400 research outputs found

    Apps, Agents, and Improvisation: Ensemble Interaction with Touch-Screen Digital Musical Instruments

    No full text
    This thesis concerns the making and performing of music with new digital musical instruments (DMIs) designed for ensemble performance. While computer music has advanced to the point where a huge variety of digital instruments are common in educational, recreational, and professional music-making, these instruments rarely seek to enhance the ensemble context in which they are used. Interaction models that map individual gestures to sound have been previously studied, but the interactions of ensembles within these models are not well understood. In this research, new ensemble-focussed instruments have been designed and deployed in an ongoing artistic practice. These instruments have also been evaluated to find out whether, and if so how, they affect the ensembles and music that is made with them. Throughout this thesis, six ensemble-focussed DMIs are introduced for mobile touch-screen computers. A series of improvised rehearsals and performances leads to the identification of a vocabulary of continuous performative touch-gestures and a system for tracking these collaborative performances in real time using tools from machine learning. The tracking system is posed as an intelligent agent that can continually analyse the gestural states of performers, and trigger a response in the performers' user interfaces at appropriate moments. The hypothesis is that the agent interaction and UI response can enhance improvised performances, allowing performers to better explore creative interactions with each other, produce better music, and have a more enjoyable experience. Two formal studies are described where participants rate their perceptions of improvised performances with a variety of designs for agent-app interaction. The first, with three expert performers, informed refinements for a set of apps. The most successful interface was redesigned and investigated further in a second study with 16 non-expert participants. In the final interface, each performer freely improvised with a limited number of notes; at moments of peak gestural change, the agent presented users with the opportunity to try different notes. This interface is shown to produce performances that are longer, as well as demonstrate improved perceptions of musical structure, group interaction, enjoyment and overall quality. Overall, this research examined ensemble DMI performance in unprecedented scope and detail, with more than 150 interaction sessions recorded. Informed by the results of lab and field studies using quantitative and qualitative methods, four generations of ensemble-focussed interface have been developed and refined. The results of the most recent studies assure us that the intelligent agent interaction does enhance improvised performances

    Rethinking Interaction: Identity and Agency in the Performance of “Interactive” Electronic Music

    Get PDF
    This document investigates interaction between human performers and various interactive technologies in the performance of interactive electronic and computer music. Specifically, it observes how the identity and agency of the interactive technology is experienced and perceived by the human performer. First, a close examination of George Lewis’ creation of and performance with his own historic interactive electronic and computer works reveals his disposition of interaction as improvisation. This disposition is contextualized within then contemporary social and political issues related to African American experimental musicians as well as an emerging culture of electronic and computer musicians concerned with interactivity. Second, an auto-ethnographic study reveals a contemporary performers perspective via the author’s own direct interactive experience with electronic and computer systems. These experiences were documented and analyzed using Actor Network Theory, Critical Technical Practice, theories of Embodiment and Embodied Cognition, Lewis’s conceptions of improvisation, as well as Tracy McMullen’s theory of the Improvisative. Analyses from both studies revealed that when and how performers chose to “other” interactive technologies significantly influenced their actions. The implications of this are discussed in terms of identity formation both within performances of interactive electronic music and interactive technologies generally

    Clasp together: composing for mind and machine

    Get PDF
    This paper will explore questions of agency, control and interaction and the embodied nature of musical performance in relation to the use of human-computer interaction (HCI), through the experimental work Clasp Together (beta) 2 for small ensemble and live electronics by J. Harry Whalley. This practice-led research is situated at the intersection of music neurotechnology for sound synthesis and brain-computer interfaces (BCI), and explores the use of neural patterns from Electroencephalography (EEG) as a control instrument. The composition departed from the traditional composer/performer paradigm by including both non-instrumental physical gestures and cognitive or emotive instructions integrated into the score

    Implementation and development of interfaces for music performance through analysis of improvised dance movements

    Get PDF
    Electronic music, even when designed to be interactive, can lack performance interest and is frequently musically unsophisticated. This is unfortunate because there are many aspects of electronic music that can be interesting, elegant, demonstrative and musically informative. The use of dancers to interact with prototypical interfaces comprising clusters of sensors generating music algorithmically provides a method of investigating human actions in this environment. This is achieved through collaborative work involving software and hardware designers, composers, sculptors and choreographers who examine aesthetically and practically the interstices of these disciplines. The proposed paper investigates these interstices

    Interactive Sound in Performance Ecologies: Studying Connections among Actors and Artifacts

    Get PDF
    This thesis’s primary goal is to investigate performance ecologies, that is the compound of humans, artifacts and environmental elements that contribute to the result of a per- formance. In particular, this thesis focuses on designing new interactive technologies for sound and music. The goal of this thesis leads to the following Research Questions (RQs): ‱ RQ1 How can the design of interactive sonic artifacts support a joint expression across different actors (composers, choreographers, and performers, musicians, and dancers) in a given performance ecology? ‱ RQ2 How does each different actor influence the design of different artifacts, and what impact does this have on the overall artwork? ‱ RQ3 How do the different actors in the same ecology interact, and appropriate an interactive artifact? To reply to these questions, a new framework named ARCAA has been created. In this framework, all the Actors of a given ecology are connected to all the Artifacts throughout three layers: Role, Context and Activity. This framework is then applied to one systematic literature review, two case studies on music performance and one case study in dance performance. The studies help to better understand the shaded roles of composers, per- formers, instrumentalists, dancers, and choreographers, which is relevant to better design interactive technologies for performances. Finally, this thesis proposes a new reflection on the blurred distinction between composing and designing a new instrument in a context that involves a multitude of actors. Overall, this work introduces the following contributions to the field of interaction design applied to music technology: 1) ARCAA, a framework to analyse the set of inter- connected relationship in interactive (music) performances, validated through 2 music studies, 1 dance study and 1 systematic literature analysis; 2) Recommendations for de- signing music interactive system for performance (music or dance), accounting for the needs of the various actors and for the overlapping on music composition and design of in- teractive technology; 3) A taxonomy of how scores have shaped performance ecologies in NIME, based on a systematic analysis of the literature on score in the NIME proceedings; 4) Proposal of a methodological approach combining autobiographical and idiographical design approaches in interactive performances.O objetivo principal desta tese Ă© investigar as ecologias performativas, conjunto formado pelos participantes humanos, artefatos e elementos ambientais que contribuem para o resultado de uma performance. Em particular, esta tese foca-se na conceção de novas tecnologias interativas para som e mĂșsica. O objetivo desta tese originou as seguintes questĂ”es de investigação (Research Questions RQs): ‱ RQ1 Como o design de artefatos sonoros interativos pode apoiar a expressĂŁo con- junta entre diferentes atores (compositores, coreĂłgrafos e performers, mĂșsicos e dançarinos) numa determinada ecologia performativa? ‱ RQ2 Como cada ator influencia o design de diferentes artefatos e que impacto isso tem no trabalho artĂ­stico global? ‱ RQ3 Como os diferentes atores de uma mesma ecologia interagem e se apropriam de um artefato interativo? Para responder a essas perguntas, foi criado uma nova framework chamada ARCAA. Nesta framework, todos os atores (Actores) de uma dada ecologia estĂŁo conectados a todos os artefatos (Artefacts) atravĂ©s de trĂȘs camadas: Role, Context e Activity. Esta framework foi entĂŁo aplicada a uma revisĂŁo sistemĂĄtica da literatura, a dois estudos de caso sobre performance musical e a um estudo de caso em performance de dança. Estes estudos aju- daram a comprender melhor os papĂ©is desempenhados pelos compositores, intĂ©rpretes, instrumentistas, dançarinos e coreĂłgrafos, o que Ă© relevante para melhor projetar as tec- nologias interativas para performances. Por fim, esta tese propĂ”e uma nova reflexĂŁo sobre a distinção entre compor e projetar um novo instrumento num contexto que envolve uma multiplicidade de atores. Este trabalho apresenta as seguintes contribuiçÔes principais para o campo do design de interação aplicado Ă  tecnologia musical: 1) ARCAA, uma framework para analisar o conjunto de relaçÔes interconectadas em performances interativas, validado atravĂ©s de dois estudos de caso relacionados com a mĂșsica, um estudo de caso relacionado com a dança e uma anĂĄlise sistemĂĄtica da literatura; 2) RecomendaçÔes para o design de sistemas interativos musicais para performance (mĂșsica ou dança), tendo em conta as necessidades dos vĂĄrios atores e a sobreposição entre a composição musical e o design de tecnologia interactiva; 3) Uma taxonomia sobre como as partituras musicais moldaram as ecologias performativas no NIME, com base numa anĂĄlise sistemĂĄtica da literatura dos artigos apresentados e publicados nestas conferĂȘncia; 4) Proposta de uma aborda- gem metodolĂłgica combinando abordagens de design autobiogrĂĄfico e idiogrĂĄfico em performances interativas

    Soma: live performance where congruent musical, visual, and proprioceptive stimuli fuse to form a combined aesthetic narrative

    Get PDF
    Artists and scientists have long had an interest in the relationship between music and visual art. Today, many occupy themselves with correlated animation and music, called 'visual music'. Established tools and paradigms for performing live visual music however, have several limitations: Virtually no user interface exists, with an expressivity comparable to live musical performance. Mappings between music and visuals are typically reduced to the music‘s beat and amplitude being statically associated to the visuals, disallowing close audiovisual congruence, tension and release, and suspended expectation in narratives. Collaborative performance, common in other live art, is mostly absent due to technical limitations. Preparing or improvising performances is complicated, often requiring software development. This thesis addresses these, through a transdisciplinary integration of findings from several research areas, detailing the resulting ideas, and their implementation in a novel system: Musical instruments are used as the primary control data source, accurately encoding all musical gestures of each performer. The advanced embodied knowledge musicians have of their instruments, allows increased expressivity, the full control data bandwidth allows high mapping complexity, while musicians‘ collaborative performance familiarity may translate to visual music performance. The conduct of Mutable Mapping, gradually creating, destroying and altering mappings, may allow for a narrative in mapping during performance. The art form of Soma, in which correlated auditory, visual and proprioceptive stimulus form a combined narrative, builds on knowledge that performers and audiences are more engaged in performance requiring advanced motor knowledge, and when congruent percepts across modalities coincide. Preparing and improvising is simplified, through re-adapting the Processing programming language for artists to behave as a plug-in API, thus encapsulating complexity in modules, which may be dynamically layered during performance. Design research methodology is employed during development and evaluation, while introducing the additional viewpoint of ethnography during evaluation, engaging musicians, audience and visuals performers
    • 

    corecore