alexis perepelycia_hci models in musical composition
TRANSCRIPT
Human-Computer Interaction Models in Musical Composition
by Alexis Perepelycia
Student Number: 221290
Under direction of : Prof. Horacio Vaggione
Master 2 – Research
Musicology, Creation, Music and Society - Option : Music
Musical Informatics, Composition and Research
Université Paris 8 Vincennes – Saint-Denis
Academic Year: 2005/2006
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To renew art or to revolutionize science, meant to create new content and concepts, and
not just new forms.1
1 Werner Heisenberg Physik und Erkenntnis, Gesammelte Werke, vol. 3, Munich, 1985.
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Index
Section I
Human-Computer Interaction Models in Musical Composition
Forewords 1_Introduction:
1.1_The (Intuitive) Need of Interaction? 1.2_The Principle of Human-computer interaction (HCI) 1.3_Aims of Human-Computer-Interaction (HCI) 1.4_HCI Design methodologies
2_Aesthetic Considerations of Interactive Systems (I.S.) 3_Brief History of the Interactive Musical Performance System (IMPS)
3.1_Non standard models of IMPS’s (a few examples) 4_ Music as Interactive Art (or the real intention to interact)
4.1_Beyond Interaction = Automation 4.2_Multimodal Interactive Systems (Towards Integrated Interactivity) 4.3_Interaction in the Field of New Media Art
4.4_Do we need Interaction in Computer Music Performance?
5_ Computer Music
5.1_Performativity of Computer-based Interactive Systems
5.2_Performance of Computer-based Music 5.3_Computers as Instruments 5.4_The Computer as a Meta-Instrument
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5.5_Laptop Music 5.6_Other Mobile Devices (…that enhance interactivity)
6 _Types of Interaction 6.1_Palpable (Haptic) vs. Touch-less Interaction 6.2_Gestural Interfaces
6.2.1_New Devices and Hybrids ones 6.2.2_Hyper, Meta ,Cyber
6.2.3_The meaning of The Musical Gesture
6.3_Non-Gestural Interaction 6.4_Single- and multi-users Interactive systems 6.5_... and it goes through the Internet (network and web-based interaction) 6.6_How Interactive a system is?
7_Programming & Coding (Everything comes from the source!)
7.1_Objects Oriented Programming 7.2_Live Coding Practice
8_The (Concert) Space as an interactive element 8.1_Some Considerations on Sound Diffusion
8.2_ The importance of the physical space
8.2.1_Musical implications of the sound space
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Section II
Description of the creative process of the piece …un punto…todos los puntos…
1_Overview 2_Aims 3_General Description 4_Overall Musical Considerations 5_Programming
5.1_Conception of the Program 5.2_Description of the Different Sections 5.3_Real Time DSP features 5.4_Creation of Sound Objects (S.O.) 5.5_Sound Spatialization (Relationships between the inner and the outer space)
5.5.1_FFT Analysis for Sound Spatialization (Section IV)
6_GUI Design 7_ Performance of the Program and Future Work
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Section III
Conclusions
1_Conclusions
Section IV
Acknowledgements
1_Acknowledgements
Section V
Resources 1_References 2_Bibliography 3_Websites
p.101 p.104 p.106 p.111 p.112
ote1
NOTE: Please note that all textual quotations from papers, websites, magazines and books preset in this text but originally in languages different to English (i.e., Spanish, Italian, French, Portuguese), were translated by the author. To the best of my understanding, I have been trustful to the original texts. At least, I did my best. However, if any mistake is found, I apologize with the author(s) and the readers as well. In addition, I invite the readers to contact me in order to correct any translation mistake.
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Section I
Human-Computer Interaction Models in Musical Composition
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Forewords
With the increment of Live Electronics Music and Electro-acoustic Music
including acoustic instruments in live performances, the correlation between
gesture and sonic representation became vague.
The paradigm of achieving almost any imaginable sound by hitting a key of a
Laptop keyboard, clicking a mouse button or by turning knobs and sliders of a
MIDI controller seems to have left expressiveness aside form the performers.
They seem to spend most time trying to remember which actions they have
assigned to their computers and what does each button, knob and fader from
their MIDI controller does rather than focusing on the actual performance and
music.
Therefore, integration between the instrument and the performer became an
issue that needs to be solved if we want the computer and electronic devices to
enhance gestures being made by performers.
A proper translation of the Performer’s gestures into adequate musical
representations would enrich the actual performance by providing the Performer
with reliable musical feedback from his/her gestures. […] (Perepelycia 2005b)
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1_Introduction:
[…] which is produced by cultures is the result of interactions between living systems, as
well as between living systems and their specific environment […]1
How many time you have heard the question: Does technology drives music or is
it viceversa?
It is impossible for us to separate the progress on the music field without
considering the scientific and technological improvements that have promoted
musical advances – regardless of the year, decade or century.
We would simply like to refer to the considerable increment – widen – on the
palette of musical possibilities (parameters) implemented (or considered) either
by composers or performers since the public distribution and employment of
electricity (after the efforts of Thomas Alba-Edison – inventor of the first
commercial electrical energy distribution network – who made electricity available
for us).
But there were two episodes we would like to mention that came from the
scientific and technology empowerment, changed forever the way music is
produced and perceived:
§ First, the revolution of the computer era that also affected musicians. Two clear examples
are: the implementation of computers for music composition by Lejaren Hiller in 1956 and
the computer synthesis by Max Mathews with his own program Music I in 1957.
§ The second is the birth of the digital era and its undeniable social implications which,
directly affected music. Namely, since the 80’s, musicians are dealing with program
languages and codes of computer programming languages giving birth to the so called
computer-music.
1 Humberto Maturana, «Kognition,» in Der Diskurs des Radikalen Konstruktivismus, Siegfried J. Schmidt (ed.), Frankfurt/Main, 1987, pp. 89–118.
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Those two events have – with no doubts – changed for ever the musical
phenomena in all its components. From production and performance to ubiquity
and perception. However, both of them have different implications in our
research. While the computer revolution from the 50’s can be argued to have
changed the way composers approach the seek of new sounds employing new
technologies for its production, the digital era can be placed more in the social
impact of technology since it made available new means not just for researchers
attached to institutions but also for people who can afford just a personal
computer (PC).
Computers enabled composers to control, thanks to different techniques
(programming languages or compositional environments), musical parameters
(or its equivalents in a computer music language) originally belonging to –
physically palpable – traditional instruments.
Brazilian researcher Fernando Iazzetta summarizes the above mentioned
contents in the following statement: Technique and technology are two cultural
aspects that have been deeply involved with music, not only in relation to its
production, but also in relation to the development of its theory and to the
establishment of its cultural role. Since the beginning of the twentieth century the
relation between music and technology became more intense due to a series of
reasons, among them, the increasing knowledge about sound physics and sound
cognition; the access to low cost electricity; and the use of electronic and digital
technology to artificially generate and manipulate sounds. (Iazzetta 2000)
In addition, musical parameters in a computer-based system used for musical
performance can be programmed to establish different relations or interactions
(understood as an action and reaction between performers-musicians and the
computer), mainly when performing in a concert situation. This would be
understood as an Interactive Music System.
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Italian composer-researcher Agostino DiScipio formulated that typical interactive
music systems can be viewed as dedicated computational tools capable of
reacting in some way upon changes they detect in their ‘external conditions’,
namely in the initial input and the run-time control data. (DiScipio 2003)
Even more, the interaction should concern not only those two elements but also
the performer, the computer and the physical place – space – where the
performance is being held. Making thus, the system place-specific. We found
similarities between our concept and a statement by American philosopher
Jerrold Levinson. Levinson highlighted that the concrete dependency on the
performance medium is a reminder that music itself is impermanent. All music,
and particularly computer music, only exists in the moment. (Levinson 1997)
In the first part of our research we have covered those areas related to
Interactive Systems and those related to Musical Performance. In terms of
programming related to Interactive Systems in Musical Performance we have
been influenced by a definition by Ali Taylan Cemgil and Ben Kröse when they
stated that computer programs that “listen" to the actions of a performer and
generate responses in real time are referred in computer music as Interactive
Music Performance System (IMPS). (Taylan Cemgil and Kröse, 2003)
We have also considered some aesthetic issues regarding Interactive Systems
as well as analyzed different areas of Computer Music, Live Performances,
Computer Languages Programming issues and New Media Art tendencies.
In the second part we intend not to cover already existent ‘Interactive Music
Performance Systems’ (IMPS’s) nor to discover a novel system but to propose a
different (more interesting for the writer) way of conceive interaction between
musicians and computer. For this purpose we have created a system that
analyzes (and understands) the behavior of musical information (provided by
musicians) in real time and based on the information retrieved, automatically
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diffuses sound signal through a multi-speaker system in order to make a
translation of the musical gesture (provided by instrumentalists). That translation,
is intended to properly fit (physically and acoustically) the concert space, by
diffusing sound signal (Spatialization) in order to achieve the best acoustical
balance for the specific incoming signal in relation to the out coming sound result.
By these means, we refer to our system of interaction as an integration circle
(cycle), since we not only contemplate the relationship between performer and
computer, but we are also concerned on the specific concert space, which will
directly affect the musical result.
In order to carry out this research we planned to approach it from the different
viewpoints within the framework of what we defined as the Music Cycle. This
allowed us to have a wider scope providing us the possibility to cross-fade the
related disciplines involved in each stage of the cycle, aiming an Holistic result.
Graphic 1 shows the way each of the three elements of our cycle relates to each
other.
Graphic 1, The Music Cycle
However, there is one subject that put those three disciplines together – in
particular for our project. The fourth element is research. By research we mean
that every single stage of the circle might be a research subject that might – with
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no doubt – related to another element of the cycle. Furthermore, research sets
up the framework to include the other elements into one explorative path.
Graphic 2, The Fourth Viewpoint as Framework for the Music Cycle
Those four different axis happens to set us to four very different situations in
which we might found ourselves usually and from which the obtained results
would be different – if not opposite. These four viewpoints are: the researcher’s
one, the composer’s, the performer’s and the listener’s. For instance, as
researchers, we feel that better tools would lead to better music but also – and
more important – that new tools allow new music. As composers, we would find
the audience enthusiastic or apathetic, but its presence provides real-time
feedback in order to prove our results. As performers, music provide us with the
skill of speaking a universal language. The last element would be to place us as
an audience member. When attending to a performance nothing matters but the
moment of being in the musical dimension for as long as the music lasts.
Experiencing with the whole body the musical phenomenon. Each of these facets
within ourselves is connected with the others. However, each focus is an attempt
to reach greater understanding within the musical experience through a different
viewpoint.
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1.1_The (Intuitive) Need of Interaction
[…]…reality is an interactive construction in which the observer and what is observed are
two interdependent sub-aspects.1
We feel that implementing of a system that allow performers to interact in a
logical – consistent – as well as intuitive way with it and, most important, that
allow us to modify it at will in order to achieve more control during the
performance, would be a partial solution to the performativity issues we
found.[…] We should implement a System that enhances gestural live
performances […] Not just the implementation of sensors and actuators
technology but also link the real (physical) world with the virtual (computer)
environment.[…] (Perepelycia, 2005a)
Human beings always – unconsciously – expect feedback coming from the
actions produced in daily life. Every action we make is just supposed – but also
expected – to have a direct effect on the object we are affecting, which, at the
same time is supposed to respond to that stimuli generating a reaction which will
call for – at the same time – another reaction, an so on.
As artists, we have similar expectations within our artistic – musical –
environment. For example, when we perform live we have the natural instinct of
expecting a reaction to a certain musical phenomenon we might have performed
– namely, an action. Moreover, in a concert situation where we are part of a
group performing together, the need of interaction with the other performers is
present since the very first sound (note) being sounded. And then again, we will
not just waiting for the audience’s reaction but for our music mates’ reactions.
We would like to point that even before the introduction of computers into music,
musicians and performers were interested in controlling electric instruments in 1 Heinz von Foerster, On Self- Organizing Systems and their Environment, 1960. Cited in: Claudia Giannetti, Aesthetics and Communicative Context.
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order not only to achieve the amount of control they had over acoustic
instruments but also to experiment with the unseen possibilities of these
technologies, seeking always to expands the possibilities and thus the limits of
the musical language. However, we fell there is still a gap in both areas which
needs to be filled: the lack of feedback between performers and computers.
1.2_The Principle of Human-Computer Interaction (HCI)
[…]…from studying human beings as “brains”, the focus moved to the study of human
beings as subjects having a body interacting with the environment. […]1
Human-Computer Interaction (HCI), would be defined as the study of different
types of communication (interrelation) between people (users, performers – in
music) and computers.
It directly links computer science with many other fields of study and research,
which makes it an interdisciplinary area that aims the synergy of every field.
Interaction between users and computers is based (from the user’s point of view)
on the implementation of UI’s (User Interface), GUI (Graphical User Interface –
when related to software), or simply any type of interface, which might includes
both hardware (different computer peripherals, pervasive computing systems,
etc.) and software.
1 Antonio Camurri et al., Expressive gesture and multimodal interactive systems, InfoMus Lab – Laboratorio di Informatica Musicale, DIST – University of Genova, Viale Causa 13, I-16145 Genova, Italy, 2004.
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1.3_Aims of Human-Computer-Interaction (HCI)
The basic goal of Human-Computer-Interaction (HCI) is to improve the
interaction between users and computers by making computers more user-
friendly and providing the proper answer to the user's needs.
A relevant area of research in HCI is related to the different methodologies and
processes for designing interfaces and the process in which they are
implemented as well as its correlated theories of interaction. New interaction
techniques regarding descriptive and predictive models are also main areas of
research, as well as development of new, dedicated software related to
experimental (dedicated, specific) pieces of hardware that would cross the
pragmatic and paradigmatic barriers of interaction and interactivity.
The concept of HCI rose in popularity because of the notion that the human’s
needs should be considered first and are more important than the machine's.
Therefore, in the last few years the field of HCI has emerged as an even more
pronounced focus on understanding human beings as actors within socio-
technical systems. This increase on popularity of HCI rose a series of worries on
the way HCI should be not only employed and implemented but also the way the
should be designed. Design methodologies in HCI aim to create user interfaces
that are ease to understand and operate with efficiency and at the same time
they should be useful. Which means that they should bring us new solutions
instead of just new ways of solving old problems.
A clear example, of a yet unclear area, is software development. Most pieces of
software which are said to be intuitive to use base its functions on the
implementation of a GUI (graphical user interface) with WIMP (Windows, Icons,
Menus, Pointing) designs. Unfortunately, many times GUI’s are poorly designed,
which makes the whole software not really functional. In such cases the terms
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intuitive and natural become very vague. Therefore, we can state that creating
and implementing such interfaces is definitely a context-dependent issue.
1.4_HCI Design methodologies
The endeavor to optimize the human-machine interaction process and the response times involved led to an enhancement of the visualization and sensorial perception of computer-processed information.1
A number of diverse methodologies outlining techniques for human-computer
interaction design have emerged since the rise of HCI in the 1980s mainly by the
huge growth of microprocessors power and thus the popularization of personal
computers.
Early methodologies employed in HCI systems design, treated users' cognitive
processes as predictable and quantifiable and encouraged design practitioners to
look to cognitive science results in areas such as memory and attention when
designing user interfaces.
On the other hand, models conceived nowadays, tend to apply the same
recursive loop-like system even from its conception. Generally they focus on a
constant feedback and conversation between users, designers, and engineers
and push for technical systems to be wrapped around the types of experiences
users want to have, rather than wrapping user experience around a completed
system. A clear example of this could be the project ‘The Hands’ by Michel
Waisvisz which is still a work-in-progress (like most system conceived with the
above mentioned theory) though Waisvisz has been employing them for more
than 20 years now.
1 Claudia Giannetti Aesthetics and Communicative Context, http://www.medienkunstnetz.de/themes/aesthetics_of_the_digital/aesthetics_and_communicative%20Context/1/ , p. 8.
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An other modern design philosophy is UCD (User-centred design). UCD is rooted
in the idea that users must take centre-stage in the design of any computer
system. Users, designers, and technical practitioners work together to articulate
the wants, needs, and limitations of the user and create a system that addresses
these elements. Often, UCD projects are informed by ethnographic studies of the
environments in which users will be interacting with the system. This philosophy
of design is based on the needs of the user, leaving aside what is considered to
be secondary issues in the design process – i.e., aesthetics.
Lastly, there is an other current dating from the 1990’s which is called CU
(Contextual Usability). CU seeks to privilege neither users nor technology within
a use or usage process. As such it links usability, ergonomics and user
experience design to ideas emerging from social studies of science and
technology such as actor-networks and socio-technical constituencies. Therefore
seeking to locate motivations, instances and circumstances of use against social,
cognitive and cultural influences.
2_Aesthetic Considerations of Interactive Systems (I.S.)
In most cases the aesthetic models are able to include all the arts.1
Throughout the twentieth century there has been a questioning of the traditional
forms of artist/audience boundaries.
In the 1960's and 70's the interactive art movement flourished all over the globe
in art forms including visual art, theater, dance, music, poetry, and architecture.
For example, happenings created free form installation/theater events in which
the audience was often absorbed into participation into ongoing events.
1 Claudia Giannetti Endo-Aesthetics, www.medienkunstnetz.de/themes/aesthetics_of_the_digital/endo_aesthetic, p. 1
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In recent years interactive art has not been a major movement although the
advent of contemporary interactive technology is resurrecting interest in these
traditions. Perhaps it increased the repertoire of actions and thus increased the
chance for fruitful randomness. In this sense Stephen Wilson pointed that many
contemporary high tech artists are more focused on the design of systems for
creation rather than one particular outcome. (Wilson 1986)
The experience of the interactive artists is useful to those outside of art because
of their analysis of the relationship of culture and media, their sensitivity to the
relationship between media and audience, and their attention to the aesthetics of
interactivity.
However, we should bear in mind that I.S. do not attach to an specific path nor
follow a certain aesthetic tendency or current. On the contrary they could
perfectly fit to any aesthetic without modifying it. This is mainly because I.S. are
(at least Computer-based ones) mostly based on computer languages
programming. And I.S., as well as programming, have hierarchies and structures
but they cannot be framed into aesthetics, at least from an analytical point of
view – not from an artistic aesthetic, simply because they do not consider that
point on their conception since aesthetics considerations are linked to art and
programming is linked to science.
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3_Brief History of the Interactive Systems in Musical Performance
Media art—in its diverse forms ranging from audiovisual installations to interactive
systems, from hypermedia to artificial reality, from the net to cyberspace—reinforces the
idea of ‹interdisciplinarity›, which reaches much further than the aforementioned
considerations about the relationship of art and technology.1
It is, for sure, that music is the oldest of the electronic arts. The term electric
music can be traced as far back as the 19th century. By that time there were
several electric instruments which generated tones by means of simple
electromechanical circuits. Perhaps one of the best examples is the electric
Organ by American entrepreneur Thaddeus Cahill, made in 1897. It was the size
of a train and intended to transmit music over wires directly into peoples' homes.
In 1920, Russian inventor Leon Theremin demonstrated for the first time an
instrument which could be played without any direct physical contact. The
Theremin is a touch-less instrument conceived for being gesturally played by
moving the hands near an antennae, controlling the pitch and a second one
controlling the volume. One of the most interesting concepts of that particular
instrument is the idea of gestural performance while at the same time not having
a tactual interface.
Analogue synthesizers (Modular voltage-controlled) appeared on mid 60s
(Robert Moog, Don Buchla, Paolo Ketoff) provided another alternative to
keyboard-based live performances. Musicians implementing those synthesizers
began to interact with the instrument during performances (i.e., adjusting panel
controls, using more unusual devices such as joysticks or ribbon controllers,
etc.), extending the possibilities employed till that moment.
1 Claudia Giannetti Aesthetics Paradigms of Media Art, www.medienkunstnetz.de/themes/aesthetics_of_the_digital/aesthetic_paradigms, p. 1
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In addition, more complex interactive systems started to being developed since
modular synthesizers were flexible enough to not only control every parameter in
the synthesizer (which gave composers and performers the possibility of a
detailed sound manipulation) but to control several parameters at once (which
gave the possibility of manipulating multiple elements on real time).
Musical examples that included these techniques could be those pieces by
American composer Morton Subotnick, which had names starting with the word
touch. These actions could be (relatively) compared to those interactive
performance produced on today's IMPS’s.
During the 80’s, the fast development of micro-processors made human-
computer relationship to became more common and fluent.
Computers were then available not only for big companies and academic studios
but also for people in general. Personal computers (PC’s) become powerful
enough to process sound with really complex algorithms in real-time giving the
possibility to lots of programmers and musicians to explore interactive music just
with their computers without the need of being part of big institutions. (Winkler,
2001).
In our time, systems became capable of highly complex algorithmic computations
with real-time responses making them perfectly suitable for gesture detection and
translation. Moreover with the great amount of hybrid-instruments (meta-, hyper-,
cyber-) being employed in musical performances, the distinction between
interactive and traditional performance techniques could be difficult to establish in
a hybrid system since there is still no mapping standards in gestural performance
of computer music.
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3.1_Non standard models of IMPS’s (just a few examples)
There is a growing number of instruments not based on traditional models that
would be instructive to look at in detail. The performance group Sensorband
provides a good illustration of some new approaches to interactive music
performance. Sensorband members are Atau Tanaka, Edwin van der Heide and
Zbigniew Karkowsky. Each one of them performs on instruments including
sensor-based interfaces implementing various types of sensor technologies to
communicate with the computers which form the basis of the instruments.
Below I have included an interview to the Sensorband done in 1998 by Dutch
researcher-creator Bert Bongers:
Sensorband, as the name suggests, is an ensemble of musicians who use sensor-based
gestural controllers to produce computer music. Gestural interfaces—ultrasound,
infrared, and bioelectric sensors—become musical instruments. The trio consists of
Edwin van der Heide, Zbigniew Karkowski, and Atau Tanaka, each a soloist on his
instrument for over five years. Edwin plays the MIDI Conductor, a pair of machines worn
on his hands. The MIDI-Conductor uses ultrasound signals to measure his hands’ relative
distance, along with mercury tilt sensors to measure their rotational orientation. Zbigniew
activates his instrument by moving his arms in the space around him. This motion cuts
through invisible infrared beams mounted on a scaffolding structure. Atau plays the Bio-
Muse, a system that tracks neural signals, translating electrical signals from the body into
digital data. To quote the group’s World Wide Web page ( http://zeep.com/sensorband ),
“the result is a powerful musical force of intense percussive rhythms, deep pulsing
drones, and wailing melodic fragments.” As a developer of new electronic musical
instruments, I have been involved in some of Sensorband’s projects, and have seen the
group perform a number of times, starting in 1994 at the Sonic Acts Festival in Paradiso,
Amsterdam. At these concerts, the audience becomes involved in the compelling energy
of the performance, the relationship between physical gesture and sound, and the
musical communication between the three performers. A Sensorband concert is
impressive in its display of instrumental virtuosity, and proves that the three musicians
have been playing together for some time. Although they had met each other individually
on several occasions (including the International Computer Music Conference in Cologne
in 1988), the first time the three met as a group was in October 1993, at the Son Image
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festival in Berlin. While in Berlin, Edwin had the idea to form a trio. Sensorband’s first
performance was in December of 1993, at Voyages Virtuels, a virtual reality exhibit
organized by Les Virtualistes in Paris.1
When referring to the Sensorband, Karkowski said also that they wanted to make
pure, primitive and direct connection with their audience by playing music with
their bodies.
German Digital Artist–Composer Rainer Linz mentioned that the impression of
watching Sensorband is a strange one, since the performers' gestures are unlike
any that are used to play a traditional instrument, yet they clearly create the
music that one hears. (Linz, 1997)
With some non-standard IMPS’s the issue of divergence between gesture and
sonic result seems to be quite distant. Many interactive systems seems to pursue
just interaction emphasis putting aside the correlation between the gesture
behind the sound result. In recent years it has been a general preoccupation and
substantial work being done in the field of Mapping techniques for gestural
translation within the framework of Musical Performance Systems. (Mishra and
Hahn 1995), (Rovan et al. 1997), (Camurri et al. 2000a, 2000b), (Wanderley et
al. 2001), (Chadabe 2002), (Young and Lexer 2003), (Sedes et al. 2003).
However we feel there is still a lot to be done in order to get close to a
standardization regarding Mapping techniques. We mentioned standardization
since it would represent the foundations for evolution in terms of appropriate
techniques of Mapping tools.
1 Bert Bongers, Computer Music Journal, 22:1, pp. 13–24, Spring 1998, © Massachusetts Institute of Technology.
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4_ Music = Interactive Art (what and where is the intention of interaction?)
In the performer’s mind and ears – lies the only source of unforeseen developments, of
dynamical behavior.1
During the last century the main focus of psychological research was set to the
question of learning and teaching. Researchers tried to understand how humans
learn, remember and use information.
Although some of these traditions, such as behaviorism 2, have stressed
traditional notions of teaching and learning such as drill and practice and pre-
structured presentation, other traditions suggested the value of learner-centered
or inquiry approaches. Several different theoretical traditions thus offer
foundations for the importance of interactive media and interactive art.
Therefore, if we understand music as a human language which is produced by
human expression we are assuming that the human element is present (or in the
case of an acousmatic experience, the human element was present by the time
the recording or the sound processus were done).
This will lead us to the conclusion that the interactive element (press a button,
pluck a string, blow a reed) is empirically present in every practical musical
situation and was ever since. Care on every case should be taken since different
degrees of interactivity would be present on each musical situation.
1 Agostino Di Scipio, ‘Sound is the Interface’, Proceedings of the Colloquium on Musical Informatics, Firenze 8-10 May 2003 2 Behaviorism is an approach to psychology based on the proposition that behavior can be researched scientifically without recourse to inner mental states. It is a form of materialism, denying any independent significance for the mind. One of the assumptions of many behaviorists is that free will is illusory, and that all behavior is determined by a combination of forces comprising genetic factors and the environment, either through association or reinforcement. (URL 1)
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To give some light on this aspect I would like to refer to a paragraph by Rainer
Linz from his writing Interactive Musical Performances. Rainer claims that the
term interactive when applied to music performance can be problematic. This is
because in a broad sense, music has always been an interactive art. We could
describe any musical performance as a process of real time control over a
complex system (instrument), through gesture and based on feedback between
performer and machine. Even with a more recent perspective, and with hindsight
to advances in computer technology, the distinctions between interactive and
traditional music practice can sometimes be difficult to define. […] (Linz, 1997)
Regarding Interactive Musical Performance Systems (IMPS’s) we can trace the
origins at the begin of the 20th century. However, we are concerned with the type
of Interactivity implemented (conceived) with the introduction of computers into
music and consequently, we could state that after the inclusion of computers into
music (after Max Matthews incursions in computer music in the mid 50’s),
Interactive Systems have been employed more and more in this filed of art.
As we explained early, we feel that IMPS’s were employed even more, after the
Digital Era, in the 80’s. In that sense, thanks to the development of programming
languages the level and enhancement of interaction in the piece, have greatly
increased.
Interactive Systems are conceived in a similar way a musical composition is
made. Its designer makes decisions during its creation. Those decisions are
mainly – but not exclusively – related to the type of interaction the system will
support or will be based on and will affect the performer(s) actions who will be
expected (asked) to act in a certain way in order to make the system react.
Historically, electronic and interactive – art – music have occurred almost
contemporarily and both have made major impact on today's instrument designs.
26
It is clear that interactive music performance is part of a musical tradition that has
been present for centuries in either western and eastern cultures.
Regarding IMPS’s, in a typical live situation, the computer will usually detect a
certain type of information (data) and will react to it according to the programming
(decisions) made previously. The interaction is established by this two-way flux of
data (the musician acts and the computer reacts, then, the reaction of the
computer becomes an action, to what the musician reacts, and so on).
Graphic 3, Basic HCI data flux (computer system w. no learning capabilities)
Interaction is described in this graphic in the way most systems are designed
today. Computer will perceive any action made by the performer and it will act
accordingly but in no way the will act firstly. They will always wait for our action in
order to react and just then the loop-like cycle will began.
Argentinean composer-researcher Horacio Vaggione pointed that action and
perception lie at the heart of musical processes, as these musical processes are
created by successive operations of concretization having as a tuning tool—as a
principle of reality— an action/perception feedback loop. (Vaggione 2001)
27
In this statement, Vaggione seems to unify the idea of perception and cognition
into perception, enclosing the whole meaning of sensitivity into one stage.
When considering the interrelations between different phases of the cycle
(perception-cognition-action), a yet blurred field would be setting the rules on
which those phases (elements/sections) base its activity and thus, interact with
each other when the system is in use. We believe this is also a Mapping subject,
which respond to aesthetics considerations.
Agostino DiScipio argued that interaction is not usually referred to the
mechanisms implemented within the computer: the array of available generative
and/or transformative methods usually consists of separate functions, i.e. they
are conceived independent of one another, and function accordingly. He
continued by stating that interaction (either between system and external
conditions, or between any two processes within computer) is rarely understood
and implemented for what it is in real living systems (either human or not): a by-
product of implemented lower-level interdependencies among system
components. (DiScipio 2003)
Considering those statements by Di Scipio, we should urge to an emergence act
in terms of interdependence between performers and systems (computers) which
would contemplate AI for intelligent behaviors. If not, we will always be
responsible of throwing the first stone, to always began the action our selves and
not having the possibility of being surprised by the machine.
However, we should bear in mind that the autonomous obviates any possibility of
interactivity between humans and computers, making the term HCI to disappear,
so we would like to mention that regardless of the degree of interactivity present
on a system the human factor is still conclusive during the performance.
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To conclude, we would like to refer to a reflection by Italian digital artist Claudia
Giannetti on her writing on Endo-Aesthetics. Giannetti explained that the
interactive system is insofar always potential, and does not exist in actively
autonomous form, since it is dependent on the action of the observer or
environment, be this action visual, acoustic, tactile, gestural or motoric, be it
energetic (as in the case of brainwaves), or physical (as in the case of respiration
and movement). (URL 2)
4.1_Beyond Interaction = Automation?
Machines have the power and potential to make expressive music on their own.1
Considering a full autonomous system would be, regarding the topic of this
research, not just useless but contradictory. As we already seen, autopoietic
systems are 100% autonomous and accepts no interactivity. Therefore, any
external intervention will make them to collapse since it will be recursive to its
Autopoiesis 2.
Chilean researcher Humberto Maturana stated that for any particular
circumstance of distinction of a living system, conservation of living (conservation
of autopoiesis and of adaptation) constitutes adequate action in those
circumstances, and, hence, knowledge: living systems are cognitive systems,
and to live is to know. (Maturana 1988)
Autonomous systems like those described by Maturana or those including AI on
their basis might be able to produce the first action (reaction would be
understood as an action viewed just from a different perspective). Though, they
1 Tristan Jehan, Creating Music by Listening, PhD Thesis, Massachusetts Institute of Technology, 2005. 2 Autopoiesis - from the Greek auto (self) and poiein (shaping) - means self-shaping.
29
will close them selves becoming autopoietic and thus generating only states of
Autopoiesis.
On such cases Maturana thinks that the most important consequence of an
autopoietic organization consists in the fact that everything occurring within the
system is subjected to autopoiesis; otherwise the living system would collapse,
because changes in the state of the organism and of the nervous system as well
as of the medium act reciprocally, and so give rise to continuous autopoiesis.
That means that living systems are determined by their structure («structure-
specified»), and that autopoiesis represents their constitutive attribute. The
expansion of the cognitive processes (action and interaction) by the nervous
system enables, non-physical interactions between organisms in simple
relationships — and therefore communication. (Maturana, 1996)
In this particular case, any attempt to try to modify them by interacting will fail.
Therefore, an intelligent system would provide the ideal environment to freely act
or wait for a newly unexpected action from the theoretical reactor which in this
case would be both (actor and reactor), taking the same position than
performers.
The following graphic compares different aspects of HCI systems by J. C. R.
Licklider1 and Douglas Englebart2. It was extracted from the paper Affording
Virtuosity HCI in the Lifeworld of Collaboration by Linda T. Kaastra and Brian
Fisher:
1 J. C. R. Licklider Man-Computer Symbiosis IRE Transactions on Human Factors in Electronics, v HFE-1, pages 4-11, 1960. 2 Douglas Englebart Augmenting Human Intellect: A Conceptual Framework. AFOSR-3233 Summary Report, 1962.
30
Englebart Licklider
System Goal Augment human abilities Supplement or replace
human function with AI
Development
Evolution of human concepts supported
by technology
System takes over tasks,
increasing its role as it
becomes more intelligent
Integration with
Organizations
Human analysis of
human/human/machine systems leads to
increasingly effective decision making
(Network improvement community)
Humans freed of mundane
tasks are able to accomplish
more creative tasks
End state Unknown-- to be defined by
augmented humans
Constrained by system
capabilities
Graphic 4 (Table of Comparison of expectations by Englebart and Licklider)
Brazilian researcher Eduardo Reck Miranda takes in consideration AI
applications to music systems when he describes the Musical Brain. Reck
Miranda said that from a number of plausible definitions for music, the one that
frequently stands out in musicological research is the notion that music is an
intellectual activity; that is, the ability to recognize patterns and imagine them
modified by actions. We understand that this ability is the essence of the human
mind: it requires sophisticated memory mechanisms, involving both conscious
manipulation of concepts and subconscious access to millions of networked
neurological bonds. In this case, it is assumed that emotional reactions to music
arise from some sort of intellectual activity. (Reck Miranda, 2000)
After considering Reck Miranda’s thought and a few others regarding the field of
emotional and intellectual perception of arts we conceived a concatenated term.
Artists are expected – supposed, at least – to produce – make – art. An artist
creates. This implicates, in every case, to make use of the sensibility. Therefore,
if artists make use of their intellects, the artistic notion would be set aside and
that work risks to be considered not art but a group of artistic ideas put together.
Then, artists should make use of what we defined – contrary to what most
31
psychologist think – as Intellectual Instinct. This concept – which seems to be a
de facto contradiction is based on the principle of the natural instinct dealing, at
the same time, with the rational side of the mind. In order for this principle to
exist, artists should be capable of applying rationalism within their instinct –
again, another contradiction. They should be able to see the paths being taken
by their creative impulses in order to understand and cohere them. By making
this, artists would have a certain management over their creation – in the exact
moment the conception of the artistic idea is evolving, tough far before it would
exteriorized. In this way they would correct parameters related to the creativity
on-the-fly. Parameters that might have been decided during the theory process
but doesn’t fit anymore into the idealized result being produced. Intellectual
Instinct will definitely be directly related to their feeling(s) during the creative
process. (Perepelycia 2004)
In an interview by journalist Amelia Barili in early 1980’s, Argentinean writer
Jorge Luis Borges mentioned the idea of the intellectual instinct. He said that
intellectual instinct is the one that makes us search while knowing that we are
never going to find the answer. (URL 3)
We like to think that perhaps music is this. Searching the meaning of our selves
knowing that we are going to spend our whole life and in the end we will not find
it anyway.
However, we keep trying!
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4.2_Multimodal Interactive Systems (Towards an Integrated Interactivity)
The so caused strong interaction of different sensations makes our subjective sound impressions and assessments crucially dependent on such cross-modal influences. Human auditory impressions are essentially influenced by the multiplicity of additional sensory information.1
Italian researcher Antonio Camurri described Multimodal Interactive Systems as
follows. Multimodal interactive systems employ information coming from several
channels to build an application designed with a very special focus on the user,
and in which interaction with the user is the main aspect and the main way
through which the objectives of the application are reached. (Camurri et al. 2004)
Implementation of Multimodal Interactive Systems (MMIS’s) would be
advantageous since they are conceived with elements from both the scientific
field and the artistic – and humanities – field. They are strongly rooted on the
study of Human-Human interrelationship (scientific and technological research
empowered by psychological, social and artistic models and theories) in order to
establish a later relationship in HCI which would emulate the previous model.
After many years of research on cognitive aspects we are starting to concern our
actual research to study emotional processes and social interaction.
Multimodal interactive systems are able to process high-level expressive
information making data exchange more effective. In other words, once extracted
the high-level information from the incoming users’ gestures, the system should
be able to produce a response containing information suitable with respect to the
context and as much high-level as the users’ inputs. In order to perform this task,
the multimodal interactive system should be endowed with strategies (sometimes
called mapping strategies) allowing the selection of a suitable response. Such
1 Joachim Scheuren et al., Practical Aspects of Product Sound Quality Design. Proceedings of
« Les Journées du Design Sonore », October 13-15 2004, Paris, p. 2.
33
strategies are very critical, since they are often responsible of the success (and
of the failure) of a multimodal interactive system. (Camurri et al. 2004).
Regarding specifically to music (either the ones that relates to this research or
not) we feel that the performance phenomenon is a multimodal one in terms of
how it is perceived and how it is produced. We refer to the idea that one sensory
modality always has the ability to modulate and/or influence the other, making it
multisensorial. Then we would refer to the relationship between the performer
and an instrument as a multimodal relationship.
Portuguese composer-researcher Pedro Rebelo wrote that the relationship
between a performer and an instrument is defined as “a multimodal participatory
space”, rather than one of control; it is defined as a sensory space that “is
navigated by constant reference, by constantly acting on feedback from an
immediate environment” . (Rebelo 2004)
4.3_Interaction in the field of New Media Art
The digital computer has penetrated different strands of creativity to the extent that it has
fundamentally changed the way we are exposed to media objects such as music, film,
visual art… […]1
The origins of new media art can be traced to the moving photographic
inventions of the late 19th Century such as the Zoetrope (1834), the
Praxinoscope (1877) and Eadweard Muybridge's Zoopraxiscope (1879).
Averaging 20th century, during the 1960s the divergence with the history of
cinema came with the video art experiments of Nam June Paik, and multimedia
performances by Fluxus artists. More recently, the term new media has become
1 Pedro Rebelo, Performing Space, Architecture, School of Arts, Culture and Environments, The University of Edinburgh, 2003.
34
closely associated with the term Digital Art, and has converged with the history
and theory of computer-based practices.
New media art would be placed field of contemporary art practice incorporating
media technologies by a very diverse group of artists, scientists, poets,
musicians, and theorists since the art and technology movement in the 1960s,
including video installation and more recently net-art. The subject of new media
art began with a pre-history of it including the long history of immersion –
Wagner's concept of the 'total art work' (Gesamtkunstwerk) and also Marcel
Duchamp's concept of dictum (considered by us also as motto) that the viewer
completes the work of art. This art current examines the concept of interactivity,
and its origins in avant-garde traditions at the beginning of the twentieth century,
as a reaction to the widening gap between the mass media and the art audience.
We can also trace New media basis on electronic and digital art. Both as starting
points to begin to understand how new media blurs the hierarchies separating art
forms and the conventional distinctions between artwork and viewer. It is also
concerned with the implications of the performative nature of digital art, science-
art crossover, collaborative creations, global audiences and the politics of virtual
aesthetic experience in the age of the Internet.
Furthermore, media art, in its diverse forms ranging from audiovisual installations
to interactive systems, from hypermedia to artificial reality, from the net to
cyberspace, reinforces the idea of interdisciplinarity, which reaches much further
than the aforementioned considerations about the relationship of art and
technology. In the context of interdisciplinarity, the intermeshing of art,
technologies, and science refers to the process that brings about convergence,
interference, appropriation, overlapping and interpenetration; a process
successively leading to the generation of referential networks and reciprocal-non-
hierarchic-influences.
35
4.4_Do we need Interaction in Computer Music Performance?
It is not what you see and what you hear, it is what you want to see and hear.1
Before naming some trends on interaction in computer music performance I
would like to refer to some ontological considerations about music and traditional
music performance by citing Michel Waisvisz’ words:
[…] Music in a pure conceptual format is only understandable by the ones who know the
concepts. Music that contains the physical expression of a performer is recognizable by a
larger group through that expressive mediation of the performer. […] (URL 4)
The stages or steps that conform the – our – actual Systems of Interaction
between Human and Computer could be described as follow:
i. Humans perform an Action through its Effectors (Muscle Action, Speech, Breath, etc.).
ii. This Action is perceived by the Computer’s Senses (Input Peripherals like Keyboards,
Webcams, Joysticks, Sensor Technology, etc.)
iii. The Computer analyze that information perceived and according to an acquired
knowledge (programming -AI) decides which action is to be produced to the stimulus.
iv. The Computer Reacts through its Actuators and sends a Feedback (actually a new data
signal) to the Human.
v. Humans perceive this Feedback through their Senses and translate this into Information
according to their acquired knowledge (Perception-Cognition).
vi. Then, Humans React to this Data through its Effectors.
This system represents a loop-like data stream between Human and Computers,
which represents a constant Action and Reaction flux of information, (Graphic 3,
Section 3).
1 Alexis Perepelycia, It is not what you see and what you hear, it is what you want to see and hear , ‘Some considerations on musical perception after Stockhausen, Zappa, The Beatles and MTv’, (in progress).
36
Joel Chadabe defined that the way electronic instruments behaves could be
understood both as deterministic as well as indeterministic. He said that
deterministic instruments might offer more powerful controls but performers will
produce a gesture expecting a predictable effect. On the other hand
indeterministic instruments will call for an interactive role of improvising relatively
to an unpredictable output.
When Chadabe referred to ‘interactive’ instruments he meant 'mutually
influential'. The performer influences the instrument and the instrument
influences the performer. The unique advantage of such interactive instruments
is that they foster 'interactive creativity'. (Chadabe 2002)
It seems to us that Chadabe refers to the loop-like interactive system (described
in chapter 3) in a comparable way Vaggione1 and Di Scipio2 had referred to it.
This concept on the way Interactive Systems are conceived give raise to certain
evaluations on the way those systems should be designed bearing in mind its
needs and aims.
Even though our background is mainly composed of experiences using traditional
instruments which are based on deterministic principles we found our selves
gradually moving into an area involving Indeterministic principles, which become
part of our research topics.
Chadabe points that the design of a traditional instrument is fundamentally
different from the design of an interactive instrument. A traditional instrument is
structured as a single cause and effect, articulated as a synchronous linear path
through a hierarchy of controls from a performer operating an input device to the
multiple variables of a sound generator. An interactive instrument, on the other
1 Horacio Vaggione, Some Ontological Remarks about Music Composition Process, Computer Music Journal, 25:1, pp. 54–61, Spring 2001 2 Agostino Di Scipio, ‘SOUND IS THE INTERFACE’, Proceedings of the Colloquium on Musical Informatics, Firenze 8-10 May 2003
37
hand, is structured as a network of many causes and effects at various levels of
importance, with a performer's input as only one of the causes of the instrument's
output in sound. (Chadabe 2002)
We feel a need on implementing IMPS’s in our work since, as we mentioned
before (chapter 1) we consider they are becoming more and more necessary as
an act of emergence. Emergence for a need of fast, fluid and reliable way of
communication [Interactivity (action and reaction)] between performers and
computers in order to take live computer music into a higher level of
performativity.
Regarding the emergence act Pedro Rebelo formulated the following statement.
The emergence of behavioral traces in the experience of an art-work urges the
artist/designer to engage in a re-configuration that transforms an object-oriented-
art into a performative environment. (Rebelo 2003)
In any case, the term emergence can be taken as indicating a conscious
utilization of the changing boundaries between the subject (listener, interpreter)
and the maker (artist, composer), in which the former interacts with what the
latter has made, such that the work can be said to emerge in its ’use’, rather than
having been designed in its entirety by the artist and then ’presented’. This too
might be regarded as a principle enhanced by the mechanisms (technological
and social) associated with digital technologies. (Paraphrase of Simon Waters
(2000). Beyond the Acousmatic: Hybrid tendencies in electroacoustic music, in
Simon Emmerson, ed. Music, Electronic Media and Culture. Aldershot: Ashgate.)
(URL 5)
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5_ Computer Music
Evidently, using computers (the most general symbolic processors that have ever
existed) drives music activity to an expansion of its formal categories.1
In 1982 IBM released the first commercial personal computer. This drastically
changed not only our daily lives but also the way most musicians approach to
music. Those who were used to analog synthesizers changed from voltage to
bits and coding to achieve musical results faster than ever before. In general, we
could say that computers are nowadays almost anywhere and are used almost
for every task from really simple paperwork to highly complicated calculations
and scientific processes.
Regarding the music field, we agree with Miller Puckette’s words on the
introduction of his book on Theory and Techniques of Electronic Music when he
refuses the term ‘Computer Music’ since most electronic music nowadays is
done with computers. He proposed that this type of music should be really called
‘Electronic music using a computer’. (Puckette 2006)
We consider these words a stand point to redefine what is considered nowadays
as computer music and how this definition influences our work. Moreover, we like
to make a cross-fade between this idea with Barry Truax’s on complexity of
today’s music. Truax argues that computer music, however it may be defined
today, has continued the Western, i.e. European, tradition of music as an
abstract art form, i.e. an art form where the materials are designed and
structured mainly through their internal relationships. In this model, sounds are
related only to each other, what I have elsewhere termed ‘inner complexity’.
(Truax 1994a)
1 Vaggione, Horacio Some Ontological Remarks about Music Composition Process, Computer Music Journal, 25:1, pp. 54–61, Spring 2001.
39
Thus, we think that computer-based IMPS’s are the key to pursue an outer
complexity that could, or not, be related in a way to that inner complexity, but with
no doubts should aid composers and performers to achieve a more clear
relationship between the Object and the Subject in EA music. That relationship
might remain unclear although we feel science – producing new technology –
and Cognitive Sciences – working on the perception and understanding side –
are providing the proper tools to get the two poles closer to each other.
Claudia Giannetti – on her writing on Endo-Aesthetics – wrote: ‘as a system, art
is closer to science then ever before’. (URL 2)
5.1_Performativity of Computer-based Interactive Systems
[…] The computer allowed us to reinvent the traditional categories of musical
expression.[…] 1
The term Performativity could be understood as the amount of different actions –
elements of the final structure – that could be done over a certain instrument or
system in order to (each time) obtain different results. In other words,
Performativity could be understood as how flexible, in terms of creative
possibilities, a system is.
When referring to IMPS’s Performativity could be described as the amount of
interactivity between Performers and Computers within a System regardless of
the types of Interaction. If we think of the System of Action-Reaction described in
chapter 1.2 (Music as Interactive Art), we could think of Performativity as the
amount of different Actions (made by the Performer) that will cause different
Reactions (by the Computer-System).
1 Hugues Genevois Geste et Pensée musicale: de l’outil à l’instrument, Les Nouveaux Gestes de la Musique, Éditions Parenthèses, 1999 ; p. 35.
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However, different types of Interaction – not considering the amount – will
definitely affect Performativity of the system. Consequently we can state that
performativity of an IMPS would be the result of the different combinations of
types of interaction plus the amount of interactivity each of those set interaction
parameters offers, resulting in a greatly flexible system. Then, flexibility is the
keyword for Performativity with IMPS’s.
We could make a comparison with Chadabe’s definition on designing traditional
and interactive instruments. It is all matter of flexibility. The more variable you
have to perform with the wider the sound spectrum available for performance and
thus the richer the sound result. (Chadabe 2002)
5.2_Performance of Computer-based Music
Composers use computers not only as “number-crunching” devices, but also as
interactive partners to perform operations where the output depends on actual
performance.1
Computer-based interactive music systems started being employed during the
late 1960s, initially involving computer-controlled analog synthesizers in concerts
or installations. This current could be cited as one of the first successful attempts
of HCI in musical performance since it proposed a new way of interacting with a
musical instrument exploring its sonic possibilities.
We would like to mention that perhaps one of the most significant achievements
of this current was the possibility for non-musicians (non-instrumentalists) to
control a musical device which would provide commands for more than just pitch
and amplitude control. The will of having devices for controlling different
parameters than – the already mentioned – pitch, loudness and time, began with
1 Vaggione, Horacio Some Ontological Remarks about Music Composition Process, Computer Music Journal, 25:1, pp. 54–61, Spring 2001.
41
the Musique Concrete era, after researcher’s efforts for achieving control over
other sound dimensions like Spatialization parameters, etc.
In this area it was originally Pierre Schaeffer who initiated the search and
developed the device called Pupitre d’Espace 1 (Spatial Desk), which consisted
on a control device which required a physical movement from the performer in
order to diffuse sound signals within the concert space.
During the following decade (1970’s) the use of real-time algorithmic composition
spread with the work of composers and performers such as David Behrman, Joel
Chadabe, Salvatore Martirano, Gordon Mumma or Laurie Spiegel – cited by
Mumma2 and Bernardini3 – but its greatest impulse really came during the mid
1980s with the MIDI standardization and, slightly later, with the advent of
dataflow graphical programming languages such as MAX – originally created to
interface and control the IRCAM’s 4X – by Miller Puckette4 which made the
design and implementation of custom interactive systems simpler than ever
before. (Winkler, 1998).
Whilst many interaction peripherals may form part of the computer performer's
interface, the typical performance mode consists of a single user – interacting via
mouse with a GUI-based program – at a gestural rate divorced from the rate of
output events, so that causes are uncorrelated from effects. This interaction
method does not offer value in terms of Musical Gesture since it is very poor.
Therefore we would not go in deep to study this particular case of interaction in
Computer Music Performance.
1 Joel Chadabe Electric Sound Prentice Hall, 1997, pp. 31. 2 Mumma, G. 1975. “Live-electronic music.” In J. Appleton and R. Perera, eds. 1975. The Development of Electronic Music. Englewood Cliffs: Prentice Hall. pp. 286-335. 3 Bernardini, N. 1986. “Live electronics.” In R. Doati and A. Vidolin, eds. Nuova Atlantide . Venice: la Biennale di Venezia. pp. 61-77. 4 Puckette, M. 1988. “The Patcher.” Proceedings of the 1988 International Computer Music Conference. International Computer Music Association, pp. 420-429.
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5.3_Computers as Instruments
There are no theoretical limitations to the performance of the computer as a source of
musical sounds, in contrast to the performance of ordinary instruments. At present, the
range of computer music is limited principally by cost and by our knowledge of
psychoacoustics.1
Actually many performers, programmers and composers – including the author –
use to take advantage of the possibilities provided by computers either when
composing in a studio situation (for assistance e.g., algorithmic composition or
for sound processing e.g., sound synthesis) or in a live situation.
Nevertheless, it seems that those performers (many times composers as well)
who employ (almost exclusively) a computer in live situations are those
belonging to aesthetic currents considered aside of the more purist
Electroacoustic field, such as experimental electronic music and the so-called
laptop music.
On the other hand, it seems that composers and performers belonging to more
traditional (most times academic) currents of Electronic and/or Electroacoustic
Music implementing computers in live concerts, tend to use them for real-time
sound process (also referred as live electronics) of acoustic instruments. In other
words, computers are used here just as a small part of the process. A small
number of performers – who might be framed into that aesthetic current – employ
solely a computer during their performances. Either as a sound source
(synthesis, playback of pre-recorded material) and as a DSP unit (a variety of
processes).
1 MATHEWS, M. : « The Digital Computer as a Musical Instrument ». Science. November 1963. Cited in, CHADABE, J. :Electric Sound, p. 110.
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5.4_The Computer as a Meta-Instrument
A crucial feature in the application of digital technology to sonic art is the development of
sophisticated hardware and software tools to permit human physiological-intellectual
performance behavior to be transmitted as imposed morphology to the sound–models
existing within the computer. 1
We would not consider a computer as an instrument (at least not a musical one).
Although it has the potential to become one (if we make the right decisions when
programming or use the right software). We also think that this instrument a
computer might became would be a meta-instrument, since it will have
newer/different or updated possibilities to a previously existent instrument. If not,
we would have employed an already existent one. As a meta-instrument or a
new conceived one, it has to provide us with as much performance possibilities
(parameters) as possible in order to explore its potential. However it should be
user-friendly enough to make its use in a concert situation as easy as possible in
order to allow us to focus exclusively on musical phenomenon.
Trevor Wishart affirmed that a computer can change our entire perspective on
the way we do things because it is not a machine designed for a specific task but
a tool which may be fashioned to fulfill any task which we can clearly specify.
Therefore we can assume it as a meta-machine. In particular, it offers the
possibility of being a universal sonic instrument, a device with which we can
model and produce any conceivable sound–object or organization for sounds.
One of the main principles for considering the computer as a Meta-Instrument, as
Wishart claims with his statement existing within the computer, is the fact that
computers are unlimited in terms of programming flexibility to create new music,
new interactive systems, new ways of creating new music. The only limitations
are us. And we are dealing with it daily in order to keep going ahead and keep
finding new ways to take advantage of computer systems. (Wishart 1996)
1 Trevor Wishart On Sonic Art. Harwood Academic Publishers, 1983/1996.
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5.5_Laptop Music
The transition to laptop based performance created a rift between the performer and the
audience as there was almost no stage presence for an onlooker to latch on to.
Furthermore, the performers lost much of the real-time expressive power of traditional
analog instruments.1
The mass production of personal computers (PC’s) since the 90’s and thus the
lower in costs, provided musicians with possibility of including computers as tool
(by that time, mainly in studio environments). Moreover, portable computers
(notebooks, laptops, tabletop’s, PDA’s) provided performers to take advantage of
taking to the concert stage a tool that until that moment was only possible to
employ at the studio. That fact, produced a big impact in the way music was
demonstrated to public. Then, it was possible to bring your Laptop to a concert
almost everywhere and to create in real-time (here & now) what until a few years
was only possible with a Workstation.
Regarding the label Laptop music, nowadays is present in many Electronic Music
concerts and festivals, however it is not a genre but a characteristic of
contemporary performance practice in electronic music.
Pioneers of implementing just Laptops in their performances are people like Carl
Stone who started in 1991 to use the Max programming environment to perform
live. An other case is people belonging to the – by then – up and coming
Japanese Noise scene began also to implement Laptops in their performances
and improvisations since the early 90’s. We should mention artists like Yuji
Takahashi, Mamoru Fujieda, Yuko Nexus, Nobuyasu Sakaonda et Masayuki
Akamatsu. Also Austrian collective Farmer's Manual are often referred as the first
laptop ensemble since they started performing live with their Laptops in 1996.
1 Patten, J.; Recht, B. & Ishii, H. (2002). Audiopad: A Tag-based Interface for Musical Performance. In Proceedings of the 2002 International Conference on New Interfaces for Musical Expression (NIME-02), Dublin, 11-16.
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Also to be mentioned is the case of DJ’s who, since the raise of reliability on
Laptop implementation in musical performances, perform live and make music
throughout an entire set (perhaps a few hours) with just a Laptop. We can refer
to artists such as Merzbow, Vladislav Delay, Carsten Nicolai, AGF, Zbigniew
Karkowski, Matmos or Oval, just to give a few examples.
5.6_Other Mobile Devices (…that enhance interactivity)
The need of audio files compression in order to match the Internet streaming
possibilities gave birth to the MP3 audio codec. After a few years MP3’s not only
remained inside the web and computers but also, taking advantage of their size,
companies started developing portable devices to be loaded with those audio
files in MP3 format. This phenomena provided musicians with new portable
devices to make music even more portable and take the concept of ubiquity to a
new level. MP3 players, Palmtops, Laptops, iPods, Mobile Phones, etc.
We have also to recognize – as it already happened with computers – that
portable devices are becoming more powerful and the types of applications they
can support are becoming really sophisticated. Increased processing power,
memory and the addition of multiple forms of motion and location sensing bring
into the hand a device capable not only of supporting more demanding
applications such as video capture and editing, but also of supporting entirely
new forms of interaction.
During the Summer School in Sound and Music Computing 2006 (S2S2) held at
the Universitat Pompeu Fabra in Barcelona, German researchers Günter Geiger
and Martin Kaltenbrunner – from the Music & Technology Group at UPF –
showed an adapted version of an iPod mini ® which was modified in order to run
previously programmed Pure Data patches. They claimed that the version of the
iPod they were using has a dual processor providing enough CPU power to
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easily run synthesis algorithms as well as providing a decent audio quality from
its headphones output. One of the lowest points of this project, however, is the
limited User Interface that iPods provides – if we intend to use them to a highly
interactive purpose rather than listening to mp3’s. Though, with good
programming skills the power of extremely portable devices providing great
computing power – and perhaps Bluetooth connection in order to have internet
access through a mobile phone – becomes just the beginning of a new current of
IMPS’s.
6 _Types of Interaction
We seek to frame an extended expressiveness towards interactive systems through the
concept of Aesthetic Interaction that can be obtained when the human body, intellect and
all the senses are used in relation to interactive systems.1
Although we are mainly concerned with IMPS’s, during this chapter we will show
some examples of different types of IS’s related not just to the performative arts
as well as briefly defining a taxonomy of most relevant techniques regarding our
research.
As we have already seen, in the electronic music field different types of
interaction are – almost – always present. However, since the most common
interaction in the electronic arts is the interaction between performer and its
instrument – namely, the system – interactivity does not limits only to music. We
find examples of interactivity present in other artistic fields implementing
computer systems such as painting and architecture – i.e., a painter drawing with
an optical pen on an tablet PC or an architect designing and/or drawing with a
computer program – i.e., a CAD (Computer Aided Design) software.
1 Marianne Graves Petersen et al., Aesthetic Interaction — A Pragmatist’s Aesthetics of Interactive Systems. DIS2004, August 1–4, 2004, Cambridge, Massachusetts, USA.
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However, we would like to present a simply taxonomy regarding our research
topics conceived after some considerations on different aspects such as:
§ the way IS’s are accessed by the users – we perceived a differentiation between those
systems offering palpable interfaces and those which offer touch-less interfaces to users,
performers, etc.
§ regarding our research topics we covered systems which favor Gestural music
performances with special attention on systems favoring Musical Gestures.
§ Interactive Systems which support Non-Gestural interaction.
We have also covered site-specific and network systems, the interactive
implications of different systems, the amount of Interactivity offered by different
systems, single- and multi-users systems, etc.
6.1_Palpable (Haptic) vs. Touch-less Interaction
We create the world by perceiving it.1
In every culture traditional musical instruments are based on haptic actions which
not only provides aural feedback (acoustical representations) but also palpable
feedback at the precise moment the action is being done.
For instance, guitar players move the left hand (right handed players) across the
fret board to change the pitch of the sound. If they move one finger before the
previous sound stops they could achieve a legato sound. If the player moves the
right hand between the bridge and the fret board he/she could achieve different
timbers from more aggressive to a mellower sound. If you need a shorter sound
you just release the pressure of the finger and the sound will stop. All these
simple actions differ drastically one from the other and by doing them you get
different results, mainly because of tactile contact with the instrument. So we 1 Humberto Maturana, «Kognition,» in Der Diskurs des Radikalen Konstruktivismus, Siegfried J. Schmidt (ed.), Frankfurt/Main, 1987, pp. 89–118
48
could state that Tactual perception allow us to react and modify different
parameters of sound on acoustic instruments. (Perepelycia 2005a)
On Haptic Interaction Irish researcher Sile O’Modhrain formulated the following
statement. The coincidence of connectedness, awareness and richly multimodal
input and output capabilities brings into the hand a device capable of supporting
an entirely new class of haptic or touch-based interactions, where gestures can
be captured and reactions to these gestures conveyed as haptic feedback
directly into the hand. (O’Modhrain 2005)
In short the combined feedback from tactile and haptic proprioceptive 1 systems
provides a myriad of cues that help us move and act in the world: The tactile
sense, mediated by receptors in the skin, relies on movement between the skin
and an object’s surface in order for any sensation to be perceived – without
movement, objects disappear from our tactile view. (Mine et al. 1997)
In Computer Music performance Tactual – Haptic – Feedback is almost
inexistent. The lack of physical feedback – different to sound perceived either by
ears or in an event of great sound pressure also by the body – tends to make
artificial any attempt of implementing a Physical Interface. This is mainly due to
the fact that in most cases there won’t be a direct relationship between the
Physical Gesture – perceived by the interface – and the sound result – produced
by the computer. This dissociation of events tends to confuse the audience since
the sonic – musical – result will not match the visual result, generating a
perceptual dichotomy between the vision and hear channels.
On the other hand, trained musicians – when performing Computer Music – tend
to favor gestural actions, trying, perhaps, to emulate or mimic their instrumental
1 Proprioception – from Latin proprius (meaning one's own) and perception – is the sense of the position of parts of the body, relative to other neighboring parts of the body. It is the sense that indicates whether the body is moving with required effort, as well as where the various parts of the body are located in relation to each other. (URL 6)
49
skills or, in any case, looking for gestures that would emphasize computational
musical processus and thus, the overall musical result.
There are, though, a number of different possibilities regarding physical
interfaces. Among the instrument-like controllers most implemented are keyboard
type (either with MIDI connection or, more recently, with USB connection). But
also MIDI guitars, violins, drums and wind-instruments such as trumpets and
saxophones are employed, though less frequently.
However, the majority of the interfaces perhaps used to physically control a
computer favor gestures not related to traditional musical instruments. It is
frequent to see performers moving faders and tweaking knobs of a MIDI mixer –
or a similar device – which represent the most used interface nowadays. Also
pedal-boards are normally implemented as a way of sending information to the
computer. Switches and buttons are also implemented though the offer limited
options of data transfer and physical actions.
Regarding touch-less interaction, several types of sensor-based hybrid
controllers tend to provide performers with tools that will mainly translate – in a
contactless way – physical actions into data. (See also: Bongers 2000, Paradiso
et. al 2000, Bowers and Archer 2005)
An interesting project to mention – though not strictly musical – is the project
called EyesWeb by Antonio Camurri. This project is a camera-based motion
detection and analysis through specific designed software. It was implemented in
live computer performances several times. Italian composer Luciano Berio
implemented the system for his opera ‘Cronaca del Luogo’ in the inauguration of
the Salzburg Festival in 1999. For that occasion one of the main characters,
interpreted by David Moss had attached several sensors to his costume plus
there where a few cameras strategically placed which served to provide him with
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contact and contact-less real-time control over the sound processes made on his
own voice by the computer. (Camurri 2004)
6.2_Gestural Interfaces
[…] Also, from the very moment where the notion of musical instrument experiments
major changes, we question the modes of existence and appropriation on the nature of
the musical gesture. […]1
Regarding the freedom of combination possibilities during the design process
either of the interface or the processes it will control Bert Bongers pointed a few
remarkable issues. He mentioned that the question of how to deal with the total
freedom of being able to design an instrument based on the human
(in)capabilities instead of a traditional instrument form, has not been answered
yet. A suggested approach is to look at the most sensitive effectors of the human
body, such as the hands and the lips, which also have the finest control, and look
at the gestures and manipulations that humans use in traditional instruments or
in other means of conveying information. (Bongers 2000)
6.2.1_New Devices and Hybrids ones
Given the wide array of available input devices, the choice of suitable controllers
is a fundamental consideration, as is the subsequent interpretation of control
gestures. In this aspect – gestural control – it seems, not only to me, that the
newest (really) tactual/gestural musical instrument to have achieved a certain
amount of success among musicians, is the Turntable. Turntables has been used
as musical instruments almost since its creation. In 1894 Emile Berliner created
1 Hugues Genevois Geste et Pensée musicale: de l’outil à l’instrument, Les Nouveaux Gestes de la Musique, Éditions Parenthèses, 1999 ; p. 35.
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the Gramophone and 25 years after being created musicians started to
experiment with its musical capabilities.
The history of using the turntables for making new music dates back to Paul
Hindemith, Ernest Toch, Percy Grainger, Edgar Varèse and Darius Milhaud in
the twenties, but the first important attempt was John Cage’s Imaginary
Landscapes #1 from 1939. His means of manipulating was adjusting the rotation
speed when playing monophonic tones (RCA test tones). The next step, Musique
Concrète, introduced the father of vinyl manipulation, Pierre Schaeffer. He
claimed to have found the music of the future and foresaw an ensemble of
turntables. Because the record player is able to produce any desired sound, the
turntable represented the ultimate musician. Perhaps the most known piece for
turntable Schaeffer did is Etude aux Chemins de Fer from 1948. (Khazam, 1997)
However, Turntables become used not just to playback vinyls but also as
physical instruments. This – by accident – gave birth to Turntablism – described
as the act of playing a Turntable – which was born inside the Hip-Hop culture
(from which now it has became an essential part) in the Bronx, New York, during
the middle 70’s.
From a different viewpoint, we would like to refer to a previous experience of our
own. On that project we have worked with a pair of Data-Gloves and a MIDI-
controlled acoustic Piano. The key point of this project was to create a system,
which allows the Performer to interact gesturally with an Instrument. Our
experience with the system suggest that sensor technology would be a very
powerful tool to control an acoustic instrument remotely, by translating the
performer’s gestures into musical information through computer programming.
For the piece Libertad(es) Controlda(s) we provided de performer with a reliable
wearable interface which allow him/her to contact-less interact with a Piano
enhancing the principle of gestural integration between Performer and
Instrument. (Perepelycia 2005b)
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One of the first – and perhaps most representative – examples of a glove
implemented in musical performance is Laetitia Sonami’s Lady's Glove. The
actual version (Nº 4) was built by Bert Bongers in 1994. The Lady’s Glove is fitted
with a variety of sensors to enhance control. It includes five micros-witches, four
Hall effect transducers, pressure pad, resistive strips on each finger, two
ultrasonic receivers and a mercury switch on the top of the hand and an
accelerometer which measures the speed of motion of the hand.
Sonami mentioned the intention in building such a glove, was to allow movement
without spatial reference (there is no need to position oneself in front or in the
sight of another sensor), and to allow multiple, parallel controls. Through
gestures, the performance aspect of computer music becomes alive, sounds are
"embodied", creating a new, seductive approach. (URL 7)
We cannot obviate Michel Waisvisz The Hands. This device – developed at
STEIM, in Amsterdam in 1984 – is based on a hand-mounted interface which is
to be controlled by different hand and fingers actions. They are also fully
equipped with sensors to measure physical actions as well as events related
specifically to the inter-relation between each one of the interfaces like proximity
from one another and distance of each hand in relation with the floor, etc.
There are several commercially available Data-gloves that not just include
sensors but they also implement actuators – like the CyberForce or CyberTouch
by Immersion Co. These interfaces provide users with tactual feedback (e.g.
pulses, sustained vibrations or even force feedback), which could definitely
enhance the feel of performing different tasks while interacting with the system
and most important, the system could react in a different manner to different
actions the performer does.
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6.2.2_Hyper, Meta ,Cyber
All the above given examples are not-based on previous musical instruments. In
other words, they were born as novel interfaces. Nevertheless, there are several
examples of acoustically modified instruments, some of them respond to the
name of Hyper-Instruments. This type of instrument was created by Tod
Machover for a project called VALIS. Machover wrote: The technology we
developed for this opera project [VALIS] came to be called hyperinstruments. By
focusing on allowing a few instrumentalists to create complex sounds, we
continually improved the technology and reduced the number of actual musical
instruments. The resulting opera orchestra consisted of two performers: one
keyboard player and one percussionist. They controlled all the music for the
opera, and almost all of it is live… [To build effective hyperinstruments] we need
the power of smart computers following the gestures and intentions of fine
performers. (URL 8)
This family of instruments was conceived with the aim of augmenting or
emphasize the performer’s capabilities. So it is clear that in order for performers
to achieve its maximum potential to conditions would be necessary: first, play a
traditional instruments and then to master its execution.
There is another family of hybrid instruments which might be including in a similar
category of the taxonomy – if not in the same – which receives the name of
Meta-Instruments. Meta-Instruments, different to Hyper-Instruments, are based
on the concept of modified traditional instruments in order to achieve different
musical results – at least different to those for which the instrument was originally
conceived. They represent a pseudo-synthetic product conceived through the
concatenation of two elements. On one side, they are based on – already-
existent – traditional instruments, which provides traditional performers the
possibility to keep implementing their already acquired traditional techniques. On
the other hand, these instruments offer a whole world of new possibilities –
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specially those including electronic/digital modifications in order to be computer-
compatible – in terms of direct connectivity with a computer-based system.
These instruments doubles as acoustic instruments as well as working as
interface to control for instance a Laptop running Max/MSP – which might include
a sampler for the acoustic signal of the instrument, a synthesizer, Spatialization
of sound, controlling external devices via the OSC protocol, etc.
It is clear that instruments belonging to this category – placed in the middle
between traditional lutherie – considering mechanical modifications and
adaptations – and what is called virtual lutherie – which is built from virtual
instruments such as synthesizers, physical modeling and so on – with the extra
value of being the instrument itself the control interface – are extending the
possibilities not only of the instrument itself but also of the sound possibilities,
thus increasing the musical potential. We believe this category provides artists
with new tool to design new types of interaction and thus, redefine the scope and
applicability of IMPS’s.
We will then, refer to cases including electronic/digital modifications since those
cases are the closest to our research.
A good example of this category would be Jonathan Impett’s Meta-Trumpet –
dating from 1993. Impett’s Meta-Trumpet has several sensors to measure
different frequently- made physical actions such as air pressure, valves pressure,
orientation of the bell, etc. This data is transformed and sent into a computer
running Max/MSP. Then, processes are controlled by the same actions that
produce the acoustic signal. (See also: Impett 1994)
Other similar examples – including different techniques and/or technologies to
produce the Meta part of the instrument – are Nic Collins’ Trombone-propelled
electronics v. 3.0 and performers from the UEA Electronic Orchestra (integrated
by diverse artists such as Jonathan Impett, Nic Collins, Cesar Villavicencio, John
55
Bowers, Phil Archer and Nick Melia. They implement not just Impett’s Trumpet
and Collins’ Trombone, but also a custom-made Meta-bass recorder, a Meta-
flute and several other modified acoustic and electric instruments.
USA-based researcher Insook Choi mentioned – when referring to the musical
gesture implementing new technologies – that the configuration of a performing
art with new performance media demands research criterion for applying human
motions and gestures. It has been a challenge for an artist living in rapidly
changing industrial society to identify the relevance of existing research, and to
identify the relevance of goals suitable for performing art with new technology.
(Choi 2000)
6.2.3_The meaning of the Musical Gesture
[…] we believe that to study the role and functionality of gesture in interactive music
systems, one should consider it in a broader sense in order to be able to take some
music peculiarities into account. For this reason we take gesture as any type of "bodily
movement [...] made consciously or unconsciously to communicate either with one's self
or with another" (Hayes 1966; Nöth 1990). This would include not only emblematic hand
gestures, but also any other bodily movement capable of conveying meaning. This would
also include actions of touching, grasping or manipulating physical objects in order to
control music or sound parameters.1
Musical gestures have been evolving since we have knowledge of them, either in
terms of expressiveness or in terms of technique. There have been great
instruments inventions throughout musical history, some of them were based on
already existent ways of gesturally interact with an object or a non-musical
instrument while others postulated new approaches, new techniques and
therefore new gestures. Those new inclusion were really important in the musical
history not just because they represent an evolution bringing new possibilities – 1 Fernando Iazzetta Meaning in Musical Gesture, Reprint from: Trends in Gestural Control of Music , M.M. Wanderley and M. Battier, eds. © 2000, Ircam - Centre Pompidou, p. 261.
56
probably inexistent until then – but also because they represented a challenge to
musicians who were exposed to those new instruments or new designs –
modifications, etc. In other words, they had to break with the cultural heritage and
accepts new forms . They had – not to break with traditions – but at least to
deviate a little bit from it. This gave place to an evolving culture. With strong roots
but though open to new forms.
Each new step represented (represents, with inventions nowadays) not just
innovation in the musical and musicological fields but also in the scientific (from
which most developments came from), technologic and historic.
To graphic the relationship between gesture and music we would like to make a
comparison with the relations established between gesture and sound in the
Narrative Art theory by Walter Benjamin. Benjamin, in his essay Sociologic
Problems of Language1 – from 1935 – wrote that gesture comes before sound.
Originally he pointed that elements used in language are based on mimic-
gestural elements. Though, after meditating on some thoughts by Mallarmé on
dance, he slightly modified his definition claiming then, that the roots on spoken
expression and dance expression belong to a one and only mimic faculty.
This concept applies as an example of non-musical gesture and it might be
placed in the field of Language Processing studies by Cognitive Sciences. The
study of language processing ranges from the investigation of the sound patterns
of speech to the meaning of words and whole sentences.
However, – tracing a parallel with our topic – every theory or technique
implemented to study musical gesture demands a mapping strategy to divide the
1 Walter Benjamin Problèmes de Sociologie du Langage, Oeuvres III, Paris, Gallimard (folio essais), 2000, trad. Par Maurice de Gandillac, revue par Pierre Rusch. Cited on Anne Boissiere La Part Gestuelle de Sonore : expression parlée, expression dansée. Main et narration chez Walter Benjamin. Université de Lille_3, 2004.
57
whole into small portions in order to build a taxonomy of events to be
independently studied.
Bert Bongers described a taxonomy applied to sensor-based movement
detection for interactive systems implementation. Bongers said that movements
can be measured without contact (for instance with a camera) or with a
mechanical linkage (with a potentiometer for instance). A complex, multiple
degree-of-freedom1 movement (as most movements are!) is often decomposed
and limited by mechanical constructions.
A Gesture starts with human muscle action , and is then distinguished into
isometric (no movement, just pressure of pushing against something) or
movement (when there is displacement). In the latter case, the movement can be
sensed through mechanical contact , or free moving contactless measurement.
Coming back to Benjamin’s concepts, after some considerations on it, we
suggest that, regarding the Musical Gesture, that specific relationship gives place
to a specific type of language – the Gestural language. This specific language is
a two-ways communication – interaction – channel through which both elements
affect each other. We also refer to musical gesture as the musical representation
of the physical gesture need to produce a certain sound, more specifically, a
certain music (note, phrase, section, piece). We can say that the complex
performer-instrument interrelation would place the instrument as an extension to
the performer’s body. That specific gesture is rooted on archaic principles dating
from the very first steps in communication between human beings. It is rooted on
the first traces of languages. It is not just a physical gesture. Is a communicative
gesture. It is a code. Has a meaning. It is not just understood and translated by
the instrument, it is also understood by the audience who is carefully watching
1 Degrees of freedom (DOF's) is the term used to describe the position and the orientation of an object in space. There are three degrees of freedom to mark the Position on the x, y and z axis of the three-dimensional space, and three degrees of freedom which describe the rotation along these axes.
58
the performer make a succession of gestures conforming a dialogue. A musical
discourse with its own choreography. That choreography has the aim of
transforming physical energy – bio-mechanical energy – into acoustical energy
which will shape the sounds, firstly, and therefore the music.
French researcher Claude Cadoz wrote that the Instrumental Gesture which is
employed by musicians to sound an acoustical instrument is composed by a
chain of categorical elements. Namely, the instrument itself, the musician, the
way the action to sound the instrument is produced, the way the energy to
produce this action is transformed into acoustic energy and the sound result.
(Cadoz 1999)
Cadoz also refers to the Instrumental Gesture as communicational and thus is by
essence semiotic – it is used to express something – , epistemological – as many
of our daily gestures employs unconscious knowledge acquired through our
senses – but moreover is ergotic – since musicians produce their own (physical)
energy to be used to produce the later Musical Gesture.
Lawrence Barsalou suggested that gesture mediates all modes of
communication. (Barsalou 1999) In this way the mnemonic image of a musical
passage can be closely related to the kinaesthetic 1 image required for its
reproduction. In a listening context, it is for this reason that the experience of a
particular musical image can trigger association with the kind of kinaesthetic
image involved in its generation. Recent theories of music and gesture describe
the possibility of kinaesthetic imagery to play a mediatory role in relationships
between both poles. (Battey 1998).
1 Kinesthesia is a term that is often used interchangeably with proprioception, though researchers differentiate the kinesthetic sense from proprioception by excluding the sense of equilibrium or balance from kinesthesia. Kinesthesia is a key component in muscle memory and hand-eye coordination and training can improve this sense. (URL 9)
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In other order of things we would like to mention that every musical instrument is
specifically related to a certain culture and also to a certain technology –
employed to develop it after cultural background and social implications of the
specific place it was conceived – and therefore they suggests its own types of
interaction and engagement. For instance, a string instrument from Middle-east
will be played in a different way if taken to Asia, where people is used to play
other string instruments in a different way, employing different type of gestures
and also will have different expectations in terms of acoustic energy and thus
sound results. In this sense we feel that social implications of new interfaces that
call for new gestures would be perceived in a different way by different cultures.
6.3_Non-Gestural Interaction
[…] …non-physical interactions distinguish human beings from organisms that lack a
nervous system and in which interactions are purely physical in nature (as in the case of
a plant, for example, where the reception of a photon triggers photosynthesis).
Communication as interaction is a component of the system, and as a cognitive process
does not refer to an autonomous external reality, but is a process of behavioral
coordination between the observers through structural coupling. […]1
Although this type of interactivity is not our aim we consider that we should
mention it as it seems, in many ways, the more closely related to the Cognitive
Sciences, and thus, they seem to provide us with reliable – at least, most
promising – tools in terms of research in the music perception field as well as
providing methods to study Electroacoustic music perception, which is of our
concern.
An example of a Non-Gestural (touch-less) Interactive System is the so-called
Brain Orchestra developed at the University of Toronto.
1 Humberto Maturana, «Kognition,» in Der Diskurs des Radikalen Konstruktivismus, Siegfried J. Schmidt (ed.), Frankfurt-on-Main, 1987, p. 114. See Humberto Maturana and Francisco Varela, Autopoiesis and Cognition: The Realization of the Living, Boston, 1980.
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On the 31st of March 2005 the project Regenerative Music was presented.
Regenerative Music, developed by James Fung at the University of Toronto,
explores new physiological interfaces for musical instruments. The computer,
instead of taking active only cues from the musician, reads physiological signals
(heart beat, respiration, brain waves, etc.) from the musician. These signals are
used to alter the behavior of the instrument. For instance filter settings on the
sound can be applied, to which the musician responds by changing the way
she/he plays. The music will in turn generate an emotional response on the part
of the musician/performer, and that this response will be spotted by the
computer, which then modifies the behavior of the instrument further. The
musician and instrument can both be regarded as an "instrument" playing off of
each other.
The concept was extended during DECONcert 1. Where 48 people's
electroencephalogram signals were hooked up to affect collectively the audio
environment. The EEG sensors detected the electrical activity produced in the
brains of the participants. The signals from the brains were used as signals to
alter a computationally controlled soundscape. The resulting soundscape
triggered a response from the participants, and the collective response from the
group was sensed by the computer, which then altered the music based upon
this response. And so forth. (URL 10)
One of the remarkable sides of this system – device – is that it is not necessary
to be familiar with a particular technique – i.e., any instrumental technique.
Therefore, it is affordable to everybody in terms of performativity, since it is a
novel channels to produce music and there are no standards in terms of ways of
producing it, other than just producing brain activity. On the other hand, this
technique presents a great lack of control as an interface for an IMPS.
Consequently, we are not focused on interfaces implementing this type of
techniques, since they had not proved to be reliable enough for interesting music
performance.
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A strange example – which is difficult to include in this chapter since its duality –
is the Bio-Muse. Bio-Muse (developed by BioControlSystems and adapted by
Benjamin Knapp for Atau Tanaka) was introduced in 1992. The Bio-Muse is a
bioelectric signal controller, which allows users to control computer functions
directly from muscle, eye movement, or brainwave signals, bypassing entirely the
standard input hardware, such as a keyboard or mouse. It receives data from
four main sources of electrical activity in the human body: muscles (EMG
signals), eye movements (EOG signals), the heart (EKG signals), and brain
waves (EEG signals). These signals are acquired using standard non-invasive
trans-dermal electrodes. This device used by Tanaka implements EMG
technology to catch the Bio-impulses received by a sensor patched in the
forearm of the performer. (Perepelycia 2005a)
We decided to include the example of the Bio-Muse within the Non-Gestural
Interfaces chapter since we perceive that its principle is not directly related to
Gesture it self but to a collateral action detached form a gesture. We could say
that though a physical action is needed in order to make the system work the
information retrieved by the system will be just bioelectric signals regardless of
the physical action – namely, Gesture – which produced it.
6.4_Single- and multi-users IMPS’s
It is by designing and constructing electronic communication channels among players, that performers can take an active role in determining and influencing, not only their own musical output, but also their peers’.1
Since its origin, IMPS’s were both implemented in solo and multiple user settings.
While performing music has typically been a collective event, traditional musical
instruments have been mostly designed for an individual use (even if some, as 1 Weinberg, G; Interconnected Musical Networks – Towards a Theoretical Framework. (2005). Computer Music Journal, submitted. Cited in Sergi Jordà Puig, Digital Lutherie: Crafting musical computers for new musics’ performance and improvisation, PhD Thesis, Universitat Pompeu Fabra, March 2005.
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the piano or the drum kit can be easily used collectively). This restriction can now
be freely avoided when designing new interfaces, which leads to a new
generation of distributed instruments, with a plethora of possible different models
following this paradigm (statistical control, equally-allowed or role-playing
performers, etc.). Implementations of musical computer networks date back to
the late 1970s with performances by groups like the League of Automatic Music
Composers or the Hub (Bischoff, Gold and Horton, 1978).
Also, art collectives such as the Austrian collective Farmer's Manual – who are
often vaunted as the first true laptop ensemble since they started performing in
1996 –, the UEA Electronic Orchestra (Jonathan Impett, Nic Collins, Cesar
Villavicencio, John Bowers, Phil Archer and Nick Melia) or B.L.I.S.S. (the Belfast
Legion of Improvised Sights and Sounds) are exploring and proposing new ways
of collective – multi-users – interaction. Pushing the threshold not only on which
regards to the sound result – comparable to that of an ensemble or an orchestra
contrasted with a single instrument – but also redefining the way computer might
behave: a Meta-Instrument within an ensemble, coordinate others’ actions,
process others’ sounds, share sounds or algorithms with other performers,
sonification or visualization via an own algorithm others’ sounds or others’
images, etc.
This type of IMPS is clearly based on the traditional performance concept where
musicians interact with each other but there is little to none interaction with the
audience.
There are some novel designs regarding IMPS’s which seek different ways of
creating music in a group context while looking for new types of propositions in
terms either of performativity and performance situation. One of this examples is
the Audiopad, developed at the MIT Media Lab. Audiopad, is an interface for
musical performance that aims to combine the modularity of knob based
controllers with the expressive character of multidimensional tracking interfaces.
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The performer’s manipulations of physical pucks on a tabletop control a real-time
synthesis process. The pucks are embedded with LC tags that the system tracks
in two dimensions with a series of specially shaped antennae. The system
projects graphical information on and around the pucks to give the performer
sophisticated control over the synthesis process. (Patten et al 2002)
A similar, in a way, interface employing also table-top concept is the reacTable,
developed by a research team lead by Sergi Jordà within the MTG group at the
Pompeu Fabra University. The reacTable* aims to create a state-of-the-art
interactive music instrument, which should be collaborative (off and on-line),
intuitive (zero manual, zero instructions), sonically challenging and interesting,
learnable and masterable, suitable for complete novices (in installations), suitable
for advanced electronic musicians (in concerts) and totally controllable (no
random, no hidden presets…). The reacTable* should use no mouse, no
keyboard, no cables, no wearables. It should allow a flexible number of users,
and these should be able to enter or leave the instrument-installation without
previous announcements. (Jordà 2005)
From a different perspective, we believe that the field of multi-users IMPS’s
would be best represented by the concept of – interactive – sound installations
which respond to the public actions – movements and gestures – leading us to
another important point: that of the skills and the know-how of the performer(s).
In other words, an installation will replace the concept of skilled performers by an
interactive/explorative phenomenon where users/performers – the public –
discovers the interactive features of the system in an intuitive way. Perhaps the
two last mentioned examples are the closest to this concept, although they offer
potential users a limitation in terms of available space in which to interact since
the interface is site-specific – namely, a few square meters.
Regarding the idea of integrating and exploring the performance space by its
users/performers in the form of a large scale Installation – which would solve the
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limitations of the above mentioned examples –, we found a project developed in
the middle 90's at the MIT called Brain Opera.
The Brain Opera, conceived and directed by Tod Machover, was designed and
constructed by a highly interdisciplinary team at the MIT Media Laboratory during
an intensive effort from the fall of 1995 through summer of 1996. A major artistic
goal of this project was to integrate diverse, often unconnected control inputs and
sound sources from the different Lobby participants into a coherent artistic
experience that is "more than the sum of its parts", inspired by the way our minds
congeal fragmented experiences into rational thought. (Machover 1996) The
Brain Opera is by no means a fixed or purely experimental installation; it had to
operate in many real-world environments (already having appeared at 7
international venues), and function with people of all sizes, ages, cultures, and
experience levels. As a result, the interface technologies were chosen for their
intuitiveness, overall robustness and lack of sensitivity to changing background
conditions, noise, and clutter. This tended to rule out computation-intensive
approaches, such as computer vision (e.g., Wren et. al. 1997), which, although
improving in performance, would be unable to function adequately in the very
dense and dynamic Brain Opera environment. (Paradiso 1998)
We found this project effective to a certain extent – when considering our aims –
since its interface invites to multi-user exploration and interaction. However, we
feel it has a lack of control over the sound processes as it does not provides
great amount of performativity control for users, which might lead to similar music
results.
Other commercial examples – not related to IMPS’s – such as gaming
environments use to enhance single and multi-users interaction providing also
enhancing tools such as visual and sonic immersion, which greatly increase the
level of interaction while using an interactive system.
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6.5_... and it goes through the Internet (network and web-based interaction)
The formation of international projects in the 1970s was a crucial stimulus for art
in conjunction with telecommunication as well as for the notion of ubiquity. The
Brazilian Waldemar Cordeiro, a pioneer of Computer Art, in 1971 identified the
inadequacy of communications media as a form of information transmission and
the inefficiency of information as language, thought, and action as being the
causes of the crisis of contemporary art.
Cordeiro asserted in his Manifest Arteônica that art whose main emphasis lies on
the material object restricts audience access to the work and therefore meets the
cultural standards of modern society neither qualitatively nor quantitatively.
(Cordeiro 1972)
Cordeiro’s deliberations in regard to global networking and free
telecommunication, enabled audience access to a work of art anticipated the
notion of ubiquity, participation and net art.
We would like to mention an example of a system web-based for live interactive
music designed by American Composer-programmer John Paul Young.
In order to achieve successfully interactive communication between the system
and its potential users – performers – Young suggested the following conditions
to be accomplished:
§ Bidirectional communication between each interactor
§ Independent and persistent existence
§ Consistent, perceptible rules governing interaction and feedback
§ Aspects of emergent behavior — incorporating, but not limiting to, direct manipulation
§ Potential for coordinated collaboration with other interactors without requiring external
channels of communication
§ Evolution — the shared environment changes as a result of the sum total of interactions
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These conditions describe many aspects of our perception of physical reality, but
need not be implemented as a literal reflection thereof, with all the complexity
that would imply. Taking as a point of departure the observation that music is
deeply meaningful though fundamentally abstract, the features above can
potentially be incorporated into a virtual environment arising from the same
conceptual basis as our relationship to music. (Young 2003)
6.6_How Interactive a system is?
Most Interactive Systems as we know them are partially interactive in terms of
unpredictability. By this we mean that most of those IS’s will react in the expected
(usual) way. Since most of its creators intend to provide users with relatively
predictable actions in order to engage them with the system or, in other words, to
engage the system with them.
In this sense there is a wide range of possible ways IS’s would react. A better
description on how interactive an IS would be was given by Douglas Englebart
when he coined the term Intelligence Amplifier1 when referring specifically to the
computer. This means that if we push our selves and demand the system it will
answer in accordance with our action – if the system is accurately prepared.
Agostino Di Scipio formulated an interesting reflection on the behavior of IS’s:
[…] As an example, the sudden occurrence of, say, too large a mass of notes or sound
grains or other musical atom units would not automatically induce a decrease in
amplitude (a perceptually correlate dimension of density): such an adjustment remains a
chance left to the performer. No interdependency among processes is usually
implemented within the ‘interactive’ system. […]2
1 Douglas Englebart Augmenting Human Intellect: A Conceptual Framework. AFOSR-3233 Summary Report, 1962. 2 Agostino Di Scipio, ‘SOUND IS THE INTERFACE’, Proceedings of the Colloquium on Musical Informatics, Firenze 8-10 May 2003
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Hence, composers who implement this type of systems are directly responsible
for the results to be obtained when performers interact with the systems and on
how the system will be perceived by users/performers.
In other words, the success or failure of the task is typically defined a-priori, thus
enabling researchers to establish how quickly and efficiently the users would be
able to achieve their task-defined goals. In this model the computer acts as a tool
whose evolution is mediated by increased intelligence and has as its goal a
"partnership" with the user in the sense of J. C. R. Licklider's Man-Computer
Symbiosis1. (Kaastra & Fisher 2006)
7_Programming & Coding (Everything comes from the source!)
Programs that execute strictly in time order are said to obey causality because there is
never a need for knowledge of the future. This concept is especially important when
modeling music perception processes and interactive systems that have to respond to
some signal that is yet unknown ; for example, a machine for automatic accompaniment
of live performance.2
Human brain is born as an empty container which needs to be filled in order to
acquire knowledge. In the case of computers, its brain is to be filled with code in
order to teach them to perform any action but more important, to make them
learn and understand from those actions.
From the 50’s computer scientists began to theorize about the possibility of
computers to think. After hard efforts in psychology and cross-disciplinary studies
Artificial Intelligence (AI) was born and with it a new standpoint from where we
1 J. C. R. Licklider Man-Computer Symbiosis IRE Transactions on Human Factors in Electronics, v HFE-1, pages 4-11, 1960. Cited in: Kaastra, Linda T. and Fisher, Brian Affording Virtuosity HCI in the Lifeworld of Collaboration, CHI 2006, April 22-27, 2006, Montreal, Canada, p. 1. 2 DANNENBERG, R. B., DESAIN, P., & HONING, H. : “Programming language design for music”. de POLI, G, PICIALLI, A. POPE, S. T. & ROADS, C. (éditeurs) : Musical Signal Processing. Lisse :Swets & Zeitlinger, 1997.
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began to think on the possibilities of machines to learn. Learning machines are
capable of simulating human behavior in terms of Neural Networks1 (NN). We will
focus on these two topics in the next chapter, however, before moving forward
we first need to define Intelligence.
Regarding intelligence we would like refer to Jean Piaget’s definition:
"Intelligence is assimilation to the extent that it incorporates all the given data of
experience within its framework […] There can be no doubt either, that mental life is also
accommodation to the environment. Assimilation can never be pure because by
incorporating new elements into its earlier schemata the intelligence constantly modifies
the latter in order to adjust them to new elements"2
Therefore, we could say that a system that enables a machine to increase its
knowledge by a learning process and improve its skills, would be an intelligent
one. Many – if not most – of those intelligent models employ computational
modeling to simulate human brain behaviors implementing arrays of Neural
Networks (NN).
In recent decades, computational modeling has become a well-established
research method in many fields including Music Cognition. There are two clearly
definable approaches. One aims to model musical knowledge departing from
music theory taking methodical formalization in order to contribute to the
understanding of the theories employed, the predictions made and the scope of
the previous two. The second approach’s aim is to construct theories of music
cognition. Here, the objective is to understand music perception and music
performance by formalizing the mental processes involved in listening to and in
1 An Artificial Neural Network (ANN), also called a Simulated Neural Network (SNN) or commonly just Neural Network (NN) is an interconnected group of artificial neurons that uses a mathematical or computational model for information processing based on a connectionist approach to computation. In most cases an ANN is an adaptive system that changes its structure based on external or internal information that flows through the network. In more practical terms neural networks are non-linear statistical data modeling tools. They can be used to model complex relationships between inputs and outputs or to find patterns in data. (URL 11) 2 Jean Piaget The psychology of intelligence. New York: Routledge, 1963, pp. 6-7.
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performing music. The two approaches have different aims and can be seen as
complementary. (Honing, 2006)
7.1_Object-Oriented Programming
Object-Oriented Programming (OOP) is the name some programming languages
– i.e.: Common LISP, JAVA, etc. – receive when having certain methodological
properties related to organization structures and taxonomy inside the code.
For instance, consider an object inside a program as a citizen in the society.
Each one have different roles, that others doesn’t have. But everyone needs that
each other perform their roles in order to succeed as a whole.
Therefore – when using object-oriented programming – your overall program is
made up of lots of different self-contained components (objects), each of which
has a specific role in the program and all of which can talk to each other in
predefined way. OOP’s environments represent the ideal environments when
simulating brain behaviors since each of the objects inside a code would
represent a Neuron. Therefore Neuronal Networks (NN’s) could be created and
interrelated in order to simulate human brain behavior.
Then if we decide to conceive any kind of Interactive System implementing
Artificial Intelligence – thus Neural Networks – we will have to employ an OOP
environment for our programming.
A designed network consists of a series of additions and multiplications along
with a transfer function. A neural network is made up of layers, each of which
contains several neurons. Each neuron’s operation can be considered as vector
operations. (Cont et al. 2000)
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We should mention that Neural Networks – a form of Connectionist 1 models –
utilize a sub-symbolic representation of neural activity based around abstracted
neuron components.
The training session of a neural network does not require an expertise to realize
the network. An empiric approach with trials and errors would eventually make
the network converge to the desired behavior. However, a clever choice of
network architecture and parameters would save a lot of time in realizing the
network. (Cont et al. 2000)
Different project dealing with this type of programming use to take advantage
because NN’s provide flexible and adaptive algorithms. In other words, programs
employing NN’s are able to compare different instances and then based on
previous events they learn the needed actions to be made in order to improve
their functioning.
In other chapters we have mentioned the problem of mapping when referring to
gesture translation into sound or interpretation by Computer Systems.
Programming including NN’s would provide a flexible tool to perform the task of
Gesture translation by Mapping Strategies.
In a research carried out in La Kitchen, Paris (Cont et al. 2000) a Neural Network
simulation was implemented to perform gestural mapping within the Pure Data
environment.
1 Connectionism is an approach in the fields of artificial intelligence, cognitive science, neuroscience, psychology and philosophy of mind. Connectionism models mental or behavioral phenomena as the emergent processes of interconnected networks of simple units. There are many different forms of connectionism, but the most common forms utilize neural network models. The central connectionist principle is that mental phenomena can be described by interconnected networks of simple units. The form of the connections and the units can vary from model to model. For example, units in the network could represent neurons and the connections could represent synapses. Another model might make each unit in the network a word, and each connection an indication of semantic similarity. (URL 12)
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They have compared some traditional mapping methods with their implemented
system and mentioned the following advantages:
§ The user can work directly with the desirability of correspondence between gesture and
produced results, rather than the complex mechanism of the mapping algorithm.
§ The empirical approach of neural networks can evade the complexity of formalizing the
problem.
§ The system can perform well even in the presence of non-linearity and noise in the input.
§ Ability to make mappings of ‘unseen’ input patterns.
§ Cheap computation compared to other methods of complex mappings.
§ Neural Networks do not require expertise to train and maintain the network.
There is a major sub-field of Artificial Intelligence called Machine learning (ML).
Machine learning is inspired by neurophysiology and also employs neural
networks – connectionist model.
Eduardo Reck Miranda defined Machine Learning’s aims as providing
mechanisms so that the desired computation may be achieved simply by
repeatedly exposing the system to examples of the desired behavior. As the
result of learning, the system records the "behavior" in a network of single
processors (metaphorically called "neurons"). (Reck Miranda 2000)
Reck Miranda also mentioned that perhaps the most popular current debate in
ML, and in AI in general, is between the sub-symbolic and the symbolic
approaches.
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7.2_Live Coding Practice
The degree of challenge and flexibility in programming music software can be
characterized along various continua.1
As people saw the potential of programming they have tried to achieve the
feeling of real live improvisation with computer emulating properties of
instrumental improvisation. Traditionally most computer music programs have
tended toward the old write/compile/run model which evolved when computers
were much less powerful. Some programs have gradually integrated real-time
controllers and gesturing (for example, MIDI-driven software synthesis and
parameter control). Later, programs like Ableton Live and Propellerheads’s
Reason appeared, offering some sequencing, triggering and processing controls
with quite straight-forward GUI’s functions, but they do not support the
algorithmic exploitation and customization potential of graphic programming
environments like Max/MSP or Pure Data.
Until recently, however, the musician/composer rarely had the capability of real-
time modification of program code itself. This legacy distinction was somewhat
erased by programs such as SuperCollider (McCartney 2002) and ChucK (Wang
and Cook 2003). Those types of music-oriented programming environments gave
the possibility to performers-programmers to experiment with a new aesthetic
current on live computer music called Live Coding.
Live coding (Ward et al. 2004, Collins et al. 2003, Collins 2003) was born out of
the possibility of programming on stage with interpreted languages. Live coding
is the activity of writing (parts of) a program while it runs. It thus deeply connects
algorithmic causality with the perceived outcome and by deconstructing the idea
of the temporal dichotomy of tool and product it allows code to be brought into
1 Alan Blackwell and Nick Collins The Programming Language as a Musical Instrument, In P. Romero, J. Good, E. Acosta Chaparro & S. Bryant (Eds). Proc. PPIG 17. Pages 120 – 130. 17th Workshop of the Psychology of Programming Interest Group, Sussex University, June 2005
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play as an artistic process. The nature of such running generative algorithms is
that they are modified in real-time; as fast as possible compilation and execution
assists the immediacy of application of this control. Whilst one might alter the
data set, it is the modification of the instructions and control flow of processes
themselves that contributes the most exciting action of the medium.
One of the first languages to be implemented for this purpose was FORTH. In
fact the, the first known live coding performance is that of Ron Kuivila in 1985 at
the STEIM music research institute in Amsterdam. Kuivila performed on a
desktop computer for about half hour using FORTH until the system crashed.
The Hub, notable as the first computer network band, were also active in the late
80s, often programming new processes during performance, though this was not
made an explicit part of the act.
Live coding is increasingly demonstrated in the act of programming under real-
time constraints, for an audience, as an artistic entertainment. Any software art
may be programmed, but the program should have demonstrable consequences
within the performance venue. A performance that makes successive stages of
the code construction observable, for example, through the use of an interpreted
programming language, may be the preferred dramatic option. Text interfaces
and compiler quirks are part of the fun, but a level of virtuosity in dealing with the
problems of code itself, as well as in the depth of algorithmic beauty, may provide
a more connoisseurial angle on the display.
A second wave of live coding began around the year 2000 with laptop performers
following Julian Rohruber's experiments with SuperCollider, including his Just in
Time Library for performative code, and the live shows of custom software laptop
duo Slub, who followed a mantra of 'project your screens' to engage audiences
with their novel command line based music programs. Recent years have seen
further expansion of live coding activity, and the formation of an international
body to support live coders – TOPLAP (Ward et al. 2004).
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Perhaps the prototype live coders are improvising mathematicians, changing
their proofs in a public lecture after a sudden revelation, or working privately at
the speed of thought, with guided trail and error, through possible intuitive routes
into a tricky problem. There are always limits to the abstract representations a
human mind can track and which outcomes predict. In some cases trial and error
becomes necessary and cause and effect are too convoluted to follow. As a
thought experiment, imagine changing on-the-fly a meta-program that was acting
as an automated algorithm changer. This is really just a change to many things at
once. Iterate that process, piling programs acting on programs. Psychological
research would suggest that over eight levels of abstraction are past the ability of
humans to track. Live coding allows the exploration of abstract algorithm spaces
as an intellectual improvisation. As an intellectual activity it may be collaborative.
Coding and theorizing may be a social act. If there is an audience, revealing,
provoking and challenging them with the bare bone mathematics can hopefully
make them follow along or even take part in the expedition. These issues are in
some ways independent of the computer, when it is the appreciation and
exploration of algorithm that matters.
8_The (Concert) Space as an Interactive Element
Inhabitants are full participants, users, performers of space.1
We believe that the proper physical space – though being explored in studio
situations or in diffusion of Electroacoustic (Acousmatic) music – is not often
considered when establishing interactivity within a Live Computer Music
framework. That space – the concert space – during a performance becomes an
environment that directly affects the sounds produced by any sound-emitting-
object (instrument or not). This will change the effect each wave of emitted sound
1 Henri Lefebvre The Production of Space, Oxford: Blackwell Publishers, 2001.
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produces over the audience and also over the performer(s) responsible(s) of the
sound source.
Therefore, we consider establishing a proper relationship between the
performer(s), the music and the concert space would help to obtain the maximum
of interactivity between elements, taking advantage of the implications of sound
modifications by the concert space.
Graphic number 5 shows the proposed flux of information exchange between the
elements of an Interactive Musical Performance System considering the concert
space.
Graphic 5, Data Flux between the elements of an IMPS and the Concert Space
Regarding our proposal for integrating the physical space to IMPS’s composer
Dominique M. Richard mentioned that computer music technology helps develop
a renewed relation with sound fields. For instance, it allows the introduction of
spatial direction as a compositional device through the manipulation of
loudspeakers. Stereophonic effects and illusion of movement are among the
simplest of such devices. But beyond these methods, which may sometimes
appear almost as a caricature, the technology of sound diffusion helps displace
the listener-centered perspective of music apprehension and again subverts the
composer/listener dichotomy by offering a multiplicity of readings in a single
performance. In these cases, the projection of music becomes the establishment
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of a sound field to negotiate rather than the catering to the ‘sweet spot’ at the
middle of the concert hall. The audience members become co-creators of their
experience through interaction with the sound field that they modulate by moving
and changing position. (Richard 2000)
This is mainly why we believe on the notion of a symbiotic integration between
IMPS’s and its surrounding space. We started considering Installations as the
ideal of integration. However, in order to include our previously mentioned
IMPS’s we need to consider a Concert-Installation framework as the mean to
achieve our goal since it would integrate the already described Music Cycle
(Graphic 1) with its containing space, which would double not only as another
element but also as the structure for the new system.
8.1_Some Considerations on Sound Diffusion
It may well be the case that the computer acts in future as a ‘virtual listener’ and assists
with the diffusion.1
Denis Smalley has defined many of the spatial characteristics that concern
composers working with electroacoustic materials. He describes five categories
that define space: spectral space, time as space, resonance, spatial articulation
in composition and the transference of composed spatial articulation into the
listening environment. Regarding the transference of composed spatial
articulation into the listening environment Smalley stated that is a question of
adapting gesture and texture so that multi-level focus is possible for as many
listeners as possible. And also that in a medium which relies on the observation
and discrimination of qualitative differences, where spectral criteria are so much
the product of sound quality, the final act becomes the most crucial of all.
(Smalley 1986) 1 Adrian Moore, Sound Diffusion and Performance: new methods – new music. Music Department, University of Sheffield. (URL 13)
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In our research we are deeply concerned with the integration of interactive
systems – at least ours – with its surrounding space – the physical place where
they are employed or implemented. This is – mainly – due to our work in the
Acousmatic field done in the past. In Acousmatic music – which continued the
tradition of Musique Concrète – composition and performance are inextricably
linked. Therefore, sound diffusion becomes a continuation of the compositional
process.
However, our actual concern focuses in the live performance phenomenon which
does not includes any pre-recorded material like in diffusion of Acousmatic
music. We share the concept of sound diffusion being a continuation of the
compositional process thus, in real-time. Our intention is focused on a system
which diffuses sound material being produced in real-time in order to set a
relation between the acoustic element – gesturally controlled – and the acoustic
space. Hence, in that sense, we found musical-expressive gestures represent
the channel to inter-relate the music with its surrounding space.
In order to explain some other meanings of Sound Diffusion we would like to
refer to a statement by British musician Jonathan Arnold on Sound Diffusion and
Musical Expression.
In Arnold’s words musical expression forms a very important, albeit natural, part
of any musical performance and is something that cannot as yet be completely
replicated or recreated by a computer in a performance aspect. […] human
perception forms an important part in the process of analysis and diffusion that
does not use any computer assistance. […] The concept of diffusion as a
performance aspect for the delivery of electroacoustic music is an important one.
Diffusion controls the spatial distribution of music played through an array of
loudspeakers at a concert venue. […] The act of diffusion significantly enhances
the effect of listening to a piece of electroacoustic music. One of the most
important aspects of diffusion is how the diffuser responds to the music. Various
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aspects of the audio content tend to provide cues to carry out a specific panning
gesture. The diffusionist reacts to onsets of audio segments, and generally
articulates the diffusion patterns in response to the amount of activity within the
music. It is the content and sonic gestures contained in the music that a system
aims at analyzing and translating through to the diffusion system. (Arnold 2005)
In that sense we feel appropriate to establish a relationship between the spatial
factor of a performance and the music being played since it would empower the
musical result by being a continuation of the process – one from the other.
However, in order to achieve better results, this task should be algorithmically
done by the computer. Basing its decisions on Sound Analysis.
8.2_ The importance of the physical space
Our notions of performance are intrinsically connected to inhabited space as our daily
performative actions are greatly modulated by the spaces we inhabit.1
When conceiving a musical piece, not considering the proper conditions of the
place the music will be performed, would represent losing important information
(features) from the structure of the piece. Mainly because the physical space will
directly affect the sonic outcome and thus, the music.
Either in Acoustic or Electroacoustic music (EAm), the physical space represents
a key element when considering the acoustic result of the performance. More
specifically in EA music – where the implementation of complex compositional
concepts related to sound objects, morphology of sound, musical semiotics and
spectro-morphology of sound is frequent –, a proper placement of the speaker’s
setup within the space will make a great difference in the sonic response of the
1 Pedro Rebelo, Performing Space, Architecture, School of Arts, Culture and Environments, The University of Edinburgh, 2003.
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room to the music and vice versa. Loudness control will have similar effects than
spatial distribution of signal in terms of modifying the musical result.
This would be problematic and it would play against the musical result. On the
other hand, if properly considered, it would enhance the musical performance.
For instance, we can further develop the behavior of the inner space of an
Acousmatic piece by making an appropriate translation or adaptation into the
physical space (concert space) where it is to be represented.
In a live-electronics situation – precisely a situation including live-electronics as
well as an acoustic instrument(s) –, the proper use of the sound positioning –
directly or indirectly related to the performer’s location – within the space could
be stressed by implementing a surround system of speakers as well as making
the needed modifications or adaptations to the concert space – mainly regarding
the stage (performers) and audience placement – in order to produce the
sensation of Sound Immersion.
8.2.1_Musical implication of the sound space
Computer music that is often structured through formalized models is rich in possibilities
for the invention of such abstract spaces.1
The space metaphor extends to abstract spaces as well. Though, the placement
of sound around a performing space is not new. The need to carve space
physically has remained symbolically and musically important throughout most
cantoris/decani antiphonal choral music and double chorus works such as Bach's
St. Matthew Passion. Also, during the Italian Renaissance, with the concept of
'cori spezzati' (broken choirs) of Willaert and Gabrielli and in Baroque organ
1 Dominique M. Richard Holzwege on Mount Fuji: a doctrine of no-aesthetics for computer and electroacoustic music. Organised Sound 5(3): 127–133. Cambridge University Press. Printed in the United Kingdom. 2000.
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works to Stockhausen's Gruppen, composers have delighted in working with
space and the performance situation.
The arrival of computer-controlled sound diffusion techniques have expanded
these possibilities, making the topological listening spaces to grow in complexity.
Xenakis’ Metastasis (Xenakis 1992), homomorph of the Phillips Pavilion at the
Brussels World Fair in 1958 (a collaboration between Le Corbusier, Varese and
Xenakis), as well as his various Polytopes (1975), La Légende D’Eer (for the
inauguration of the Georges Pompidou Centre) or Boulez’s Re´pons (1981), as
well as works by Luigi Nono, Luciano Berio are some examples of this approach
to constructing an acoustic space.
We would also like to refer to a concept by French composer-researcher Anne
Sedes. Sedes has worked on interactive musical pieces as well as installations
establishing different ways of translating the types of energies employed during a
performance – i.e., instrumental, sonic, visual and scenographic energy, to name
a few. In order to achieve those translations Sedes employed different types of
Instrumental and Gestural Interfaces. Sedes claims that in this way the sonic
space becomes conscious of its surrounding environment. Then, the sonic space
– ‘l’espace sonore’ – becomes the conscious space ‘l’espace sensible’. (Sedes et
al. 2003) (Sedes 2003)
Our goal is not just to learn what that space looks like but also to understand the
implications it will have in our performance, in order to find significant ways to
explore it and make it work to our purpose. Obviously, the main difficulty is to
define the possible relationships between sounds and space. Depending on the
purpose, we can translate this information onto a musical dimension and
combine them by their musical and physical (acoustical) significance.
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Section II
Description of the creative process of the piece …un punto…todos los puntos…
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I do believe that a composer of electroacoustic music must take the full responsibility for
creating a complete musical structure where sound and eventstructures are mutually
dependent and in-exchangeable.1
1 Åke Parmerud Tendencies in Electroacoustic Composition, Swedish Royal Academy of Music. (Early 90’s)
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1_Overview
Musical systems are suggestive in nature and beget new systems.1
The interactive piece ‘…un punto…todos los puntos…’ (…one dot….all the
dots…) is based on the concept of extending time perception trough
continuum/discontinuum variations (combinations or interruptions). The piece is
then conceived as a whole with no pauses or gaps. Although small fermatas are
employed within the musical discourse to achieve small discontinuities on the
continuum.
Besides the obvious interaction between musicians and their instruments and
between each other the computer plays an essential role throughout the whole
piece by integrating the sounds produced by the instruments with the concert
space. To achieve this, ‘Sound Spatialization’ through a quadraphonic system is
employed in order to have a wider sound coverage. The main interactive
principle between the instruments (including the computer – here considered as
a meta-instrument) and the sound Spatialization within the space relies on sound
analysis of the incoming signal from the instruments in order to determine the
properties of the notes played and mainly the amount (or type) of musical activity
related to the physical point where is being made. This will lead to an automatic
Spatialization made by the computer which will find the most balanced possibility
for sound placement in order to represent the continuum as an external
(physical) phenomena outside the score or musical notes.
The name of the piece was conceived as a consequence on some thoughts on
the novel ‘El Aleph’ (The Aleph) by Argentinean writer Jorge Luis Borges. ‘The
Aleph’ is described as a cosmic point of 2-3 cm. diameter, placed on the
basement of a house, through which one could see the whole Universe at a
sight. As Borges writes, the whole Universe can be seen at a contemporary time. 1 Ralph Towner Improvisation and Performance Techniques for Classical and Acoustic Guitar, p. 82.
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One possible explanation (at least one that we like) would be to understand it as
an infinite succession of aligned dots, conforming what we know as a line.
Therefore, the very first point would be a reflection of the very last and vice
versa, actually including all the points in between, producing an infinite
succession of the (in reality inexistent) end or beginning point. Resulting in a
great amount of concentrated and sustained energy.
2_Aims
The function of the vocabulary is not necessarily to increase the amount of verbiage to be
used, but to extend the range of choices available from your expressive palette.1
On Part 1 we have already covered a few topics on IMPS’s and presented our
ideas on that area. However, in the second part of this writing, we will focus on
the conception of a new interactive model employed in a musical performance.
We had mainly described HCI systems with little to no contemplation on acoustic
principles and even less on instruments. Nevertheless, the system presented by
us in this second part of our research makes use of an ensemble of acoustic
instruments (Soprano Saxophone, Bass Clarinet and a set of Percussion
instruments) to produce interaction with a computer system. We consider the
ensemble as an instrument in it self. In other words, the acoustic and sound
properties of several components will provide us with a enhanced result. This is,
the sum of X elements will give a new richer and complex sound as a result.
Moreover, we believe that combining acoustic instrument(s) with a computer
system results in a mix of two extensively wide palettes. Again, the sonic result
will definitely be broad and perhaps – depending on the DSP effects applied – a
hybrid one. This new hybrid would offer us different ways of interaction with the 1 Ralph Towner Improvisation and Performance Techniques for Classical and Acoustic Guitar, p. 6.
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system. We could establish relationships between, not just the performer and the
computer or the performer (musician) and its instrument, but also between the
instrument (considering its organologic features) and the computer. Or, we would
get an even richer result by combining the three elements by establishing
different relationships (ways of interaction) between them and thus obtain a more
interesting musical discourse (exchanging information) between each element
that conforms the music (whole).
Furthermore, with the increment of live-electronics music, composers usually
became performers as well. Then, a strong side of the system proposed in this
project is to enhance the performance skills of the composer and the composing
skills of the performer by creating a cross-fade between both. By placing the
computer performer within the concert space where the other musicians are
placed we try to make an interdisciplinary ensemble.
3_General Description
The ensemble becomes an esthetic provocation: beauty as a refusal of habit.1
Any musical performance involves of sound material generation, by different
means. Taking advantage of this acoustic principle we have created an IMPS
that enhances information exchange between musicians, the computer and the
concert space.
In our system we use sound as a controller device for interaction. In other words,
we analyze the incoming signal from the acoustic instruments and convert that
acoustic signal into data to which the program will react.
1 Helmut Lachenmann, on Pression. As appeared on: www.interdisciplines.org/artcog/papers/5 by Nicolas Bullot. 2003.
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We have chosen audio signal as our source to control information since it carries
information directly from the performer's natural musical expression. Pitch
tracking, and to a lesser extent, amplitude following are both unsatisfactory,
reflecting a reductive approach that simplifies the musical input to the note-
orientated language of MIDI. The technical limitations of MIDI, for instance its
fixed bit depth, have been frequently noted for instance by David Wessel who
also proposed that audio signals may provide a way of stream control with vastly
improved flexibility, resolution and responsiveness. Adapting this approach, we
suggest that signal-based control parameters may be derived from the live
performance by means of spectral analysis.
Signal is used as a form of wireless communication that carries information about
itself. There is a continuum which evolves from traditional instrumental sound (via
extended techniques of production) to live effects processing and, ultimately, to
sample triggering. In this extreme case there is no longer any necessary musical
relation between the triggering event (performance activity) and sonic outcome,
although the possibility remains for shaping the characteristics of pre-recorded
samples during live playback. Connections can also be established, in
performance, between audio from sample playback and control parameters that
engender further computer responses.
We would also like to demonstrate that computer-based IMPS’s, are becoming
more and more necessary, perhaps as an act of emergence. Since there is a
super-abundance of computer-produced-music and 90% of it has no
contemplation of the relationships between composers and its (potential)
instrument (the computer), we feel a compulsory need of fast, fluid and reliable
way of communication [Interactivity (action and reaction)] between performers
and computers, performers them selves, computers and acoustic instruments
and performers and the sound space.
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4_Overall Musical Considerations
Where language ends, music begins.1
We have used a linear musical contour (form as an overall hierarchical principle
for the music. Therefore, most transformations – either temporal, rhythmic,
melodic, spectral, timbral, etc. – are achieved as slow processes. In addition,
several temporal articulations (fermatas and pauses) were employed to produce
small divisions within the musical discourse.
However, there a few occasions where sudden changes are introduced in order
to produce fast mood shifts thus, contrasting with the continuum.
The departure point is the spectral analysis of the lowest note on the Bass
Clarinet, a D2. From that spectrum the music evolves slowly through almost
three minutes transforming (compressing and expanding) the spectrum until a big
spectral change is introduced in the first bar of Section 6. On that point a change
form the harmonic spectrum of D2 evolves (is transformed) into a inharmonic
spectrum (of a Suspended Cymbal – analyzed with an FFT analyzer) by
introducing small deviations to the original spectrum.
1 Zbigniew Karkowski The Method is Science, The Aim is Religion. Amsterdam, March 1992.
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5_Programming
5.1_Conception of the Program
Aim(s) of the Project
Development and implementation of a Program – specifically, a Patch
programmed in the Max/MSP programming environment. The program will
enhance interaction between acoustical instruments (soprano saxophone, bass
clarinet, and percussion), a computer (performed by a performer) and the space1.
5.2_Description of the Different Sections
Overall Description
The program has several instances (sections) that performs different tasks each
one. Some of them are independent from the others (section I) while all other
sections are connected between them in order to facilitate the performance.
Section I is dedicated to real-time process of the incoming signal from the
instruments. Section II is dedicated to capture sounds (sample) from the
incoming signal of the acoustic instruments and create sound objects (small
portions of musical phrases produced by the instruments, being stored in the
computer to be later played back). Sound objects are then fed into Section III
which is dedicated to sound Spatialization (sound diffusion throughout the
concert space). Aided by a computer algorithm which, based on pitch (FFT) and
amplitude (loudness) analysis of the sound performed on section IV, decides
where to place different sound objects (through the speakers) in order to achieve
1 The word space it is understood as the concert space or the physical space where the performance takes place.
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the best acoustic balance of the overall sound (sound objects plus direct signal
produced by acoustic instruments).
5.3_Real Time DSP features
Section I
The first section of the patch is dedicated exclusively to real-time signal
processing (DSP). It provides the performer with several types of signal
processing in order to enrich the musical result by enlarging the musical spectra.
The following algorithms are included in the final version of the program: Pitch-
shifter (allows to modify the original signal by adding a second frequency to it
producing a ring-modulator-like effect), Convolution (between the unprocessed
incoming signal and the Pitch-shifted signal), Resynthesis (of the pitch-shifted
convoluted with pink noise to achieve a new richer sound colour with more
partials), Quadraphonic Delay (with independent delay time and feedback per
channel).
Frequency of the Pitch-shifted signal and the Resynthesis sound employs FFT
analysis to match the original frequency for an accurate Resynthesis result.
However, it is possible to set the Pitch-shifter and the Resynthesis to different
frequencies to obtain different melodic/harmonic combinations.
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5.4_Creation of Sound Objects1 (S.O.)
Section II
This section might be considered as a multi-track sampler where sound objects
are stored. It has 4 (four) buffers (to store up to four sound files at a time) that
can be continually reset to zero so new sounds can be stored.
Any of the three acoustic instruments could be the sound source for storing a
sound in a buffer.
A control interface with controls for playing back the sound objects plus volume
for each player was created.
The aim of this section is not just feed those objects into Section III
(Spatialization) but also to provide the user with a easy-to-use tool for modifying
the sonic spectrum by capturing sounds produced by the instruments in a certain
time point and playing them later on. This principle is being used throughout the
whole performance to enhance the main idea of the music this program was
made for, which is the correlation of temporal continuum/discontinuum.
1 We employ the concept of sound object as defined by Pierre Schaeffer. In other words sound objects are produced by the correlation of the perception act that constitutes it: reduced listening. The sound object is then, constituted in the action of perceiving a specific sound percept in an Acousmatic listening situation. In addition, we found an interesting concept on Sound Object and Sound Event by Åke Parmerud in his early 90’s writing Tendencies in Electroacoustic Composition: […] A "soundobject" could mean anything from a single soundevent to a large complex of sounds […] A "soundevent" simply implies a sound of some sort that occurs on a timeline. […]
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5.5_Sound Spatialization (Relationships between the inner and the outer space)
Section III of the Program
This project explores the possibilities of musical interaction between several
performers (four musicians with their instruments – soprano sax, bass clarinet,
percussion and computer) and the concert space where the performance takes
place.
In addition, we have established a few rules
§ The computer is employed as an organizational element (it will store sound elements
provided by the other instruments and will spatialize them into the concert space).
§ Interaction between the performers and the space will be achieved through the computer
while musician will provide the sonic material.
In order to achieve our proposal, we have created a section within our program
which is dedicated to sound diffusion (Spatialization) of the sound objects
created in the previous section. It has a graphic user interface (GUI) that
provides the user with a group of faders (dedicated to control the parameters for
Spatialization) and a representational 2D graphic of the space where the
performance takes place. In that graphic the relative position of each sound
object being spatialized (up to eight) is simulated in order to provide a reliable
visual feedback of the sounding events. The graphic of the concert space was
made with the LCD object and the sound objects are represented by circles,
each one of a different color.
Parameters provided in the GUI are: amount of objects (1 ~ 4), incidence area
over concert space (this is how much energy is fed to each speaker, it is
represented by the size of the circles, in %), inertia (represented in %, is a
simulation of this physical phenomenon and is employed to affect the amount of
time that would take to a sound object to trace a certain trajectory).
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Ideally an array of 8 or more speakers would provide the best Spatialization
setting since the aim of sound diffusion – at least in this project – is to simulate
sound immersion. That is, to surround the listeners with sound making them
experience the feeling of being in the middle of the sound source.
However, due to technical issues, a quadraphonic setting was implemented in
order to facilitate programming while partially achieving the desired results.
Regarding the programming issues for the Spatialization section several external
objects were tested in order to achieve the best possible result with a low CPU
process (vbap~ [by Ville Pulkki 1999 - 2003 Windows port by Olaf Matthes];
Stereo-4Pan, GranSpat2.0-4 and SpectralSpat [by Christopher Keyes]) as well
as a self-made patch. However, most of those objects proved to be quite
effective in terms of sound Spatialization but some of them seemed to be quite
demanding in terms of CPU performance. Therefore I have chosen the object
ambipan~ (by R.MIGNOT and B.COURRIBET, CICM Université Paris_8, MSH
Paris Nord, ACI Jeunes Chercheurs "Espaces Sonores".) which diffuses sound in
2D (x and y axis) by ambisonie (which provides an excellent result when diffusing
mono signals), giving a reliable result with a low CPU consuming.
The (relative) incidence area is represented by an inverse relationship between
loudness and reverberation amount of the sound source, in order to produce a
realistic effect of distance/closeness acoustic phenomena in the listener.
Considerable efforts were made in order to find a reliable-enough reverberation
algorithm that could be employed several times (one for each S.O. player, up to
eight) and still being a low CPU consuming reverberation (an always-present
topic in DSP process and in music-oriented computer programming). Again,
several externals were tested: Freeverb~ and Monoverb~ (by Olaf Matthes),
Gigaverb~ (by Juhana Sadeharju and Olaf Matthes), Tap.verb~ (by Timothy
Place) and the NewRev algorithm by Richard Dudas (ported to Max/MSP by
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Christopher Keyes). All of these algorithms had similar performance in terms of
CPU performance, which seems to be a little high consuming to be used in a live
situation, if we consider the possibility of up to eight instances. The latest
algorithm was more friendly in terms of CPU consuming, in the order of 3 to 4%
each instance, for a total of around 30% of CPU consuming only for the
reverberation stage of one third of the overall DSP employed in the patch, which
was too much to be consider for a live implementation. [Even using just one
algorithm with the Poly~ object, gave similar results]. Finally a self-made
algorithm was employed. Implementing formulas and following indications found
of F. Richard Moore’s book ‘Elements of Computer Music’ (pages 380~387). The
reverberation obtained from that algorithm proved to have quality enough to be
included in the program as well as being reliable enough (in terms of CPU usage)
when used in several instances at once (up to eight times - one for each sound
object). It represents a CPU consume of 1% for each instance.
In the graphic from above, the idea of a concert stage is replaced by an
integration of the concert space into the audience and the performer/s, in order to
enhance the relation of sound position and performer’s location. The physical
place where the instruments are placed, is in the centre of the space, surrounded
by eight small groups of seats for the audience.
1 = computer 2 = percussion 3 = bass clarinet 4 = soprano sax
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The speakers setup consists of 8 speakers, each one is connected to an
individual channel of the audio interface. Eventually, a four speakers system,
could be made in order to implement a quadraphonic system. However, an
octophonic system is preferred.
Ideal Sound Trajectories for Sound Objects for the piece ‘…un punto…todos los puntos…’
(Concert) Space description for the performance of ‘…un punto…todos los puntos…’
A = audience S = speakers
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Description of the Incidence Area and Position of the Sound Objects when being Spatialized
5.5.1_FFT 1 Analysis for Sound Spatialization (Section IV)
Last section is actually the most relevant of the overall program since it is the one
which establish the interaction type thus defining the main characteristics of the
system. It is dedicated to signal analysis and is divided in two stages: amplitude
and pitch analysis. Amplitude analysis is done by the native Max/MSP object
Peakamp~ whilst pitch is analyzed with the external object Pitch~, by Tristan
Jehan [which is based on the Fiddle~ object by Miller Puckette]. That last object
decomposes the incoming signal using an FFT algorithm.
The analysis is made in a section of the program and after the data is outputted,
another algorithm is employed to Spatialize sampled sound being played-back.
That second algorithm, after a few considerations decides where to place
1 FFT analysis metaphorically splits the incoming audio into several separate channels, each representing the weight and phase of each frequency bin in the analysis (as idealized sine wave components). This information can be then used to Resynthesis (an estimation of) the input signal; if the time/frequency information is distorted before Resynthesis, frequency domain transforms can be performed, such as spectral filtering, spectral gating, spectral delays, etc.
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different sound objects (those samples played-back) through the speakers, in
order to achieve the best acoustic balance of the overall sound (sound objects
plus direct signal produced by acoustic instruments). Some relationships
regarding amplitude analysis are combined with those regarding FFT analysis in
order to focus in both properties of sound at once.
FFT windowing featured the following numbers:
Buffer size_2048 samples.
Hop Size_1024 samples.
FFT size_1024 samples.
Type of Window_blackman.
A combination of the data flux coming from both results is employed to control
the Spatialization of the sound objects being sounded. Basically amplitude
analysis controls the y axis motion (in the graph) while pitch analysis controls the
x axis motion (in the graphic).
6_GUI Design
GUI (Graphical User Interface) [linking all sections]
The GUI was designed in order to make it easy to use and reliable enough in a
concert situation. It was also conceived as a simply interface to connect all the
previous ones to an external device (control surface, MIDI controller, etc.) that
allows the performer to input information to the computer and thus interact with
the features the instrument provides.
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However, after testing the program in a concert situation (without Control
Surface), it proved to has a quite complex GUI that seems to be ineffective in
terms of performativity. Actually, this could be explained as one of the pragmatic
problems of computer-based music, since programs use to offer more
parameters to control than the user is able to handle, at least with a mouse and
in real-time. Though this kind of complex interfaces, that aims to be used as an
instrument become confusing and then obsolete.
After the first experience with this program a new GUI, with less parameters and
clear defined areas (one for each function) inside is being developed.
Screenshot of the Program’s GUI
Previous versions of the patch included a Joystick connected to a USB port and
this was interfaced with the HI object inside Max/MSP (a previous version of this
section implemented an object called Joystick, by Dan Schoenblum, but it was
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later replaced by the HI object in order to make the patch compatible with Mac
and PC). However, it was later discarded since it was not fulfilling the
expectations in terms of performativity as control surface.
7_Performance of the Program and Future Work
Each of the sections used in the final patch were first dully tested independently,
proving to be effective enough.
A great achievement would be to lower down CPU consumption by Section IV,
since its implementation makes the program to become slightly unstable.
Unfortunately, it cannot be discarded since it is the core of the whole program,
given that sound Spatialization plus the Real-time FX are set to work under
command of the data provided by the analysis stage.
In terms of musical features, the overall program seems to be satisfactory
enough for a concert situation. To name a few features, it has different DSP
effects that were programmed in order to provide a wide variety of timber/color-
modifications/transformations possibilities to the performer, also an eight-tracks
multi-track sampler with possibility to change up to four sound sources. Three-
channels panel for sound objects’ parameters control. Analysis stage with
detailed access to data retrieval and Real-time FX section with full control over
parameters.
In terms of performativity the instrument programmed offers great potential,
providing a wide palette of parameters (as any instrument should have).
Unfortunately, though the program it is quite easy to use, its Graphic Interface
became slightly complex when using it in a live situation and it tends to confuse
the user with all its built-in controllers.
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There are, however, three main topics still to improve. One of them is the
(already mentioned) CPU consumption produced by the Analysis Stage
(presumably produced by the external object Pitch~, though, even different
externals for FFT analysis were tested, no sure judgment was done yet). The
second issue, is the (so-to speak) patching or programming it self. After a few
months of programming and modifications (improvements) on the same patch a
great level of untidiness is evident when the patch is turned into EDIT mode. The
bpatcher (windowed sub-patcher) function might have been used but the idea
was always to try by all the means to keep the program as self-contained, with
obvious exceptions of the externals employed.
At last, the urgent development and implementation of a new GUI, with less
parameters and clear defined areas for different processes, will definitely improve
the instrument (program) implementation in a concert situation, empowering the
musical performance.
A new version of the program is being developed and will include an Acoustical
Impulse Response Measurement in order to adequate the DSP features to the
Physical Space – already mentioned. We strongly believe that this new feature
will definitely improve the translation of the sound processes being made to and
by the instruments into the Physical Space. Thus, enhancing even more the
concept of Interaction through Integration.
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Section III
Conclusions
101
1_Conclusions
After being exposed to several IMPS’s and analyzing its functioning features and
performativity plus having performed with ours we are convinced the
implementation of interactivity in Live Computer Music is a must in order to obtain
the maximum performance of the system being employed. However, establishing
the rules for the interactive elements – deciding the answers to the why’s and the
how’s – is not an easy task. Hence, a deep study of the aim and scope of the
project is needed beforehand.
Regarding Gestural Performance issues, we are conscious that finding the
proper translation of physical-musical gestures is not an easy task. Though we
are convinced that new mapping strategies will help performers finding the
proper way to fill the actual gap.
Concerning the notion of symbiotic integration of our systems with the physical
space we have realized that gradually moving into the field of Installations –
mainly Concert-Installations – would take us to the right direction. This type of
artistic expression aims to blur the borders of the Composer-Performer-Listener
cycle and places them all together into the frame of the physical space where the
Installation is being held making the three elements to exist within the fourth.
We have also found three related – yet different – research fields which are
currently being vastly explored and which suggest different ways of approaching
Interactivity and the way it should be developed. In first place we keep trying to
promote IMPS’s in the traditional concert situation although, we are pursuing new
ways of integrating the concert space and the audience – as mentioned above –,
the musical gesture, performers and computers. The second – perhaps a little bit
newer – field is related to portable devices allowing interaction. This is an
growing area empowered by digital technologies and we see a huge potential
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which represents the perfect chance to think of interaction regardless of the
physical location but regarding directly to the device, the performer (user) and the
virtual environment. The last – probably the newest – field is the Internet. This
absolutely virtual environment would provide performers to find new ways of
multi-players interaction and thus redefine the parameters of performances and
spaceless concerts where audience would be performers as well, making a full
integration of the Music Cycle – described in Graphics 1 and 2 – in a different
way to the above mentioned one – regarding Installations.
Regarding the Action-Reaction loop cycle we are concerned with the proper
translation of performance gestures into sound. In this field we found the problem
of mapping is essential for Computer Music Performance mainly because of the
rapid growth of technology challenges programmers as well as performers. Thus,
new and intelligent mapping algorithms and controllers needs to be designed.
For that purpose we feel implementing adaptive Neural Networks simulation for
the creation of adaptive mapping tools would provide efficient answer.
Finally we would like to remark that we are convinced that the actual tendencies
on Interactive Musical Systems are starting to redefine what we will consider to
be music in the near future or at least to define how music will be conceived,
performed and perceived in the following years.
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Section IV
Acknowledgements
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1_Acknowledgements
This work would have not been possible without the wise guidance and
contributions of Prof. Horacio Vaggione.
I would also thank to Prof. Anne Sedes and Prof. José Manuel López López for
their advices and understanding through the whole year.
Thanks also for the people who, in one way or in other, helped me during this
quite strange year. In Italy (Padua): Damián, Valeria, Diego, Paola, Diego (2),
Daniela, Dimitri, Sabrina and Flavio. In France (Paris): Abril, Inés, Marc, Carlos,
Pedro and Pedro (2). In Spain (Barcelona): Mara, Juan Pablo, Lucas, Luciana
and Gerónimo. In England (London): Sebastián and Natacha. In Argentina (San
Nicolás, Rosario and Buenos Aires): Santiago, Agustín, Guillermo, Marcelo,
Federico, Daniel, Leandro, Santiago (2), Franco, Guillermo (2), Hernán,
Guillermo (3), Juan Pablo, Martín, Jeremías and so many others that would take
a whole chapter to name them all.
Special thanks to Luciana Porini, for her spiritual guidance.
Thanks also to Cecilia González for her patience and support through this
research time.
Finally, this work is specially dedicated to my family – Leonid, Maggie and Nadia
–, for their unconditional support always and everywhere.
To all of them, my gratitude.
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Section V
Resources
106
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URL 10 The Brain Orchestra www.we-make-money-not-art.com/articles/ Accessed: 20/07/06 URL 11 Wikipedia http://en.wikipedia.org/wiki/Neural_network Accessed: 22/08/06 URL 12 Wikipedia http://en.wikipedia.org/wiki/Connectionism Accessed: 22/08/06 URL 13 ARiADA – Number 2 – February 2002 www.ariada.uea.ac.uk Accessed: 07/06/06