432 research outputs found

    Interactive Sound in Performance Ecologies: Studying Connections among Actors and Artifacts

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    This thesis’s primary goal is to investigate performance ecologies, that is the compound of humans, artifacts and environmental elements that contribute to the result of a per- formance. In particular, this thesis focuses on designing new interactive technologies for sound and music. The goal of this thesis leads to the following Research Questions (RQs): • RQ1 How can the design of interactive sonic artifacts support a joint expression across different actors (composers, choreographers, and performers, musicians, and dancers) in a given performance ecology? • RQ2 How does each different actor influence the design of different artifacts, and what impact does this have on the overall artwork? • RQ3 How do the different actors in the same ecology interact, and appropriate an interactive artifact? To reply to these questions, a new framework named ARCAA has been created. In this framework, all the Actors of a given ecology are connected to all the Artifacts throughout three layers: Role, Context and Activity. This framework is then applied to one systematic literature review, two case studies on music performance and one case study in dance performance. The studies help to better understand the shaded roles of composers, per- formers, instrumentalists, dancers, and choreographers, which is relevant to better design interactive technologies for performances. Finally, this thesis proposes a new reflection on the blurred distinction between composing and designing a new instrument in a context that involves a multitude of actors. Overall, this work introduces the following contributions to the field of interaction design applied to music technology: 1) ARCAA, a framework to analyse the set of inter- connected relationship in interactive (music) performances, validated through 2 music studies, 1 dance study and 1 systematic literature analysis; 2) Recommendations for de- signing music interactive system for performance (music or dance), accounting for the needs of the various actors and for the overlapping on music composition and design of in- teractive technology; 3) A taxonomy of how scores have shaped performance ecologies in NIME, based on a systematic analysis of the literature on score in the NIME proceedings; 4) Proposal of a methodological approach combining autobiographical and idiographical design approaches in interactive performances.O objetivo principal desta tese é investigar as ecologias performativas, conjunto formado pelos participantes humanos, artefatos e elementos ambientais que contribuem para o resultado de uma performance. Em particular, esta tese foca-se na conceção de novas tecnologias interativas para som e música. O objetivo desta tese originou as seguintes questões de investigação (Research Questions RQs): • RQ1 Como o design de artefatos sonoros interativos pode apoiar a expressão con- junta entre diferentes atores (compositores, coreógrafos e performers, músicos e dançarinos) numa determinada ecologia performativa? • RQ2 Como cada ator influencia o design de diferentes artefatos e que impacto isso tem no trabalho artístico global? • RQ3 Como os diferentes atores de uma mesma ecologia interagem e se apropriam de um artefato interativo? Para responder a essas perguntas, foi criado uma nova framework chamada ARCAA. Nesta framework, todos os atores (Actores) de uma dada ecologia estão conectados a todos os artefatos (Artefacts) através de três camadas: Role, Context e Activity. Esta framework foi então aplicada a uma revisão sistemática da literatura, a dois estudos de caso sobre performance musical e a um estudo de caso em performance de dança. Estes estudos aju- daram a comprender melhor os papéis desempenhados pelos compositores, intérpretes, instrumentistas, dançarinos e coreógrafos, o que é relevante para melhor projetar as tec- nologias interativas para performances. Por fim, esta tese propõe uma nova reflexão sobre a distinção entre compor e projetar um novo instrumento num contexto que envolve uma multiplicidade de atores. Este trabalho apresenta as seguintes contribuições principais para o campo do design de interação aplicado à tecnologia musical: 1) ARCAA, uma framework para analisar o conjunto de relações interconectadas em performances interativas, validado através de dois estudos de caso relacionados com a música, um estudo de caso relacionado com a dança e uma análise sistemática da literatura; 2) Recomendações para o design de sistemas interativos musicais para performance (música ou dança), tendo em conta as necessidades dos vários atores e a sobreposição entre a composição musical e o design de tecnologia interactiva; 3) Uma taxonomia sobre como as partituras musicais moldaram as ecologias performativas no NIME, com base numa análise sistemática da literatura dos artigos apresentados e publicados nestas conferência; 4) Proposta de uma aborda- gem metodológica combinando abordagens de design autobiográfico e idiográfico em performances interativas

    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

    Redesigning a Performance Practice: Synergising Woodwind Improvisation with Bespoke Software Technology.

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    This research examines how the designing of a new performance practice based on the incorporation of custom digital signal processing software impacts on solo improvised woodwind performance. Through the development of bespoke software, I investigate how these new technologies can be integrated into solo woodwind performance practice. This research presents a new improvised music practice as well as a suite of new software tools and performance techniques. Through a workshop and performance-­‐based research process, a suite of software processors are developed which respond, and are complementary, to a personalised style of improvised performance. This electronic augmentation of the woodwind instrument (clarinet, bass clarinet, alto saxophone and xaphoon) is tested over the course of thirty solo improvised performances. These performances are documented as audio files and analysed using methods derived from electroacoustic music practice. This research represents an important development in the emerging field of improvised music performance engaging with new digital technologies. The research is practice-­‐led from the viewpoint of an experienced performer and tested in real-­‐world situations, resulting in a useful research outputs embedded in the peer community. Examining the history of live electronic performance practice, this research situates itself within the field of expert performers who use digital processing in free improvisation contexts. A critical understanding of the processes involved allows this researcher to design a new performance practice more effectively. While research necessarily draws on my own performance practice, the knowledge generated will have broad relevance in the field and much of this work is applicable to non-­‐woodwind instrumentalists and singers. The research outputs include freely distributable software created during this project

    Multiple paths. Towards a performance practice in computer music

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    This research project proposes multiple paths towards the development of a performance practice in computer music. It starts with the author’s transition from traditional instrumentalist to electronic musician, assessing the roles of composer, performer and instrument builder as integrated in computer music practice. Three of the case studies presented in this thesis suggest approaches to understand the notion of interpretation with electronic instruments, introducing the methods of reconstruction, reinterpretation and re-appropriation as applied to the performance of music by Cage, Feldman and Nono. The remaining five case studies deal with the author’s own creations, developed on the basis of concepts such as mapping, sonification, historical contextualisation and spatialisation, and informed by the multithreaded role of the computer music practitioner. The situation of the performer of electronic instruments in relation to traditional instrumentalists is a topic of consideration throughout this thesis, informing the final conclusions as well as refuelling the questioning for future work.Research in and through artistic practic

    ANALYTICAL EXPLORATIONS OF CREATIVE INTERACTION AND COLLABORATIVE PROCESS THROUGH COMPOSITION, REHEARSAL AND PERFORMANCE: A COMPOSER-COMPOSER CASE STUDY OF ACOUSTIC MUSIC WITH LIVE ELECTRONICS

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    A thesis submitted in partial fulfilment of the requirements of the University of Wolverhampton for the degree of Doctor of PhilosophyThis thesis explores both the creative process and the creative product behind a unique and complex collaboration between two composers, called Endings (2012): firstly Jeremy Peyton Jones and secondly Kaffe Matthews. It interrogates the behavioural aspects and negotiations between the two composers in the compositional and rehearsal processes, in the run-up to three performances. Using ethnomusicological methodologies towards data collection (rehearsal recordings, interviews, studio work) and analysis (discourse in compositional discussion, rehearsal), the thesis offers new understandings on collaboration, specifically the fluidity and complexity of the interaction between composers who work in two very different ways: Peyton Jones, who composes with scored, conventional notation, rehearsing with his ensemble Regular Music II; and Matthews, who works improvisationally with live electronics and electroacoustics, both with her surrounding sonic material and pre-existing samples. The thesis finds two core important conclusions, which contribute to our current knowledge and understanding of music and collaboration. Firstly, pre-existing models of collaboration segregate behaviours into ‘types’. Endings offers an example where such types cannot always be applied so exclusively. And secondly, collaboration in the rehearsal of Endings contradicts conventional rehearsal models which state talking should be kept to a minimum. The majority of the collaborative process between Peyton Jones and Matthews rests heavily on conversation.Research Dean’s Studentship (University of Wolverhampton

    Computer Mediated Music Production: a Study of Abstraction and Activity

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    Human Computer Interaction research has a unique challenge in understanding the activity systems of creative professionals, and designing the user-interfaces to support their work. In these activities, the user is involved in the process of building and editing complex digital artefacts through a process of continued refinement, as is seen in computer aided architecture, design, animation, movie-making, 3D modelling, interactive media (such as shockwave-flash), as well as audio and music production. This thesis examines the ways in which abstraction mechanisms present in music production systems interplay with producers' activity through a collective case study of seventeen professional producers. From the basis of detailed observations and interviews we examine common abstractions provided by the ubiquitous multitrack-mixing metaphor and present design implications for future systems
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