123,271 research outputs found

    Performing composition : developing a computer assisted composition system through live coding performance

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    This thesis maps the author's journey from a music composition practice to a composition and performance practice. The work involves the development of a software library for the purpose of encapsulating compositional ideas in software, and realising these ideas in performance through a live coding computer music practice. The thesis examines what artistic practice emerges through live coding and software development, and does this permit a blurring between the activities of music composition and performance. The role that software design plays in affecting musical outcomes is considered to gain an insight into how software development contributes to artistic development. The relationship between music composition and performance is also examined to identify the means by which engaging in live coding and software development can bring these activities together. The thesis, situated within the discourse of practice led research, documents a journey which uses the experience of software development and performance as a means to guide the direction of the research. The journey serves as an experiment for the author in engaging an hitherto unfamiliar musical practice, and as a roadmap for others seeking to modify or broaden their artistic practice

    AN INVESTIGATION INTO THE USES OF MACHINE LEARNING FOR ELECTRONIC SOUND SYNTHESIS

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    This thesis presents an investigation into the uses of machine learning and artificial intelligence for electronic sound synthesis, specifically the creation of new synthesised sounds for composition and research. Using the Magenta Labs Neural Synthesizer (NSynth), a synthesis tool that uses deep neural networks to generate new sounds based on data input from electronic synthesizers, this research project aimed to produce a system where bespoke synthesizers could be used to produce interesting sound combinations consisting of approaches to electronic sound synthesis that would not conventionally be used together. Combinations of different approaches to electronic sound synthesis produced interesting results when choices were made based on sonic characteristics of individual synthesisers, such as the plucked timbres of a Karplus-Strong synthesizer and the smooth extended notes of a frequency modulation synthesizer. In this thesis, contextual information into both electronic sound synthesis including justification for the use of each synthesis method as well as an investigation into Artificial Intelligence(AI) and machine learning techniques relevant to the use of the NSynth has also been carried out with the intention of producing an informed and researched final product in the form of a composition. The summary of this research project culminated in a final composition utilising the sound samples produced by the NSynth, arranged into a piece inspired by computer music research compositions including John Chowning’s ‘Stria’ and ‘Switched on Bach’ by Wendy Carlos. The synthesizers in this research project were produced in Max and designed with specific sonic qualities of the instruments in mind, with versatility to produce more samples following the same process for further research and application by other composers inspired by the work. The resulting composition included a number of interesting sounds with plenty of variation in sonic qualities that resembled computer music composition as well as standard western composition, demonstrating the versatility of the concept of using AI and bespoke synthesisers to create new and interesting sounds

    Software agents in music and sound art research/creative work: Current state and a possible direction

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    Composers, musicians and computer scientists have begun to use software-based agents to create music and sound art in both linear and non-linear (non-predetermined form and/or content) idioms, with some robust approaches now drawing on various disciplines. This paper surveys recent work: agent technology is first introduced, a theoretical framework for its use in creating music/sound art works put forward, and an overview of common approaches then given. Identifying areas of neglect in recent research, a possible direction for further work is then briefly explored. Finally, a vision for a new hybrid model that integrates non-linear, generative, conversational and affective perspectives on interactivity is proposed

    Experimental Approaches to the Composition of Interactive Video Game Music

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    This project explores experimental approaches and strategies to the composition of interactive music for the medium of video games. Whilst music in video games has not enjoyed the technological progress that other aspects of the software have received, budgets expand and incomes from releases grow. Music is now arguably less interactive than it was in the 1990’s, and whilst graphics occupy large amounts of resources and development time, audio does not garner the same attention. This portfolio develops strategies and audio engines, creating music using the techniques of aleatoric composition, real-time remixing of existing work, and generative synthesisers. The project created music for three ‘open-form’ games : an example of the racing genre (Kart Racing Pro); an arena-based first-person shooter (Counter-Strike : Source); and a real-time strategy title (0 A.D.). These games represent a cross-section of ‘sandbox’- type games on the market, as well as all being examples of games with open-ended or open-source code

    Functionality and history of electronics in regards to the performance practice of the following works: Temazcal (1984), Javier Álvarez, and Memory Palace (2012), Christopher Cerrone

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    Master's Project (M.Mu.) University of Alaska Fairbanks, 2016The Electroacoustic pieces; Temazcal (1984), by Javier Alvarez (b.1956), and Memory Palace (2012) by Christopher Cerrone (b.1984), each employ different types of electronic technologies in their realization through performance. This paper will discuss the origin and history of the technology applied respectively in the works. I will examine the role of percussion within the works, specifically in regards to learning and problem solving through technological challenges in order to effectively perform the compositions. By looking at Temazcal and Memory Palace through the context of their historical significance as electroacoustic works, the inherent functionality of the technology employed in each, and the resultant performance practices that have subsequently developed, a greater musical appreciation and understanding of electroacoustic works, in general, is possible

    Supporting creative composition: the FrameWorks approach

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    We present a new system for music composition using structured sequences. FrameWorks has been developed on the basis of Task Analysis research studying composition processes and other user-centred design techniques. While the program only uses MIDI information, it can be seen as a ‘proof of concept’ for ideas generally applicable to the specification and manipulation of other music control data, be it raw audio, music notation or synthesis parameters. While this first implementation illustrates the basic premise, it already provides composers with an interesting and simple to use environment for exploring and testing musical ideas. Future research will develop the concept, in particular to enhance the scalability of the system

    A view of computer music from New Zealand: Auckland, Waikato and the Asia/Pacific connection

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    Dealing predominantly with ‘art music’ aspects of electroacoustic music practice, this paper looks at cultural, aesthetic, environmental and technical influences on current and emerging practices from the upper half of the North Island of New Zealand. It also discusses the influences of Asian and Pacific cultures on the idiom locally. Rather than dwell on the similarities with current international styles, the focus is largely on some of the differences

    Combinatorics in the Art of the Twentieth Century

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    This paper is motivated by a question I asked myself: How can combinatorial structures be used in a work of art? Immediately, other questions arose: Whether there are artists that work or think combinatorially? If so, what works have they produced in this way? What are the similarities and differences between art works produced using combinatorics? This paper presents the first results of the attempt to answer these questions, being a survey of a selection of works that use or contain combinatorics in some way, including music, literature and visual arts, focusing on the twentieth century.Postprint (published version
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