12,023 research outputs found

    Introduction to Gestural Similarity in Music. An Application of Category Theory to the Orchestra

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    Mathematics, and more generally computational sciences, intervene in several aspects of music. Mathematics describes the acoustics of the sounds giving formal tools to physics, and the matter of music itself in terms of compositional structures and strategies. Mathematics can also be applied to the entire making of music, from the score to the performance, connecting compositional structures to acoustical reality of sounds. Moreover, the precise concept of gesture has a decisive role in understanding musical performance. In this paper, we apply some concepts of category theory to compare gestures of orchestral musicians, and to investigate the relationship between orchestra and conductor, as well as between listeners and conductor/orchestra. To this aim, we will introduce the concept of gestural similarity. The mathematical tools used can be applied to gesture classification, and to interdisciplinary comparisons between music and visual arts.Comment: The final version of this paper has been published by the Journal of Mathematics and Musi

    Advanced Media Control Through Drawing: Using a graphics tablet to control complex audio and video data in a live context

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    This paper demonstrates the results of the authors’ Wacom tablet MIDI user interface. This application enables users’ drawing actions on a graphics tablet to control audio and video parameters in real-time. The programming affords five degrees (x, y, pressure, x tilt, y tilt) of concurrent control for use in any audio or video software capable of receiving and processing MIDI data. Drawing gesture can therefore form the basis of dynamic control simultaneously in the auditory and visual realms. This creates a play of connections between parameters in both mediums, and illustrates a direct correspondence between drawing action and media transformation that is immediately apparent to viewers. The paper considers the connection between drawing technique and media control both generally and specifically, postulating that dynamic drawing in a live context creates a performance mode not dissimilar to performing on a musical instrument or conducting with a baton. The use of a dynamic and physical real-time media interface re-inserts body actions into live media performance in a compelling manner. Performers can learn to “draw/play” the graphics tablet as a musical and visual “instrument”, creating a new and uniquely idiomatic form of electronic drawing. The paper also discusses how to practically program the application and presents examples of its use as a media manipulation tool

    Annual Report, 2012-2013

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    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

    Free associative composition: Practice led research into composition techniques that help enable free association.

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    The original compositions presented in this portfolio are the product of practice led research into developing and implementing composition techniques that enable free association. This com-mentary outlines the different approaches I have taken and the reasoning behind them

    Action-based effects on music perception

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    The classical, disembodied approach to music cognition conceptualizes action and perception as separate, peripheral processes. In contrast, embodied accounts of music cognition emphasize the central role of the close coupling of action and perception. It is a commonly established fact that perception spurs action tendencies. We present a theoretical framework that captures the ways in which the human motor system and its actions can reciprocally influence the perception of music. The cornerstone of this framework is the common coding theory, postulating a representational overlap in the brain between the planning, the execution, and the perception of movement. The integration of action and perception in so-called internal models is explained as a result of associative learning processes. Characteristic of internal models is that they allow intended or perceived sensory states to be transferred into corresponding motor commands (inverse modeling), and vice versa, to predict the sensory outcomes of planned actions (forward modeling). Embodied accounts typically refer to inverse modeling to explain action effects on music perception (Leman, 2007). We extend this account by pinpointing forward modeling as an alternative mechanism by which action can modulate perception. We provide an extensive overview of recent empirical evidence in support of this idea. Additionally, we demonstrate that motor dysfunctions can cause perceptual disabilities, supporting the main idea of the paper that the human motor system plays a functional role in auditory perception. The finding that music perception is shaped by the human motor system and its actions suggests that the musical mind is highly embodied. However, we advocate for a more radical approach to embodied (music) cognition in the sense that it needs to be considered as a dynamical process, in which aspects of action, perception, introspection, and social interaction are of crucial importance

    Human-Computer Music Performance: From Synchronized Accompaniment to Musical Partner

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    Live music performance with computers has motivated many research projects in science, engineering, and the arts. In spite of decades of work, it is surprising that there is not more technology for, and a better understanding of the computer as music performer. We review the development of techniques for live music performance and outline our efforts to establish a new direction, Human-Computer Music Performance (HCMP), as a framework for a variety of coordinated studies. Our work in this area spans performance analysis, synchronization techniques, and interactive performance systems. Our goal is to enable musicians to ncorporate computers into performances easily and effectively through a better understanding of requirements, new techniques, and practical, performance-worthy implementations. We conclude with directions for future work

    Interactive computer music: a performer\u27s guide to issues surrounding Kyma with live clarinet input

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    Musicians are familiar with interaction in rehearsal and performance of music. Technology has become sophisticated and affordable to the point where interaction with a computer in real time performance is also possible. The nature of live interactive electronic music has blurred the distinction between the formerly exclusive realm of composition and that of performance. It is quite possible for performers to participate in the genre but currently little information is available for those wishing to explore it. This written document contains a definition of interaction, discussion on how it occurs in traditional music-making and a brief history of the emergence of live interaction in computer music. It also discusses the concept of live interaction, its aesthetic value, and highlights the possibilities of live interactive computer music using clarinet and the Kyma system, revealing ways a performer may maximize the interactive experience. The document, written from a player\u27s perspective, contains descriptions of possible methods of interaction with Kyma and live clarinet input divided into two areas: the clarinet can be used as a controller and the clarinet can be used as a source of sound. Information upon technical issues such as the speaker system, performance-space acoustics and diffusion options, possible interactive inputs, and specifically on microphone choices for clarinet is provided. There is little information for musicians contemplating the use of Kyma; specifically clarinetists will find in this paper a practical guide to many aspects of live electronic interaction and be better informed to explore the field. This area has the potential to expand not only our performing opportunities, but might increase economic development. Application of interactive music technology can be used in a traditional recital and for collaborative work with other art forms, installation projects and even music therapy. Knowledge of these programs also opens possibilities for sound design in theatre, film and other commercial applications
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