. Finally, the Wu serves as a prelude to Trɔ di amedzi (deity has embodied or mounted its medium) and Trɔwo le ewu du, which has the concept of possession among the Brekete Gatsi cult based on the philosophy of repetitive motif characterised by intense energy, rhythmic tempo and musicality (multidi-mensional, accentuation and phrasing) from the brekete drum

    Ontology of music performance variation

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    Performance variation in rhythm determines the extent that humans perceive and feel the effect of rhythmic pulsation and music in general. In many cases, these rhythmic variations can be linked to percussive performance. Such percussive performance variations are often absent in current percussive rhythmic models. The purpose of this thesis is to present an interactive computer model, called the PD-103, that simulates the micro-variations in human percussive performance. This thesis makes three main contributions to existing knowledge: firstly, by formalising a new method for modelling percussive performance; secondly, by developing a new compositional software tool called the PD-103 that models human percussive performance, and finally, by creating a portfolio of different musical styles to demonstrate the capabilities of the software. A large database of recorded samples are classified into zones based upon the vibrational characteristics of the instruments, to model timbral variation in human percussive performance. The degree of timbral variation is governed by principles of biomechanics and human percussive performance. A fuzzy logic algorithm is applied to analyse current and first-order sample selection in order to formulate an ontological description of music performance variation. Asynchrony values were extracted from recorded performances of three different performance skill levels to create \timing fingerprints" which characterise unique features to each percussionist. The PD-103 uses real performance timing data to determine asynchrony values for each synthesised note. The spectral content of the sample database forms a three-dimensional loudness/timbre space, intersecting instrumental behaviour with music composition. The reparameterisation of the sample database, following the analysis of loudness, spectral flatness, and spectral centroid, provides an opportunity to explore the timbral variations inherent in percussion instruments, to creatively explore dimensions of timbre. The PD-103 was used to create a music portfolio exploring different rhythmic possibilities with a focus on meso-periodic rhythms common to parts of West Africa, jazz drumming, and electroacoustic music. The portfolio also includes new timbral percussive works based on spectral features and demonstrates the central aim of this thesis, which is the creation of a new compositional software tool that integrates human percussive performance and subsequently extends this model to different genres of music

    Origins of vocal-entangled gesture

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    Gestures during speaking are typically understood in a representational framework: they represent absent or distal states of affairs by means of pointing, resemblance, or symbolic replacement. However, humans also gesture along with the rhythm of speaking, which is amenable to a non-representational perspective. Such a perspective centers on the phenomenon of vocal-entangled gestures and builds on evidence showing that when an upper limb with a certain mass decelerates/accelerates sufficiently, it yields impulses on the body that cascade in various ways into the respiratory–vocal system. It entails a physical entanglement between body motions, respiration, and vocal activities. It is shown that vocal-entangled gestures are realized in infant vocal–motor babbling before any representational use of gesture develops. Similarly, an overview is given of vocal-entangled processes in non-human animals. They can frequently be found in rats, bats, birds, and a range of other species that developed even earlier in the phylogenetic tree. Thus, the origins of human gesture lie in biomechanics, emerging early in ontogeny and running deep in phylogeny

    Why Is America So Blue? A Performance Analysis of the Blue Man Group that Demonstrates the Deeper Cultural Significance within the Structure of its Performance

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    The performance artists known as the Blue Man Group have taken America by storm in their performances through the clever use of household products ranging from Twinkies to toilet paper and not through the traditional presentation of a play script. The Blue Man Group started in the late 1980\u27s as three mute, bald-capped street performers clad entirely in black except for their heads, necks and hands that were covered with cobalt blue paint. Keeping the blue body paint but moving off the street, the group has grown and they have now established themselves in legitimate theatres in four major cities across the country: New York, Boston, Chicago, and Las Vegas. However, the group has not limited themselves to just the stage for performances. They have established themselves on the Internet and they have become the commercial television spokespeople for the computer chip company, Intel and its Pentium 111 and Pentium 4 Processors. Also on television, they have appeared on the national news network CNN (Cable News Network), The 2001 Grammy Awards, and the late night talk show The Tonight Show with Jay Leno. The Blue Man Group makes all of these audiences feel right at home as they are bonded together by PVC pipe drumming and the knowledge that they are connected by indoor plumbing. Articles and reviews have been written about them in local magazines and nationwide periodicals from WHERE/BOSTON to TIME Magazine but none delve into the overall structure and the cultural significance of the Blue Man Group performances. In fact, this research has revealed very little criticism and skepticism. No one has attempted to do a structural or cultural analysis of their performances in order to explain their grand cultural significance. Current performance theory holds that there is liminality in theatre or rather that the line between ritual and theatre is often obscured. The Blue Man group has taken this idea and tried to shape a theatre performance into a ritual so that people may experience it more readily. Furthermore, the group has combined drama, dance, and multi-media to ritually bring the spectators into the common kinship of humanity by arthlly constructing a postmodern, Dionysian comedy. They have taken an approach geared toward the mass market in order to spread the word of these experiences. This study will begin with an introduction which focuses on the thesis and theories. This will be followed by Chapter 2 which describes a history of the group, its marketing approach, and a description of the their performance. Chapter 3 contains several sections but begins with an introduction to Postmodernism, which is followed by a section on Theatre Anthropology and an application of its concepts to the Blue Man Group Performers. The following sections explore the connections between ritual and theatre using Semiotics and Performance Theory that demonstrate how the Blue Man Group\u27s show demonstrates these connections. The final chapter, Chapter 4 applies the results of the study to culture and discusses the significance of the group

    Development of an Augmented Reality musical instrument

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    Nowadays, Augmented Reality and Virtual Reality are concepts of which people are becoming more and more aware of due to their application to the video-game industry (speceially in the case of VR). Such raise is partly due to a decrease in costs of Head Mounted Displays, which are consequently becoming more and more accessible to the public and developers worldwide. All of these novelties, along with the frenetic development of Information Technologies applied to essentially, all markets; have also made digital artists and manufacturers aware of the never-ending interaction possibilities these paradigms provide and a variety of systems have appeared, which offer innovative creative capabilities. Due to the personal interest of the author in music and the technologies surrounding its creation by digital means, this document covers the application of the Virtuality- Reality-Continuum (VR and AR) paradigms to the field of interfaces for the musical expression. More precisely, it covers the development of an electronic drumset which integrates Arduino-compatible hardware with a 3D visualisation application (developed based on Unity) to create a complete functioning instrument musical instrument, The system presented along the document attempts to leverage three-dimensional visual feedback with tangible interaction based on hitting, which is directly translated to sound and visuals in the sound generation application. Furthermore, the present paper provides a notably deep study of multiple technologies and areas that are ultimately applied to the target system itself. Hardware concerns, time requirements, approaches to the creation of NIMEs (New Interfaces for Musical Expression), Virtual Musical Instrument (VMI) design, musical-data transmission protocols (MIDI and OSC) and 3D modelling constitute the fundamental topics discussed along the document. At the end of this paper, conclusions reflect on the difficulties found along the project, the unfulfilled objectives and all deviations from the initial concept that the project suffered during the development process. Besides, future work paths will be listed and depicted briefly and personal comments will be included as well as humble pieces of advice targeted at readers interested in facing an ambitious project on their own.En la actualidad, los conceptos de Realidad Aumentada (AR) y Realidad Virtual (VR) son cada vez más conocidos por la gente de a pie, debido en gran parte a su aplicación al ámbito de los videojuegos, donde el desarollo para dispositivos HMDs está en auge. Esta popularidad se debe en gran parte al abaratamiento de este tipo de dispositivos, los cuales son cada vez más accesibles al público y a los desarrolladores de todo el mundo. Todas estas novedades sumadas al frenético desarrollo de la industria de IT han llamado la atención de artistas y empresas que han visto en estos paradigmas (VR and AR) una oportunidad para proporcionar nuevas e ilimitadas formas de interacción y creación de arte en alguna de sus formas. Debido al interés personal del autor de este TFG en la música y las tecnologías que posiblitan la creación musical por medios digitales, este documento explora la aplicación de los paradigmas del Virtuality-Reality Continuum de Milgram (AR y VR) al ámbito de las interfaces para la creación musical. Concretamente, este TFG detalla el desarrollo de una batería electrónica, la cual combina una interfaz tangible creada con hardware compatible con Arduino con una aplicación de generación de sonidos y visualización, desarrollada utilizando Unity como base. Este sistema persigue lograr una interacción natural por parte del usuario por medio de integrar el hardware en unas baquetas, las cuales permiten detectar golpes a cualquier tipo de superficie y convierten estos en mensajes MIDI que son utilizados por el sistema generador de sonido para proporcionar feedback al usuario (tanto visual como auditivo); por tanto, este sistema se distingue por abogar por una interacción que permita golpear físicamente objetos (e.g. una cama), mientras que otros sistemas similates basan su modo de interacción en “air-drumming”. Además, este sistema busca solventar algunos de los inconvenientes principales asociados a los baterías y su normalmente conflictivo instrumento, como es el caso de las limitaciones de espacio, la falta de flexibilidad en cuanto a los sonidos que pueden ser generados y el elevado coste del equipo. Por otro lado, este documento pormenoriza diversos aspectos relacionados con el sistema descrito en cuestión, proporcionando al lector una completa panorámica de sistemas similares al propuesto. Asimismo, se describen los aspectos más importantes en relación al desarrollo del TFG, como es el caso de protocolos de transmisión de información musical (MIDI y OSC), algoritmos de control, guías de diseño para interfaces de creación musical (NIMEs) y modelado 3D. Se incluye un íntegro proceso de Ingeniería de Software para mantener la formalidad y tratar de garantizar un desarrollo más organizado y se discute la metodología utilizada para este proceso. Por último, este documento reflexiona sobre las dificultades encontradas, se enumeran posibilidades de Trabajo Futuro y se finaliza con algunas conclusiones personales derivadas de este trabajo de investigación.Ingeniería Informátic

    Percussion and Theatrical Techniques: An Investigation into Percussion Theatre Repertoire and its Presence in Australian Classical Music Culture

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    Percussion theatre is a relatively new term that can be effectively used to discuss a body of musical repertoire for percussion that employ theatrical techniques. A generic approach of percussion theatre may include the specialised use of lighting, props, costume, space, and in some cases multimedia. At the focal point of this thesis are the techniques of acting, vocalisation and gesture. It discusses how the skill set of the percussionist can be expanded to better suit the broader performance demands required by compositions. Percussionists who perform percussion theatre repertoire would greatly benefit from interdisciplinary study to develop the theatrical skills specific to this genre. Stylistic trends in European, American and Australian compositions of this genre are explored in detail. Furthermore, this thesis includes a discussion of a series of written interviews with key exponents of this body of musical work in Australia. Central to this discussion are both, the technical demands of the performer, and the factors that need to be considered when composers engage with the above theatrical techniques. Finally, significant factors leading to the success of the compositions on the performing circuit are also considered with a view to discover how to promote and further develop this nascent form of performance art

    Characterizing Movement Fluency in Musical Performance: Toward a Generic Measure for Technology Enhanced Learning

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    Virtuosity in music performance is often associated with fast, precise, and efficient sound-producing movements. The generation of such highly skilled movements involves complex joint and muscle control by the central nervous system, and depends on the ability to anticipate, segment, and coarticulate motor elements, all within the biomechanical constraints of the human body. When successful, such motor skill should lead to what we characterize as fluency in musical performance. Detecting typical features of fluency could be very useful for technology-enhanced learning systems, assisting and supporting students during their individual practice sessions by giving feedback and helping them to adopt sustainable movement patterns. In this study, we propose to assess fluency in musical performance as the ability to smoothly and efficiently coordinate while accurately performing slow, transitionary, and rapid movements. To this end, the movements of three cello players and three drummers at different levels of skill were recorded with an optical motion capture system, while a wireless electromyography (EMG) system recorded the corresponding muscle activity from relevant landmarks. We analyzed the kinematic and coarticulation characteristics of these recordings separately and then propose a combined model of fluency in musical performance predicting music sophistication. Results suggest that expert performers' movements are characterized by consistently smooth strokes and scaling of muscle phasic coactivation. The explored model of fluency as a function of movement smoothness and coarticulation patterns was shown to be limited by the sample size, but it serves as a proof of concept. Results from this study show the potential of a technology-enhanced objective measure of fluency in musical performance, which could lead to improved practices for aspiring musicians, instructors, and researchers
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