18,472 research outputs found
Responsive Music Interfaces for Performance
In this project we have developed reactive instruments for
performance. Reactive instruments provide feedback for
the performer thereby providing a more dynamic
experience. This is achieved through the use of haptics and
robotics. Haptics provide a feedback system to the control
surface. Robotics provides a way to actuate the instruments
and their control surfaces. This allows a highly coordinated
“dance” between performer and the instrument. An
application for this idea is presented as a linear slide
interface. Reactive interfaces represent a dynamic way for
music to be portrayed in performance
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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 “performance environments” 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 “pure” 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 performer’s 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 person’s 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
Multiple Media Interfaces for Music Therapy
This article describes interfaces (and the supporting technological infrastructure) to create audiovisual instruments for use in music therapy. In considering how the multidimensional nature of sound requires multidimensional input control, we propose a model to help designers manage the complex mapping between input devices and multiple media software. We also itemize a research agenda
Surfing the Waves: Live Audio Mosaicing of an Electric Bass Performance as a Corpus Browsing Interface
In this paper, the authors describe how they use an electric bass as a subtle, expressive and intuitive interface to browse the rich sample bank available to most laptop owners. This is achieved by audio mosaicing of the live bass performance audio, through corpus-based concatenative synthesis (CBCS) techniques, allowing a mapping of the multi-dimensional expressivity of the performance onto foreign audio material, thus recycling the virtuosity acquired on the electric instrument with a trivial learning curve. This design hypothesis is contextualised and assessed within the Sandbox#n series of bass+laptop meta-instruments, and the authors describe technical means of the implementation through the use of the open-source CataRT CBCS system adapted for live mosaicing. They also discuss their encouraging early results and provide a list of further explorations to be made with that rich new interface
Wearable performance
This is the post-print version of the article. The official published version can be accessed from the link below - Copyright @ 2009 Taylor & FrancisWearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment. Wearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment
An epistemic dimension space for musical devices
The analysis of digital music systems has traditionally been characterized by an approach that can be defined as phenomenological. The focus has been on the body and its relationship to the machine, often neglecting the system’s conceptual design. This paper brings into focus the epistemic features of digital systems, which implies emphasizing the cognitive, conceptual and music theoretical side of our musical instruments. An epistemic dimension space for the analysis of musical devices is proposed
The sound motion controller: a distributed system for interactive music performance
We developed an interactive system for music performance, able to
control sound parameters in a responsive way with respect to the
user’s movements. This system is conceived as a mobile application,
provided with beat tracking and an expressive parameter modulation,
interacting with motion sensors and effector units, which are
connected to a music output, such as synthesizers or sound effects.
We describe the various types of usage of our system and our
achievements, aimed to increase the expression of music
performance and provide an aid to music interaction. The results
obtained outline a first level of integration and foresee future
cognitive and technological research related to it
Latency Performance for Real-Time Audio on BeagleBone Black
In this paper we present a set of tests aimed at evaluating the responsiveness of a BeagleBone Black board in real-time interactive audio applications. The default Angstrom Linux distribution was tested without modifying the underlying kernel. Latency measurements and audio quality were compared across the combination of different audio interfaces and audio synthesis models. Data analysis shows that the board is generally characterised by a remarkably high responsiveness; most of the tested configurations are affected by less than 7ms of latency and under-run activity proved to be contained using the correct optimisation techniques
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