1,163 research outputs found
Design Strategies for Adaptive Social Composition: Collaborative Sound Environments
In order to develop successful collaborative music systems a variety
of subtle interactions need to be identified and integrated. Gesture
capture, motion tracking, real-time synthesis, environmental
parameters and ubiquitous technologies can each be effectively used
for developing innovative approaches to instrument design, sound
installations, interactive music and generative systems. Current
solutions tend to prioritise one or more of these approaches, refining
a particular interface technology, software design or compositional
approach developed for a specific composition, performer or
installation environment. Within this diverse field a group of novel
controllers, described as âTangible Interfacesâ have been developed.
These are intended for use by novices and in many cases follow a
simple model of interaction controlling synthesis parameters through
simple user actions. Other approaches offer sophisticated
compositional frameworks, but many of these are idiosyncratic and
highly personalised. As such they are difficult to engage with and
ineffective for groups of novices. The objective of this research is to
develop effective design strategies for implementing collaborative
sound environments using key terms and vocabulary drawn from the
available literature. This is articulated by combining an empathic
design process with controlled sound perception and interaction
experiments. The identified design strategies have been applied to
the development of a new collaborative digital instrument. A range
of technical and compositional approaches was considered to define
this process, which can be described as Adaptive Social Composition.
Dan Livingston
Instruments for Spatial Sound Control in Real Time Music Performances. A Review
The systematic arrangement of sound in space is widely considered as one important compositional design category of Western art music and acoustic media art in the 20th century. A lot of attention has been paid to the artistic concepts of sound in space and its reproduction through loudspeaker systems. Much less attention has been attracted by live-interactive practices and tools for spatialisation as performance practice. As a contribution to this topic, the current study has conducted an inventory of controllers for the real time spatialisation of sound as part of musical performances, and classified them both along different interface paradigms and according to their scope of spatial control. By means of a literature study, we were able to identify 31 different spatialisation interfaces presented to the public in context of artistic performances or at relevant conferences on the subject. Considering that only a small proportion of these interfaces combines spatialisation and sound production, it seems that in most cases the projection of sound in space is not delegated to a musical performer but regarded as a compositional problem or as a separate performative dimension. With the exception of the mixing desk and its fader board paradigm as used for the performance of acousmatic music with loudspeaker orchestras, all devices are individual design solutions developed for a specific artistic context. We conclude that, if controllers for sound spatialisation were supposed to be perceived as musical instruments in a narrow sense, meeting certain aspects of instrumentality, immediacy, liveness, and learnability, new design strategies would be required
Embodied gestures
This is a book about musical gestures: multiple ways to design instruments, compose musical performances, analyze sound objects and represent sonic ideas through the central notion of âgestureâ.
The writers share knowledge on major research projects, musical compositions and methodological tools developed among different disciplines, such as sound art, embodied music cognition, human-computer interaction, performative studies and artificial intelligence. They visualize how similar and compatible are the notions of embodied music cognition and the artistic discourses proposed by musicians working with âgestureâ as their compositional material.
The authors and editors hope to contribute to the ongoing discussion around creative technologies and music, expressive musical interface design, the debate around the use of AI technology in music practice, as well as presenting a new way of thinking about musical instruments, composing and performing with them
Electrifying Opera, Amplifying Agency: Designing a performer-controlled interactive audio system for opera singers
This artistic research project examines the artistic, technical, and pedagogical challenges of developing a performer-controlled interactive technology for real-time vocal processing of the operatic voice. As a classically trained singer-composer, I have explored ways to merge the compositional aspects of transforming electronic sound with the performative aspects of embodied singing.
I set out to design, develop, and test a prototype for an interactive vocal processing system using sampling and audio processing methods. The aim was to foreground and accommodate an unamplified operatic voice interacting with the room's acoustics and the extended disembodied voices of the same performer. The iterative prototyping explored the performer's relationship to the acoustic space, the relationship between the embodied acoustic voice and disembodied processed voice(s), and the relationship to memory and time.
One of the core challenges was to design a system that would accommodate mobility and allow interaction based on auditory and haptic cues rather than visual. In other words, a system allowing the singer to control their sonic output without standing behind a laptop. I wished to highlight and amplify the performer's agency with a system that would enable nuanced and variable vocal processing, be robust, teachable, and suitable for use in various settings: solo performances, various types and sizes of ensembles, and opera. This entailed mediating different needs, training, and working methods of both electronic music and opera practitioners.
One key finding was that even simple audio processing could achieve complex musical results. The audio processes used were primarily combinations of feedback and delay lines. However, performers could get complex musical results quickly through continuous gestural control and the ability to route signals to four channels. This complexity sometimes led to surprising results, eliciting improvisatory responses also from singers without musical improvisation experience.
The project has resulted in numerous vocal solo, chamber, and operatic performances in Norway, the Netherlands, Belgium, and the United States. The research contributes to developing emerging technologies for live electronic vocal processing in opera, developing the improvisational performance skills needed to engage with those technologies, and exploring alternatives for sound diffusion conducive to working with unamplified operatic voices.
Links:
Exposition and documentation of PhD research in Research Catalogue: Electrifying Opera, Amplifying Agency. Artistic results. Reflection and Public Presentations (PhD) (2023):
https://www.researchcatalogue.net/profile/show-exposition?exposition=2222429
Home/Reflections:
https://www.researchcatalogue.net/view/2222429/2222460
Mapping & Prototyping:
https://www.researchcatalogue.net/view/2222429/2247120
Space & Speakers:
https://www.researchcatalogue.net/view/2222429/2222430
Presentations:
https://www.researchcatalogue.net/view/2222429/2247155
Artistic Results:
https://www.researchcatalogue.net/view/2222429/222248
Composing Music for Acoustic Instruments and Electronics Mediated Through the Application of Microsound
This project seeks to extend, through a portfolio of compositions, the use of microsound to mixed works incorporating acoustic instrument and electronics. Issues relating to the notation of microsound when used with acoustic instruments are explored and the adoption of a clear and intuitive system of graphical notation is proposed. The design of the performance environment for the electroacoustic part is discussed and different models for the control of the electronics are considered. Issues relating to structure and form when applied to compositions that mix note-based material with texture-based material are also considered. A framework based on a pure sound/noise continuum, used in conjunction with a hierarchy of gestural archetypes, is adopted as a possible solution to the challenges of structuring mixed compositions. Gestural and textural relationships between different parts of the compositions are also explored and the use of extended instrumental techniques to create continua between the acoustic and the electroacoustic is adopted. The role of aleatoric techniques and improvisation in both the acoustic and the electroacoustic parts are explored through adoption of an interactive performance environment incorporating a pitch-tracking algorithm. Finally, the advantages and disadvantages of real time recording and processing of the electronic part when compared with live processing of pre-existing sound-files are discussed
Embodied gestures
This is a book about musical gestures: multiple ways to design instruments, compose musical performances, analyze sound objects and represent sonic ideas through the central notion of âgestureâ.
The writers share knowledge on major research projects, musical compositions and methodological tools developed among different disciplines, such as sound art, embodied music cognition, human-computer interaction, performative studies and artificial intelligence. They visualize how similar and compatible are the notions of embodied music cognition and the artistic discourses proposed by musicians working with âgestureâ as their compositional material.
The authors and editors hope to contribute to the ongoing discussion around creative technologies and music, expressive musical interface design, the debate around the use of AI technology in music practice, as well as presenting a new way of thinking about musical instruments, composing and performing with them
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User-centered design of a tool for interactive computer-generated audiovisuals
The present study aims to design a tool for interactive computer-generated audiovisuals. In this paper, we investigate if the tools for audio- visual performance and composition have caught up with the growing interest and the practices in the field. We have adopted a user-centered design approach for our study, based on interviews and a workshop with practitioners. The interviews identified key themes â expressivity, ease of use and connection with the audience â that were explored in the workshop. During the workshop, a novel methodology was adopt- ed â reboot â which expands upon the bootlegging technique. Key ide- as regarding audiovisual performance gathered from the interviews; sketches for novel audiovisual tools resulting from the workshop; and the reboot technique, are the main contributions of this study
Moveable worlds/digital scenographies
This is the author's accepted manuscript. The final published article is available from the link below. Copyright @ Intellect Ltd 2010.The mixed reality choreographic installation UKIYO explored in this article reflects an interest in scenographic practices that connect physical space to virtual worlds and explore how performers can move between material and immaterial spaces. The spatial design for UKIYO is inspired by Japanese hanamichi and western fashion runways, emphasizing the research production company's commitment to various creative crossovers between movement languages, innovative wearable design for interactive performance, acoustic and electronic sound processing and digital image objects that have a plastic as well as an immaterial/virtual dimension. The work integrates various forms of making art in order to visualize things that are not in themselves visual, or which connect visual and kinaesthetic/tactile/auditory experiences. The âMoveable Worldsâ in this essay are also reflections of the narrative spaces, subtexts and auditory relationships in the mutating matrix of an installation-space inviting the audience to move around and follow its sensorial experiences, drawn near to the bodies of the dancers.Brunel University, the British Council, and the
Japan Foundation
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Understanding Music Interaction, and Why It Matters
This is the introductory chapter of a book dedicated to new research in, and emerging new understandings of, music and human-computer interactionâknown for short as music interaction. Music interaction research plays a key role in innovative approaches to diverse musical activities, including performance, composition, education, analysis, production and collaborative music making. Music interaction is pivotal in new research directions in a range of activities, including audience participation, interaction between music and dancers, tools for algorithmic music, music video games, audio games, turntablism and live coding. More generally, music provides a powerful source of challenges and new ideas for human-computer interaction (HCI). This introductory chapter reviews the relationship between music and human-computer interaction and outlines research themes and issues that emerge from the collected work of researchers and practitioners in this book
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