23,988 research outputs found

    Portfolio of compositions

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    This text contains a short general description of my experience at the University of Birmingham. This is an attempt to communicate how my perception in composing music has changed and evolved. The focus is to introduce briefly my experience before I arrived at the University of Birmingham, then go through all the compositions I have worked on during my PhD programme. This attempt is to explain the main processes I have used for composing, giving a wider view of the issues that I was interested in developing. Furthermore, I will consider some technical aspects with reference to facilities that the University of Birmingham offers to students. This appears to be the right opportunity for them to explore technology almost without any restrictions. I also give some information about other nonmusical issues, which I was interested in developing in order to look into personal aesthetic directions. My main reason for being at the University of Birmingham was to explore compositional processes different from my previous experiences, in order to enlarge my abilities and perspectives in music composition

    A Conceptual Framework for Motion Based Music Applications

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    Imaginary projections are the core of the framework for motion based music applications presented in this paper. Their design depends on the space covered by the motion tracking device, but also on the musical feature involved in the application. They can be considered a very powerful tool because they allow not only to project in the virtual environment the image of a traditional acoustic instrument, but also to express any spatially defined abstract concept. The system pipeline starts from the musical content and, through a geometrical interpretation, arrives to its projection in the physical space. Three case studies involving different motion tracking devices and different musical concepts will be analyzed. The three examined applications have been programmed and already tested by the authors. They aim respectively at musical expressive interaction (Disembodied Voices), tonal music knowledge (Harmonic Walk) and XX century music composition (Hand Composer)

    BitBox!:A case study interface for teaching real-time adaptive music composition for video games

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    Real-time adaptive music is now well-established as a popular medium, largely through its use in video game soundtracks. Commercial packages, such as fmod, make freely available the underlying technical methods for use in educational contexts, making adaptive music technologies accessible to students. Writing adaptive music, however, presents a significant learning challenge, not least because it requires a different mode of thought, and tutor and learner may have few mutual points of connection in discovering and understanding the musical drivers, relationships and structures in these works. This article discusses the creation of ‘BitBox!’, a gestural music interface designed to deconstruct and explain the component elements of adaptive composition through interactive play. The interface was displayed at the Dare Protoplay games exposition in Dundee in August 2014. The initial proof-of- concept study proved successful, suggesting possible refinements in design and a broader range of applications

    Designing constraints: composing and performing with digital musical systems

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    This paper investigates two central terms in Human Computer Interaction (HCI) – affordances and constraints – and studies their relevance to the design and understanding of digital musical systems. It argues that in the analysis of complex systems, such as new interfaces for musical expression (NIME), constraints are a more productive analytical tool than the common HCI usage of affordances. Constraints are seen as limitations enabling the musician to encapsulate a specific search space of both physical and compositional gestures, proscribing complexity in favor of a relatively simple set of rules that engender creativity. By exploring the design of three different digital musical systems, the paper defines constraints as a core attribute of mapping, whether in instruments or compositional systems. The paper describes the aspiration for designing constraints as twofold: to save time, as musical performance is typically a real-time process, and to minimize the performer’s cognitive load. Finally, it discusses skill and virtuosity in the realm of new musical interfaces for musical expression with regard to constraints

    Essay VIII: a key work in the piano output of Christopher Bochmann

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    Christopher Bochmann's pianistic language is based on a fairly conventional instrumental technique, inherited from the 19th century pianistic tradition, yet encompassing characteristic features developed by authors associated with the 2nd Viennese School and post-serialism, as well as significant experiences in the fields of free forms and aleatoric music. The permeability to a neoclassical sensibility, probably stimulated by contact with Nadia Boulanger in the formative years, has remained over time and manifests itself from time to time, both in the use of techniques, genres and forms of the past, but also, more comprehensively, in a constant search for balance and proportionality, across all of Bochmann’s works. From 1991, the year he composed Essay VIII, for solo piano, Bochmann inaugurated his maturity phase, based on what he calls a “unified technique”. The significant consistency of his instrumental language from then on results, to a large extent, from the synthesis of previously explored elements that Essay VIII operates, as I intend to demonstrate throughout this essay. Furthermore, we shall see how specific traits, not always particularly idiomatic, of Bochmann’s pianistic idiom enhance the aural understanding of the compositional principles that structure the work in analysis, and how a successful performance of the work depends largely on the understanding and highlighting, through specific performance practices, of the composer’s choices

    HIEMPA: Hybrid Instruments from Electroacoustic Manipulation and Models of PĂŒtorino and Aquascape

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    The HIEMPA project combined a team of people with technical, artistic, environmental and cultural expertise towards an artistic outcome aiming to extend the New Zealand sonic art tradition. The work involved collecting audio samples from the aquascape of the Ruakuri Caves and Nature Reserve in Waitomo, South Waikato, New Zealand; and samples of a variety of pĂŒtorino – a New Zealand MĂ€ori wind instrument. Following a machine learning analysis of this audio material and an analysis of the performance material, hybrid digital instruments were built and mapped to suitable hardware triggers. The new instruments are playable in realtime, along with the electroacoustic manipulation of pĂŒtorino performances. The project takes into account the environmental and cultural significance of the source material, with the results to be released as a set of compositions. This paper discusses the background research and process of the project

    PIWeCS: enhancing human/machine agency in an interactive composition system

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    This paper focuses on the infrastructure and aesthetic approach used in PIWeCS: a Public Space Interactive Web-based Composition System. The concern was to increase the sense of dialogue between human and machine agency in an interactive work by adapting Paine's (2002) notion of a conversational model of interaction as a ‘complex system’. The machine implementation of PIWeCS is achieved through integrating intelligent agent programming with MAX/MSP. Human input is through a web infrastructure. The conversation is initiated and continued by participants through arrangements and composition based on short performed samples of traditional New Zealand Maori instruments. The system allows the extension of a composition through the electroacoustic manipulation of the source material
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