Programming for Music: Explorations in Abstraction
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Konzerte, Klanginstallationen, Performances, Künstlergespräche, Filme, Workshops Concerts, Sound Installations, Performances, Artist Talks, Films, Workshops
Biennale für Elektroakustische Musik und Klangkunst Biennial for Electroacoustic Music and Sound Art 28.9. – 1.10.2017 Konzerte, Klanginstallationen, Performances, Künstlergespräche, Filme, Workshops Concerts, Sound Installations, Performances, Artist Talks, Films, Workshops 1 KONTAKTE’17 28.9.–1.10.2017 Biennale für Elektroakustische Musik und Klangkunst Biennial for Electroacoustic Music and Sound Art Konzerte, Klanginstallationen, Performances, Künstlergespräche, Filme, Workshops Concerts, Sound Installations, Performances, Artist Talks, Films, Workshops KONTAKTE '17 INHALT 28. September bis 1. Oktober 2017 Akademie der Künste, Berlin Programmübersicht 9 Ein Festival des Studios für Elektroakustische Musik der Akademie der Künste A festival presented by the Studio for Electro acoustic Music of the Akademie der Künste Konzerte 10 Im Zusammenarbeit mit In collaboration with Installationen 48 Deutsche Gesellschaft für Elektroakustische Musik Berliner Künstlerprogramm des DAAD Forum 58 Universität der Künste Berlin Hochschule für Musik Hanns Eisler Berlin Technische Universität Berlin Ausstellung 62 Klangzeitort Helmholtz Zentrum Berlin Workshop 64 Ensemble ascolta Musik der Jahrhunderte, Stuttgart Institut für Elektronische Musik und Akustik der Kunstuniversität Graz Laboratorio Nacional de Música Electroacústica Biografien 66 de Cuba singuhr – projekte Partner 88 Heroines of Sound Lebenshilfe Berlin Deutschlandfunk Kultur Lageplan 92 France Culture Karten, Information 94 Studio für Elektroakustische Musik der Akademie der Künste Hanseatenweg 10, 10557 Berlin Fon: +49 (0) 30 200572236 www.adk.de/sem EMail: [email protected] KONTAKTE ’17 www.adk.de/kontakte17 #kontakte17 KONTAKTE’17 Die zwei Jahre, die seit der ersten Ausgabe von KONTAKTE im Jahr 2015 vergangen sind, waren für das Studio für Elektroakustische Musik eine ereignisreiche Zeit. Mitte 2015 erhielt das Studio eine großzügige Sachspende ausgesonderter Studiotechnik der Deut schen Telekom, die nach entsprechenden Planungs und Wartungsarbeiten seit 2016 neue Produktionsmöglichkeiten eröffnet. -
An AI Collaborator for Gamified Live Coding Music Performances
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Falmouth University Research Repository (FURR) Autopia: An AI Collaborator for Gamified Live Coding Music Performances Norah Lorway,1 Matthew Jarvis,1 Arthur Wilson,1 Edward J. Powley,2 and John Speakman2 Abstract. Live coding is \the activity of writing (parts of) regards to this dynamic between the performer and audience, a program while it runs" [20]. One significant application of where the level of risk involved in the performance is made ex- live coding is in algorithmic music, where the performer mod- plicit. However, in the context of the system proposed in this ifies the code generating the music in a live context. Utopia3 paper, we are more concerned with the effect that this has on is a software tool for collaborative live coding performances, the performer themselves. Any performer at an algorave must allowing several performers (each with their own laptop pro- be prepared to share their code publicly, which inherently en- ducing its own sound) to communicate and share code during courages a mindset of collaboration and communal learning a performance. We propose an AI bot, Autopia, which can with live coders. participate in such performances, communicating with human performers through Utopia. This form of human-AI collabo- 1.2 Collaborative live coding ration allows us to explore the implications of computational creativity from the perspective of live coding. Collaborative live coding takes its roots from laptop or- chestra/ensemble such as the Princeton Laptop Orchestra (PLOrk), an ensemble of computer based instruments formed 1 Background at Princeton University [19]. -
Spaces to Fail In: Negotiating Gender, Community and Technology in Algorave
Spaces to Fail in: Negotiating Gender, Community and Technology in Algorave Feature Article Joanne Armitage University of Leeds (UK) Abstract Algorave presents itself as a community that is open and accessible to all, yet historically, there has been a lack of diversity on both the stage and dance floor. Through women- only workshops, mentoring and other efforts at widening participation, the number of women performing at algorave events has increased. Grounded in existing research in feminist technology studies, computing education and gender and electronic music, this article unpacks how techno, social and cultural structures have gendered algorave. These ideas will be elucidated through a series of interviews with women participating in the algorave community, to centrally argue that gender significantly impacts an individual’s ability to engage and interact within the algorave community. I will also consider how live coding, as an embodied techno-social form, is represented at events and hypothesise as to how it could grow further as an inclusive and feminist practice. Keywords: gender; algorave; embodiment; performance; electronic music Joanne Armitage lectures in Digital Media at the School of Media and Communication, University of Leeds. Her work covers areas such as physical computing, digital methods and critical computing. Currently, her research focuses on coding practices, gender and embodiment. In 2017 she was awarded the British Science Association’s Daphne Oram award for digital innovation. She is a current recipient of Sound and Music’s Composer-Curator fund. Outside of academia she regularly leads community workshops in physical computing, live coding and experimental music making. Joanne is an internationally recognised live coder and contributes to projects including laptop ensemble, OFFAL and algo-pop duo ALGOBABEZ. -
Foundations for Music-Based Games
Die approbierte Originalversion dieser Diplom-/Masterarbeit ist an der Hauptbibliothek der Technischen Universität Wien aufgestellt (http://www.ub.tuwien.ac.at). The approved original version of this diploma or master thesis is available at the main library of the Vienna University of Technology (http://www.ub.tuwien.ac.at/englweb/). MASTERARBEIT Foundations for Music-Based Games Ausgeführt am Institut für Gestaltungs- und Wirkungsforschung der Technischen Universität Wien unter der Anleitung von Ao.Univ.Prof. Dipl.-Ing. Dr.techn. Peter Purgathofer und Univ.Ass. Dipl.-Ing. Dr.techn. Martin Pichlmair durch Marc-Oliver Marschner Arndtstrasse 60/5a, A-1120 WIEN 01.02.2008 Abstract The goal of this document is to establish a foundation for the creation of music-based computer and video games. The first part is intended to give an overview of sound in video and computer games. It starts with a summary of the history of game sound, beginning with the arguably first documented game, Tennis for Two, and leading up to current developments in the field. Next I present a short introduction to audio, including descriptions of the basic properties of sound waves, as well as of the special characteristics of digital audio. I continue with a presentation of the possibilities of storing digital audio and a summary of the methods used to play back sound with an emphasis on the recreation of realistic environments and the positioning of sound sources in three dimensional space. The chapter is concluded with an overview of possible categorizations of game audio including a method to differentiate between music-based games. -
Radium: a Music Editor Inspired by the Music Tracker
Radium: A Music Editor Inspired by the Music Tracker Kjetil Matheussen Norwegian Center for Technology in Music and the Arts. (NOTAM) Sandakerveien 24D, Bygg F3 N-0473 Oslo Norway [email protected] Abstract Musical events are defined with pure text. Radium is a new type of music editor inspired by The event C#3 5-32-000 plays the note C the music tracker. Radium's interface differs from sharp at octave 3 using instrument number 5 at the classical music tracker interface by using graphi- volume 32. The last three zeroes can be used cal elements instead of text and by allowing musical for various types of sound effects, or to set new events anywhere within a tracker line. tempo. Chapter 1: The classical music tracker interface The tables are called patterns, and a song and how Radium differs from it. Chapter 2: Ra- usually contains several patterns. To control dium Features: a) The Editor; b) The Modular the order patterns are playbed back, we use a Mixer; c) Instruments and Audio Effects; d) In- strument Configuration; e) Common Music Nota- playlist. For example, if we have three patterns, tion. Chapter 3: Implementation details: a) Paint- a typical song could have a playlist like this: ing the Editor; b) Smooth Scrolling; c) Embed- 1, 2, 1, 2, 3, 1, 2. ding Pure Data; d) Collecting Memory Garbage in C and C++. Chapter 4: Related software. 1.1 How Radium Differs from the Classical Tracker Interface Keywords Radium4 differs from the music tracker inter- Radium, Music Tracker, GUI, Pure Data, Graphics face by using graphical elements instead of text Programming. -
International Computer Music Conference (ICMC/SMC)
Conference Program 40th International Computer Music Conference joint with the 11th Sound and Music Computing conference Music Technology Meets Philosophy: From digital echos to virtual ethos ICMC | SMC |2014 14-20 September 2014, Athens, Greece ICMC|SMC|2014 14-20 September 2014, Athens, Greece Programme of the ICMC | SMC | 2014 Conference 40th International Computer Music Conference joint with the 11th Sound and Music Computing conference Editor: Kostas Moschos PuBlished By: x The National anD KapoDistrian University of Athens Music Department anD Department of Informatics & Telecommunications Panepistimioupolis, Ilissia, GR-15784, Athens, Greece x The Institute for Research on Music & Acoustics http://www.iema.gr/ ADrianou 105, GR-10558, Athens, Greece IEMA ISBN: 978-960-7313-25-6 UOA ISBN: 978-960-466-133-6 Ξ^ĞƉƚĞŵďĞƌϮϬϭϰʹ All copyrights reserved 2 ICMC|SMC|2014 14-20 September 2014, Athens, Greece Contents Contents ..................................................................................................................................................... 3 Sponsors ..................................................................................................................................................... 4 Preface ....................................................................................................................................................... 5 Summer School ....................................................................................................................................... -
Trackerit: Paradigman Synty, Kukoistus Ja Myöhemmät Vaiheet
Trackerit: paradigman synty, kukoistus ja myöhemmät vaiheet Markku Reunanen Trackerit ovat tietokoneiden musiikkiohjelmia, joiden historia ylettyy yli kol- menkymmenen vuoden päähän. Ne kytkeytyvät tiukasti kotitietokoneiden his- toriaan, eikä ole liioittelua väittää, että ne toivat aiemmin saavuttamattomissa olleet digitaaliset sävellystyökalut harrastajien saataville 1980-luvun kuluessa. Kolmen vuosikymmenensä aikana trackereita on käytetty kaupallisiin ja harras- tustarkoituksiin, ja niiden ympärille on syntynyt aktiivista harrastuskulttuuria. Tässä artikkelissa käyn läpi trackerien historiaa, ominaispiirteitä ja käyttökohtei- ta. Tutkimusaineistona on 60 tracker-ohjelmaa ja kuusi niiden tekijöiden haas- tattelua. Tutkimustuloksissa korostuvat trackerien ja aikalaisteknologian välinen tiivis suhde, ohjelmien tekijöiden taustat ja mielenkiinnon kohteet sekä paradig- man vaiheittainen kehitys nykyiseen muotoonsa. Johdanto1 Trackerit, tai kotoisammin träkkerit, ovat musiikin säveltämiseen tarkoitettuja ohjelmia, joista ensimmäiset ilmestyivät 1980-luvun lopun suosituille kotitie- tokoneille, kuten Commodore 64, Commodore Amiga ja Atari ST (ks. Saari- koski 2004). Trackerit voidaan nähdä varhaisena askeleena kohti laajempaa kehityskulkua, jonka myötä aiemmin saavuttamattoman kallis ammattimainen studiotekniikka tuli koteihin harrastajien saataville. Vuonna 2019 paradigma on edelleen voimissaan: uusia trackereita ja ohjelmaversioita ilmestyy vuosittain, ja ohjelmien ympärillä on niihin keskittyneitä aktiivisia yhteisöjä. Thomas Kuhn (1962) -
Openmpt Manual Help Document and Function Reference 1
OpenMPT Manual Help Document And Function Reference 1 Introduction Acknowledgments This manual, like OpenMPT itself, was created by a group of voluntary contributors to be able to offer a single, well-written, consistent and up-to-date help document for OpenMPT. It is largely based on the original works of Harbinger and his Offline Help Manual [1], which he wrote over the course of many years. It is very well possible that this manual still contains wrong facts, incomplete or hard to understand sections. Errors do not fix themselves, so you are invited to join our wiki at http:/ / wiki. openmpt. org/ where you can edit, fix and extend the manual’s source. OpenMPT is or has been maintained by: Name Years of activity Contact (@opеnmpt.өrg) Johannes Schultz 2008 - 2012 sagamusix Ahti Leppänen 2005 - 2011 relabs Robin Fernandes 2004 - 2007 rewbs Sergiy Pylypenko 2007 pelya Eric Chavanon 2004 - 2005 ericus Trevor Nunes 2004 plastik_s Olivier Lapicque 1997 - 2003 olivier Further code has been contributed by coda, kode54 and xaimus. This manual has been generated on September 22, 2012. References [1] http:/ / forum. openmpt. org/ index. php?topic=4387. 0 About OpenMPT 2 About OpenMPT What is Open ModPlug Tracker? To put it simply, Open ModPlug Tracker (OpenMPT) has always been and will always be an application that makes it easy to compose music. Using mostly a text-based event editing system, plus several expanded features including MIDI input and VST plugins, this free software has enough user-friendliness and flexibility to please all composers from the EDM tracker to the experimentalist to the classical composer. -
Procedural Sequencing 1 Göran Sandström
Procedural Sequencing 1 Göran Sandström Bachelor Thesis Spring 2013 School of Health and Society Department Design and Computer Science Procedural Sequencing A New Form of Procedural Music Creation Author: Göran Sandström Instructor: Anders-Petter Andersson Examiner: Daniel Einarsson Procedural Sequencing 2 Göran Sandström School of Health and Society Department Design and Computer Science Kristianstad University SE-291 88 Kristianstad Sweden Author, Program and Year: Göran Sandström, Interactive Sound Design, 2010 Instructor: Anders-Petter Andersson, PhD. Sc., HKr Examination: This graduation work on 15 higher education credits is a part of the requirements for a Degree of Bachelor in Computer Science Title: Procedural Sequencing Language: English Approved By: _________________________________ Daniel Einarsson Date Examiner Procedural Sequencing 3 Göran Sandström Table of Contents List of Abbreviations and Acronyms............................................................................4 List of Figures...............................................................................................................4 Abstract.........................................................................................................................5 1. Introduction.............................................................................................6 1.1 Aim and Purpose.....................................................................................................6 1.2 Method....................................................................................................................6 -
Combining Live Coding and Vjing for Live Visual Performance
CJing: Combining Live Coding and VJing for Live Visual Performance by Jack Voldemars Purvis A thesis submitted to the Victoria University of Wellington in fulfilment of the requirements for the degree of Master of Science in Computer Graphics. Victoria University of Wellington 2019 Abstract Live coding focuses on improvising content by coding in textual inter- faces, but this reliance on low level text editing impairs usability by not al- lowing for high level manipulation of content. VJing focuses on remixing existing content with graphical user interfaces and hardware controllers, but this focus on high level manipulation does not allow for fine-grained control where content can be improvised from scratch or manipulated at a low level. This thesis proposes the code jockey practice (CJing), a new hybrid practice that combines aspects of live coding and VJing practice. In CJing, a performer known as a code jockey (CJ) interacts with code, graphical user interfaces and hardware controllers to create or manipulate real-time visuals. CJing harnesses the strengths of live coding and VJing to enable flexible performances where content can be controlled at both low and high levels. Live coding provides fine-grained control where con- tent can be improvised from scratch or manipulated at a low level while VJing provides high level manipulation where content can be organised, remixed and interacted with. To illustrate CJing, this thesis contributes Visor, a new environment for live visual performance that embodies the practice. Visor's design is based on key ideas of CJing and a study of live coders and VJs in practice. -
Improv: Live Coding for Robot Motion Design
Improv: Live Coding for Robot Motion Design Alexandra Q. Nilles Chase Gladish Department of Computer Science Department of Computer Science University of Illinois at Urbana-Champaign University of Illinois at Urbana-Champaign [email protected] [email protected] Mattox Beckman Amy LaViers Department of Computer Science Mechanical Science and Engineering University of Illinois at Urbana-Champaign Department [email protected] University of Illinois at Urbana-Champaign [email protected] ABSTRACT Often, people such as educators, artists, and researchers wish to quickly generate robot motion. However, current toolchains for programming robots can be difficult to learn, especially for people without technical training. This paper presents the Improv system, a programming language for high-level description of robot motion with immediate visualization of the resulting motion on a physical or simulated robot. Improv includes a "live coding" wrapper for ROS (“Robot Operating System", an open-source robot software framework which is widely used in academia and industry, and integrated with many commercially available robots). Commands in Improv are compiled to ROS messages. The language is inspired by choreographic techniques, and allows the user to compose and transform movements in space and time. In this paper, we present our work on Improv so far, as well as the design decisions made throughout its creation. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. -
AIMC2021 Paper
Autopia: An AI collaborator for live networked computer music performance Norah Lorway1, Edward J. Powley2 and Arthur Wilson3 1 Academy of Music & Theatre Arts, Falmouth University, UK 2 Games Academy, Falmouth University, UK 3 School of Communication, Royal College of Art, UK [email protected], [email protected], [email protected] Abstract. This paper describes an AI system, Autopia, designed to participate in collaborative live coding music performances using the Utopia1 software tool for SuperCollider. This form of human-AI collaboration allows us to explore the implications of mixed-initiative computational creativity from the perspective of live coding. As well as collaboration with human performers, one of our motivations with Autopia is to explore audience collaboration through a gamified mode of interaction, namely voting through a web-based interface accessed by the audience on their smartphones. The results of this are often emergent, chaotic, and surprising to performers and audience alike. Keywords: 1 Introduction 1.1 Live Coding Live coding is the activity of manipulating, interacting and writing parts of a program whilst it runs (Ward et al., 2004). Whilst live coding can be used in a variety of contexts, it is most commonly used to create improvised computer music and visual art. The diversity of musical and artistic output achievable with live coding techniques has seen practitioners perform in many different settings, including jazz bars, festivals and algoraves --- an event in which performers use algorithms to create both music and visuals that can be performed in the context of a rave. What began as a niche practice has evolved into an international community of artists, programmers, and researchers.