2,913 research outputs found

    16th Sound and Music Computing Conference SMC 2019 (28–31 May 2019, Malaga, Spain)

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    The 16th Sound and Music Computing Conference (SMC 2019) took place in Malaga, Spain, 28-31 May 2019 and it was organized by the Application of Information and Communication Technologies Research group (ATIC) of the University of Malaga (UMA). The SMC 2019 associated Summer School took place 25-28 May 2019. The First International Day of Women in Inclusive Engineering, Sound and Music Computing Research (WiSMC 2019) took place on 28 May 2019. The SMC 2019 TOPICS OF INTEREST included a wide selection of topics related to acoustics, psychoacoustics, music, technology for music, audio analysis, musicology, sonification, music games, machine learning, serious games, immersive audio, sound synthesis, etc

    A microtonal wind controller building on Yamaha’s technology to facilitate the performance of music based on the “19-EDO” scale

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    We describe a project in which several collaborators adapted an existing instrument to make it capable of playing expressively in music based on the microtonal scale characterised by equal divsion of the octave into 19 tones (“19-EDO”). Our objective was not just to build this instrument, however, but also to produce a well-formed piece of music which would exploit it idiomatically, in a performance which would provide listeners with a pleasurable and satisfying musical experience. Hence, consideration of the extent and limits of the playing-techniques of the resulting instrument (a “Wind-Controller”) and of appropriate approaches to the composition of music for it were an integral part of the project from the start. Moreover, the intention was also that the piece, though grounded in the musical characteristics of the 19-EDO scale, would nevertheless have a recognisable relationship with what Dimitri Tymoczko (2010) has called the “Extended Common Practice” of the last millennium. So the article goes on to consider these matters, and to present a score of the resulting new piece, annotated with comments documenting some of the performance issues which it raises. Thus, bringing the project to fruition involved elements of composition, performance, engineering and computing, and the article describes how such an inter-disciplinary, multi-disciplinary and cross-disciplinary collaboration was co-ordinated in a unified manner to achieve the envisaged outcome. Finally, we consider why the building of microtonal instruments is such a problematic issue in a contemporary (“high-tech”) society like ours

    Issues and techniques for collaborative music making on multi-touch surfaces

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    A range of systems exist for collaborative music making on multi-touch surfaces. Some of them have been highly successful, but currently there is no systematic way of designing them, to maximise collaboration for a particular user group. We are particularly interested in systems that will engage novices and experts. We designed a simple application in an initial attempt to clearly analyse some of the issues. Our application allows groups of users to express themselves in collaborative music making using pre-composed materials. User studies were video recorded and analysed using two techniques derived from Grounded Theory and Content Analysis. A questionnaire was also conducted and evaluated. Findings suggest that the application affords engaging interaction. Enhancements for collaborative music making on multi-touch surfaces are discussed. Finally, future work on the prototype is proposed to maximise engagement

    Experimental Approaches to the Composition of Interactive Video Game Music

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    This project explores experimental approaches and strategies to the composition of interactive music for the medium of video games. Whilst music in video games has not enjoyed the technological progress that other aspects of the software have received, budgets expand and incomes from releases grow. Music is now arguably less interactive than it was in the 1990’s, and whilst graphics occupy large amounts of resources and development time, audio does not garner the same attention. This portfolio develops strategies and audio engines, creating music using the techniques of aleatoric composition, real-time remixing of existing work, and generative synthesisers. The project created music for three ‘open-form’ games : an example of the racing genre (Kart Racing Pro); an arena-based first-person shooter (Counter-Strike : Source); and a real-time strategy title (0 A.D.). These games represent a cross-section of ‘sandbox’- type games on the market, as well as all being examples of games with open-ended or open-source code

    Compositions Combining Acoustic, Electro-Acoustic And Synthetic Instruments For Modern Jazz Performance

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    Compositions Combining Acoustic, Electro-acoustic and Synthetic Instruments for Modern Jazz Performance presents a series of seven compositions by vibraphonist and composer David Kemp. The seven works primarily explore combining acoustic (trumpet and drums), electro-acoustic (electric guitar, bass guitar and pickup equipped vibraphone) and synthetic (electronically created synthesizer patches on a Roland XV5050 Sound Module) instruments, mixing musical styles, using rhythm and duration as a governing force in composition, using an extensive harmonic palette and incorporating technology. In this document, the scores are presented in full in a Portfolio Volume, accompanied by recorded performances in audio and visual formats and written analyses of the compositions. Included is a discussion of archetypal composers, similar stylistic traits of their music to mine, and conclusions drawn from the project. The document is completed by a bibliography and discography

    Designing and Composing for Interdependent Collaborative Performance with Physics-Based Virtual Instruments

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    Interdependent collaboration is a system of live musical performance in which performers can directly manipulate each other’s musical outcomes. While most collaborative musical systems implement electronic communication channels between players that allow for parameter mappings, remote transmissions of actions and intentions, or exchanges of musical fragments, they interrupt the energy continuum between gesture and sound, breaking our cognitive representation of gesture to sound dynamics. Physics-based virtual instruments allow for acoustically and physically plausible behaviors that are related to (and can be extended beyond) our experience of the physical world. They inherently maintain and respect a representation of the gesture to sound energy continuum. This research explores the design and implementation of custom physics-based virtual instruments for realtime interdependent collaborative performance. It leverages the inherently physically plausible behaviors of physics-based models to create dynamic, nuanced, and expressive interconnections between performers. Design considerations, criteria, and frameworks are distilled from the literature in order to develop three new physics-based virtual instruments and associated compositions intended for dissemination and live performance by the electronic music and instrumental music communities. Conceptual, technical, and artistic details and challenges are described, and reflections and evaluations by the composer-designer and performers are documented
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