12,023 research outputs found
Introduction to Gestural Similarity in Music. An Application of Category Theory to the Orchestra
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
This paper demonstrates the results of the authorsâ Wacom tablet MIDI user interface. This application enables usersâ 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 âdraw/playâ the graphics tablet as a musical and visual âinstrumentâ, 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
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Seeking out the spaces between: Using improvisation for collaborative composition and interactive technology
Copyright © 2010 ISASTThis article presents findings from experiments into piano performance live electronics undertaken by the author since early 2007. The use of improvisation has infused every step of the process---both as a methodology to obtain meaningful results using interactive technology and as a way to generate and characterize a collaborative musical space with composers. The technology used has included pre-built MIDI interfaces such as the PianoBar, actuators such as miniature DC motors and sensor interfaces including iCube and the Wii controller. Collaborators have included researchers at the Centre for Digital Music (QMUL), Richard Barrett, Pierre Alexandre Tremblay and Atau Tanaka. In seeking to create responsive âperformance environmentsâ at the piano, I explore live, performative control of electronics to create better connections for both performer (providing the same level of interpretive freedom as with a âpureâ instrumental performance) and audience (communicating clearly to them). I have been lucky to witness first-hand many live interactive performances and to work with various empathetic composers/performers in flexible working environments. Collaborating with experienced technologists and musicians, I have witnessed time and again what, for me, is a fundamental truth in interactive instrumental performance: As a living, spontaneous form it must be nurtured and informed by the performerâs physicality and imagination as much as by the creativity or knowledge of the composer and/or technologist. Specifically in the case of sensors, their dependence on the detail of each personâs body and reactions is so refined as to necessitate, I would argue, an entirely collaborative approach and therefore one that involves at least directed improvisation and, more likely, fairly extensive improvised exploration. The fundamentally personal and intimate nature of sensor readings---the amount of tension created by each performer, the shape of the ancillary gestures or the level of emotional involvement (especially relevant when using galvanic skin response or EEG)---makes creating pieces with sensors extremely difficult for a composer to do in isolation. Improvisation therefore provides a way for performer and composer to generate a common musical and gestural language. Related to these issues is the fact that the technical or notational parameters in interactive music are not yet (and may never be) standardized, thereby creating a very real and practical need for improvisation to figure at least somewhere in the process.This study is funded by the Arts and Humanities Research Council
BitBox!:A case study interface for teaching real-time adaptive music composition for video games
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 âBitBox!â, 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.
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
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
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
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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