1,135 research outputs found

    Master of Music in Composition

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    This portfolio of compositions involved the creation of multimedia works within the context of collaborative artistic practice. This interest has resulted from my increasing participation in multidisciplinary collaborative projects in recent years as a composer and singer. In the portfolio of works I have drawn on a range of theoretical texts from the fields of cognitive science, psychology, sociology and spirituality to develop a supportive discourse with which to reflect on the creative intersection of activities. Five collaborative compositions were created and realised. These range from a self-generative installation to a traditional film score. To examine the creative process, I have constructed a continuum that situates each piece between polarities of product or process-driven work. On one side of this continuum is Beads, a generative sound/video installation which explores video tracking as a compositional agent. At the opposite pole is The Old Woman in the Woods, a typical cinematic film score. Situated between these two extreme points are Terroir, Let It Go, and Aspects of Trees. Aspects of Trees is a hyperimprovisational system for visual projections, live cello, and software application. Let it Go explores the balance between improvisation, composition and “composed” instruments. Terroir is a fixed media experimental film which uses a single data source collected from an old cell phone

    Narrativity and audiovisual performance

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     In this paper, we intend to reflect on how audiovisual performance forces us to rethink the concept of narrativity. After a brief review on the fundamentals of narrative theory and audiovisual performance, we will analyse three cases that illustrate different manifestations of narrativity in audiovisual performance

    MINDtouch embodied ephemeral transference: Mobile media performance research

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    This is the post-print version of the final published article that is available from the link below. Copyright @ Intellect Ltd 2011.The aim of the author's media art research has been to uncover any new understandings of the sensations of liveness and presence that may emerge in participatory networked performance, using mobile phones and physiological wearable devices. To practically investigate these concepts, a mobile media performance series was created, called MINDtouch. The MINDtouch project proposed that the mobile videophone become a new way to communicate non-verbally, visually and sensually across space. It explored notions of ephemeral transference, distance collaboration and participant as performer to study presence and liveness emerging from the use of wireless mobile technologies within real-time, mobile performance contexts. Through participation by in-person and remote interactors, creating mobile video-streamed mixes, the project interweaves and embodies a daisy chain of technologies through the network space. As part of a practice-based Ph.D. research conducted at the SMARTlab Digital Media Institute at the University of East London, MINDtouch has been under the direction of Professor Lizbeth Goodman and sponsored by BBC R&D. The aim of this article is to discuss the project research, conducted and recently completed for submission, in terms of the technical and aesthetic developments from 2008 to present, as well as the final phase of staging the events from July 2009 to February 2010. This piece builds on the article (Baker 2008) which focused on the outcomes of phase 1 of the research project and initial developments in phase 2. The outcomes from phase 2 and 3 of the project are discussed in this article

    Sculpting Unrealities: Using Machine Learning to Control Audiovisual Compositions in Virtual Reality

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    This thesis explores the use of interactive machine learning (IML) techniques to control audiovisual compositions within the emerging medium of virtual reality (VR). Accompanying the text is a portfolio of original compositions and open-source software. These research outputs represent the practical elements of the project that help to shed light on the core research question: how can IML techniques be used to control audiovisual compositions in VR? In order to find some answers to this question, it was broken down into its constituent elements. To situate the research, an exploration of the contemporary field of audiovisual art locates the practice between the areas of visual music and generative AV. This exploration of the field results in a new method of categorising the constituent practices. The practice of audiovisual composition is then explored, focusing on the concept of equality. It is found that, throughout the literature, audiovisual artists aim to treat audio and visual material equally. This is interpreted as a desire for balance between the audio and visual material. This concept is then examined in the context of VR. A feeling of presence is found to be central to this new medium and is identified as an important consideration for the audiovisual composer in addition to the senses of sight and sound. Several new terms are formulated which provide the means by which the compositions within the portfolio are analysed. A control system, based on IML techniques, is developed called the Neural AV Mapper. This is used to develop a compositional methodology through the creation of several studies. The outcomes from these studies are incorporated into two live performance pieces, Ventriloquy I and Ventriloquy II. These pieces showcase the use of IML techniques to control audiovisual compositions in a live performance context. The lessons learned from these pieces are incorporated into the development of the ImmersAV toolkit. This open-source software toolkit was built specifically to allow for the exploration of the IML control paradigm within VR. The toolkit provides the means by which the immersive audiovisual compositions, Obj_#3 and Ag FĂĄs Ar Ais ArĂ­s are created. Obj_#3 takes the form of an immersive audiovisual sculpture that can be manipulated in real-time by the user. The title of the thesis references the physical act of sculpting audiovisual material. It also refers to the ability of VR to create alternate realities that are not bound to the physics of real-life. This exploration of unrealities emerges as an important aspect of the medium. The final piece in the portfolio, Ag FĂĄs Ar Ais ArĂ­s takes the knowledge gained from the earlier work and pushes the boundaries to maximise the potential of the medium and the material

    States of suspension : exploring suspended experience of sound and light in popular music and imagery

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    This practice-based research project explores, defines and demonstrates the state of spatio-temporal suspension, or suspended experience, where abstract characteristics of sound and light in music and imagery coalesce to afford audience and performer the experience of liminal or “between” aesthetic zones, in turn providing a gateway into imaginative worlds. Informed by the author’s background in the performance and composition of forms of experimental popular music as well as graphic design and photography, the investigation utilises a combination of creative research methods and research-led analysis within a phenomenological framework to interrogate the physiological and neurological basis for this state. In order to better understand and define this concept, relevant creative exemplars including music and music videos, experimental films and site-specific installations are examined. The analysis draws upon a range of relevant philosophies and theories of perception relating to time and space, including phenomenology, liminality, the Japanese concept of Ma and heterotopia. Perceptual and psychological theories, including affect as felt experience and its role in aesthetics are considered, as well as embodied cognition in aesthetics and ecological approaches to perception. These theories and concepts consider humans as integral parts of a dynamic ecosystem of individual and shared information and perception, providing insight into the perceptual basis of suspension and why it is often encountered as a cross-modal experience. Through the analysis of creative works and the author’s self-observation and journaling of the audiovisual exploration of suspension in performance and practice, the research identifies compositional features that are prevalent in works that facilitate and enhance the potential for suspended experience. These features are explored and realised through creative works that examine how suspension is imparted through an audiovisual composition, how it is experienced by the practitioner through the recording process and as an improvised performance, and how the works are received and experienced by others, via examination of responses to specially designed reception tests. The findings are expressed in the conception and realisation of two major bodies of work: an audiovisual suite, Suspension Studies (2020), comprised of musical and visual studies of suspension as an immobile work; and a site-specific performance work, States of Suspension (2018), which affords audiences and performers an active aesthetic experience of suspension in situ. The enquiry contributes to the understanding of a relatively unexplored phenomenon in music and visual arts and intends to encourage further discourse and investigation into this topic

    Algorithmic Compositional Methods and their Role in Genesis: A Multi-Functional Real-Time Computer Music System

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    Algorithmic procedures have been applied in computer music systems to generate compositional products using conventional musical formalism, extensions of such musical formalism and extra-musical disciplines such as mathematical models. This research investigates the applicability of such algorithmic methodologies for real-time musical composition, culminating in Genesis, a multi-functional real-time computer music system written for Mac OS X in the SuperCollider object-oriented programming language, and contained in the accompanying DVD. Through an extensive graphical user interface, Genesis offers musicians the opportunity to explore the application of the sonic features of real-time sound-objects to designated generative processes via different models of interaction such as unsupervised musical composition by Genesis and networked control of external Genesis instances. As a result of the applied interactive, generative and analytical methods, Genesis forms a unique compositional process, with a compositional product that reflects the character of its interactions between the sonic features of real-time sound-objects and its selected algorithmic procedures. Within this thesis, the technologies involved in algorithmic methodologies used for compositional processes, and the concepts that define their constructs are described, with consequent detailing of their selection and application in Genesis, with audio examples of algorithmic compositional methods demonstrated on the accompanying DVD. To demonstrate the real-time compositional abilities of Genesis, free explorations with instrumentalists, along with studio recordings of the compositional processes available in Genesis are presented in audiovisual examples contained in the accompanying DVD. The evaluation of the Genesis system’s capability to form a real-time compositional process, thereby maintaining real-time interaction between the sonic features of real-time sound objects and its selected algorithmic compositional methods, focuses on existing evaluation techniques founded in HCI and the qualitative issues such evaluation methods present. In terms of the compositional products generated by Genesis, the challenges in quantifying and qualifying its compositional outputs are identified, demonstrating the intricacies of assessing generative methods of compositional processes, and their impact on a resulting compositional product. The thesis concludes by considering further advances and applications of Genesis, and inviting further dissemination of the Genesis system and promotion of research into evaluative methods of generative techniques, with the hope that this may provide additional insight into the relative success of products generated by real-time algorithmic compositional processes

    The Sound of the hallmarks of cancer

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    The objective of this research is to create a mixed portfolio of data-driven composition and performance interfaces, fixed Electroacoustic/Computer music compositions, and live-improvised musical and audiovisual works reflecting cancer as a disease. The main methodology in generating the raw sonic material is the sonification of high-throughput, protein/RNA fold-change data, derived from the bio- molecular research of cancer cells. This data and relevant insight into the field are obtained as part of a collaboration with Barts Cancer Institute, in London, UK. Furthermore, for the purpose of musical effectiveness and reaching wider audiences, a focus has been placed on balancing the use of data-driven sonic material with composer-driven musical choices, by drawing upon the narrative of the Hallmarks of Cancer (Hanahan and Weinberg, 2011) which is a widely accepted conceptual framework in the field of cancer research for understanding the various biomolecular processes responsible for causing cancer. This method is adopted in order to inspire musical form, and guide some of the syntactic and aesthetic choices within both fixed and improvised works. In addition, this research also reflects upon the use of data sonification as an artistic tool and practice, while also addressing the contradictions and contention that arise as a result of scientific aims and expectations regarding sonification, resulting in a proposed original model for framing and classifying artistic works incorporating this approach
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