Beacon: Exploring Physicality in Digital Performance

Total Page:16

File Type:pdf, Size:1020Kb

Beacon: Exploring Physicality in Digital Performance Beacon: Exploring Physicality in Digital Performance Anna Weisling Anna Xambó Abstract Georgia Institute of Technology Queen Mary University of Live performances which involve digital technology often North Ave NW, Atlanta, GA London strive toward clear correspondences between distinct me- 30332, USA Mile End Road, London E1 4NS, dia modes, particularly those works which combine audio [email protected] UK and video. Often, the process of creating and executing [email protected] such performances involves mapping schemes which are encased within the digital system, producing content which is tightly synchronized but with relationships which can feel rigid and unexpressive. Within this paper we present a col- laborative process between visualist and musician, which builds toward a method for promoting co-creativity in multi- media performance and prioritizes the performer’s physical presence and interaction with digital content. Through the development of two autonomous systems, a novel phys- ical interface and an interactive music system, we sum- marize our creative process of co-exploration of system capabilities, and extended periods of experimentation and exploration. From this experience, we offer an early-stage framework for approaching engaging digital audiovisual re- lationships in live performance settings. 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 Author Keywords on the first page. Copyrights for third-party components of this work must be honored. Digital performance; co-creativity; tangible user interfaces. For all other uses, contact the owner/author(s). Copyright held by the owner/author(s). TEI ’18, March 18–21, 2018, Stockholm, Sweden CCS Concepts ACM 978-1-4503-5568-1/18/03. •Hardware ! Tactile and hand-based interfaces; •Applied https://doi.org/10.1145/3173225.3173312 computing ! Sound and music computing; Dear College of Design Diversity Council Members, We, Anna Weisling, Takumi Ogata, and Anna Xambó have been accepted to present our work at the prestigious international conference New Interfaces for Musical Expression (NIME), to be held in Copenhagen May 15th to 18th (http://www.nime2017.org/). In this letter we provide information about the conference, ourselves, how our visit will have an impact on the recruitment of diverse students, and how we will share the lessons learned. The Conference: New Interfaces for Musical Expression (NIME) This internationally renowned conference is a yearly showcase of scientific research on cutting-edge music technology and musical interface design. The submissions are peer reviewed (acceptance rate around 30%), and the publications are compiled in the Proceedings, which are freely accessible under a Creative Commons license. In the Google Scholar Music & Musicology section, it is listed as the 7th most relevant publication in the world. Bios Takumi Ogata is a musician and an instrument design researcher. After obtaining his BS in sound engineering at University of Michigan, he began attending Georgia Tech as an MS student in the music tech program. As an instrument designer, his main interest is to incorporate robotics into his design. His work was presented at National Student Electronic Music Event (NSEME) conference, and he has won 2nd place in 2017 Guthman Musical Instrument Competition. Anna Weisling explores the relationship between sound and image and the performance possibilities shared by both. She has a Master's degree in Sonic Arts from Queen's University Belfast and is currently pursuing a PhD in Digital Media at Georgia Tech. Anna Xambó is currently a Postdoctoral Fellow at the Center for Music Technology and Digital Media Program (Georgia Tech) as well as a composer, performer, and producer of experimental electronic music. Xambó holds a MSc degree specializing in HCI and music technology from Universitat Pompeu Fabra (Spain), and completed her PhD on collaborative music computing at the Open University (UK). Summary of the research presented IntroductionBeacon by Anna Weising and Anna Xambó (Performance) TheBeacon physical is an and audiovisual the digital shareperformance a performance for electronic space musician withand increasing live visualist frequency.. The audiovisual We attach sensorsparadigm to dancerspresented in the (e.g.,work [1 ]),is wedecidedly mount cameras musical, in thethough rafters each (e.g., agent [8]). We acts with mapautonomy, our media ontoand ourthe bodies, resulting our screens, dynamics and our speak-embody a ers,reconsideration we utilize computer of visual technology music, and to extend soundtracks. technique, The visualist buildand novel musician relationships are linked with through media and more technology, than their and dynamics; producethe visual richer system performances itself is amplified, [4]. But the contributing physical-digital to the shape contractand dynamics is too often of the considered sonic material. a system with which to send information from one media or discipline to another, Figure 1: Distaff, a visual instrument. rather than a framework within which we can collaborate in new ways. Robotically Augmented Electric Guitar by Takumi Ogata (Demo) One of the byproducts of this developmentRobotically is that Augmented the com- Electricof Guitar the human is a novel performers. robotic Several guitar guidingthat establishe principalss have puter, as it extends our capabilities,shared at the same control time between runs humanbeen performers employed and in order mechanical to explore actuators. the possible Unlike perfor- the risk of removing expressivity fromother our handsmechatronic [6]. Tech- guitar instrumentsmance dynamics that perform in this work, pre- includingprogrammed exploring music physi- nology is commonly used in ways whichautomatically, allow any spec-this guitar allowscal distributed and digital systemcontrol capabilities, between the identifying human and and experi- tator to experience a piece as a polished,robotic safe components. production, Furthermore,menting the rhythmic with audiovisual patterns relationships, can be algorithmically developing composi- with little regard for what expressiveor or stochastically collaborative capa- generated by thetional hammer, form, and which building supports toward real an-time audiovisual interactive performance bilities might have been sacrificed inimprovisation. the interest of ease framework. In the following sections, we will discuss these or security. Often culminating in one-to-one mapping, this techniques and the resulting consequences for composi- synchronous input-output relationship is digital mickey- tion, instrument design, and performance. mousing, a way for a secondary source of content to be driven by the primary element of performance. The visual Beacon content becomes a music video to accompany musicians, Beacon is an audiovisual performance for electronic musi- or music becomes the soundtrack for a dancer. This ap- cian and live visualist. The audiovisual paradigm presented proach abandons the rich potential for experimental perfor- in the work is decidedly musical, though each agent acts mances before it even begins. Though this condition can with autonomy, and the resulting dynamics embody a re- be observed in nearly all facets of performance, audiovisual consideration of both visual music and soundtracks. The pieces are a prime example of both the potential for engag- visualist and musician are linked through more than their ing new work as well as the pitfalls of poor or misguided dynamics; the visual system itself is amplified, contributing design. to the shape and dynamics of the sonic material. In Beacon, aural and visual content is considered as ex- Beacon has been performed twice to date, in very different pressive material which evolves together over time, shaped spaces. The first performance was tailored to an 8-channel by both the digital system’s properties as well as the agency sound system at the 2017 Root Signals Festival (Georgia Southern University, Statesboro, Georgia, United States), and the second performance was held at the NIME 2017 conference (Stengade, Copenhagen, Denmark). All of the visual content for the piece is produced live on a specialized visual instrument, the Distaff [14], which re- quires the performer to focus on gesture, feedback, and physicality within the collaborative space (see Figure1). With core mechanics pulled from a Technics turntable, Figure 2: Fingertip pressing on the the visualist must control the instrument’s rate of rotation Distaff. Photo: NIME 2017 / Stengade. through power and pressure, allowing the object to effec- tively “push back” against the fingertips (see Figures2 and 3). With physiological phenomena such as reverse-rotation (the “wagon-wheel effect”) and persistence of vision consid- ered, the output of the instrument ranges from fluid textural movements to stuttered, strobing lights; both ends of the Figure 4: An example of code of MIRLC, the audio engine. spectrum geared toward immersing the viewer in an unfil- Figure 3: Operating the Distaff. tered physical experience of the senses. Photo: NIME 2017 / Stengade. The audio engine is a prototype built on the audio program- in exploring mutual interaction. This refers to bidirectional ming language SuperCollider [9]. An example of code is control, and therefore the use of feedback is welcome.
Recommended publications
  • Death and the Powers
    PADM 8 (1) pp. 109–123 Intellect Limited 2012 International Journal of Performance Arts and Digital Media Volume 8 Number 1 © 2012 Intellect Ltd Miscellaneous. English language. doi: 10.1386/padm.8.1.109_1 PETER A. TORPEY MIT Media Lab Digital systems for live multimodal performance in Death and the Powers ABSTRACT KEYWORDS The opera Death and the Powers by Tod Machover tells the story of a man, Simon opera Powers, who evades death by transferring his essence into his environment as his Disembodied Perfor- corporeal body dies. To realize the effect of the theatrical environment coming alive mance as the main character, the Opera of the Future research group at the MIT Media Lab robots developed new technologies and control systems for interactive robotics, sound and show control systems visuals in live theatre. A core component of this work is the technique of Disembod- multimedia score ied Performance, a method and associated technological infrastructure that trans- abstract representation lates the live performance of the offstage opera singer into multimodal representa- tions onstage. The author was principally responsible for the control architecture and Disembodied Performance software implementation, as well as the design of the visual language used to represent Simon Powers. These digitally enabled elements were created in order to support the story of the opera and facilitate the process of crafting and rehearsing the staged experience. This article reflects on the dialogue between the design of the technological systems in conjunction with the development of the story and scenography of the opera. Several design principles are presented for the role of new technologies in digital opera and music-driven performance contexts that arose during the course of this work.
    [Show full text]
  • Sarah Bay-Cheng, Ph.D
    Sarah Bay-Cheng, Ph.D. December 2018 Contact Department of Theater and Dance office: +1 (207) 725-3419 Bowdoin College 9100 College Station e-mail: [email protected] Brunswick, ME 04011-8491 http://sarahbaycheng.net Education University of Michigan - Ann Arbor, Michigan Ph.D. Theatre, 2001 Certificate in Film and Video Studies, 2000 Wellesley College - Wellesley, Massachusetts A.B. Theatre & Film Studies, 1996 magna cum laude, honors in Theatre Academic Bowdoin College Appointments Professor of Theater and Dance 2015 - present University at Buffalo - State University of New York Professor of Theatre 2013 - 2015 Associate Professor of Theatre 2008 - 2013 Assistant Professor of Theatre and Media Study 2005 - 2008 Joint Appointment in Theatre & Dance and Media Study Colgate University Assistant Professor of English, Theatre Program 2001 - 2005 Leadership Chair, Department of Theater and Dance, Bowdoin College July 2016 - present Experience Founding Director, Techn¯eInstitute for the Arts and Emerging Technologies University at Buffalo 2012 - 2015 Founding Director of Graduate Studies, Department of Theatre & Dance University at Buffalo 2010 - 2015 Other Academic Director of B.A. Theatre, Department of Theatre & Dance, 2006 - 2009 Appointments University at Buffalo 2014 - 2015 Acting Head of Theatre Program, Colgate University 2004 - 2005 Other Elected Executive Committee, American Society for Theatre Research, 2018 - 2021 Positions Advisory Board, Western New York STEM Hub, 2013 - 2015 Board of Directors, Performance Studies international,
    [Show full text]
  • Chapter One – „Digital Technology and Theatres‟……………………………………7
    Technology; Theatres, Plays and Performance Submitted for assessment to the University of the West of England 2011 for Drama and Creative Writing degree award. Copyright: Hannah Williams Walton 2011 Photo from the Blast Theory website: http://www.blasttheory.co.uk/bt/index.php Abstract Technology is now an integral part of modern society from the internet; to computers, mobile phones and gaming. It is clear that technology has made massive advances to society in terms of connecting the world however we must also examine the disciplines which may be struggling to adapt. The world of arts and theatre is a form that is routed in tradition which brings limitations in how far people are willing to push against normal conventions. This dissertation explores three sections of technology within theatre. „Digital Technology and Theatres‟ which explores the impact that the internet has had on the theatre in terms of marketing; and participation in the arts; looking at specific theatre websites, and the services Digital Theatre and National Theatre Live. „Technology and the internet in contemporary plays‟ looks at Tim Fountain‟s play Sex Addicts that uses the internet live during performance, and the work that contemporary playwrights have developed to stage modern technology within their work. From Patrick Marber‟s chatroom scene in Closer, to Chatroom by Enid Walsh that is set almost entirely in a virtual world. „Digital Performance‟ explores theatre companies and practitioners that are pushing the boundaries between performance and technology, to create contemporary pieces of theatre. The research identified Connected an organisation dedicated to working with artists who use live and interactive media; this included Duncan Speakmen, Hide and Seek and Blast Theory.
    [Show full text]
  • Digital Performance: a History of New Media in Theater, Dance, Performance Art, and Installation Free Download
    DIGITAL PERFORMANCE: A HISTORY OF NEW MEDIA IN THEATER, DANCE, PERFORMANCE ART, AND INSTALLATION FREE DOWNLOAD Steve Dixon | 832 pages | 03 Apr 2007 | MIT Press Ltd | 9780262042352 | English | Cambridge, Mass., United States Digital Performance: A History of New Media in Theater, Dance, Performance Art, and Installation Digital Performance: A History of New Media in Theater Atlantic. London and New York: Routledge. Hermann Nitsch presented in his Performance Art of Orgies and Mysteries Orgien und Mysterien Theaterpioneer of performance art, close to scenic arts. You will receive a link to create a new password via email. No account? Gilbert and George are Italian artist Gilbert Proesch and English artist George Passmore, who have developed their work inside conceptual art, performance and body art. Lost Password Please enter your username or email address. Error rating book. Subversive expectations: performance art and paratheater in New York, Digital Performance: A History of New Media in Theater Her artistic career began in Retrieved March 11, Dixon's book provides the solid grounding this ongoing discussion so urgently needs. His foundational performance and video art [] was characterized by "existential unease," exhibitionism, discomfort, transgression and provocation, as well as wit and audacity, [] and often involved crossing boundaries such as public—private, consensual—nonconsensual, and real world—art world. Retrieved March 19, Nonetheless, the body was the main concern in Panes's work, either literally or conceptually. The ideal had been an ephemeral and authentic experience for performer and audience in an event that could and Installation be repeated, captured or purchased. Founders such as Richard HuelsenbeckMarcel JancoTristan Tzara and Installation, Sophie Taeuber-Arp and Jean Arp participated in provocative and scandalous events that were fundamental and the basis of the foundation for the anarchist movement called Dada.
    [Show full text]
  • Arxiv:2102.07268V2 [Physics.Comp-Ph] 30 Jun 2021 Such As Biology and Life Sciences
    Using analog computers in today’s largest computational challenges Sven Köppel1, Bernd Ulmann1, Lars Heimann1, and Dirk Killat1,2 1Anabrid GmbH, Am Stadtpark 3, 12167 Berlin, Germany 2Microelectronics Department, Brandenburg University of Technology, 03046 Cottbus, Germany Correspondence: Sven Köppel ([email protected]) Abstract. Analog computers can be revived as a feasible oratory conditions but also the necessary error correction technology platform for low precision, energy efficient and schemes challenge practical quantum computers (Wilhelm fast computing. We justify this statement by measuring the et al., 2017). This currently negates any practical advan- performance of a modern analog computer and comparing it tage over silicon based digital computing. Furthermore, all with that of traditional digital processors. General statements of these alternative (or exotic) computer architectures share are made about the solution of ordinary and partial differen- the characteristic that they are fundamentally non-portable. tial equations. Computational fluid dynamics are discussed This means they will have to be located at large facilities and as an example of large scale scientific computing applica- dedicated special-purpose computing centers for a long time, tions. Several models are proposed which demonstrate the if not forever. This is not necessarily a practical drawback, benefits of analog and digital-analog hybrid computing. since the internet allows for delocalization of systems. In contrast to this, silicon based electronic analog com- puting is a technology with a rich history, which operates in a normal workplace environment (non-laboratory condi- 1 Introduction tions; Ulmann, 2020). Digital computers overtook their ana- log counterparts in the last century, primarily due to their Digital computing has transformed many — if not close to ever-increasing digital clock speeds and their flexibility that all — aspects of industry, humanities and science.
    [Show full text]
  • Digital Performance Performance
    advanced computer animation software Computer Sculpture Light Kinetics A kinetic light sculpture B advanced animation software cybernetic light tower B B A sculpture light sculpture B MRI magnetic resonance imaging multimedia choreography DA P kinetische Klangskulptur animation software M cybernetic organism A choreography digital dissection PD kinetic sculpturs Choreographie cybernetic-organism biotechnology Internet choreography B PD PN digital cadaver virtual N cybernetic serendipity digital communities N Community B Computer-Mobiles online communities Maya 3D illusionary spaces hybrides Biorobotic-System virtual organization extreme body performance N A Organisms H B biotech art P P Virtuelle Gemeinschaften USB web camera VN human dissection computer chip implantation computer-programmed choreography virtual community cyber-affairs 3D animation software apparative Prothesen N IRC parodies N simulated spaces BBS A prosthesis N exhibitionism 3D Theater Design A cybernetic juke bots - Interaktive Roboter-Sound-Installation robotic prostheses 3D A N networked community CMC computer mediated communication kybernetische Skulptur MI VIPS (virtually independent people) C sampling IN M PA web camera GA interactive kinetic sculptures musikalisch-kybernetisches Environment body extensions Telesteuerung online affairs realistic 3-D animation I Bio art VN N M C kybernetische Kunst technical prosthetics choreographic animation N robot prosthesis IRC communication digital Jukebox 3D applications recorded media N webcam sex Cybernetics MI VN A Kybernetik
    [Show full text]
  • System Models for Digital Performance by Reed Kram
    System Models for Digital Performance by reed kram B.S. Electrical Engineering Duke University June 1993 Submitted to the Program in Media Arts and Sciences, School of Architecture and Planning, in partial fulfillment of the requirements for the degree of Master of Science in Media Arts and Sciences at the Massachusetts Institute of Technology June 1998 Copyright Massachusetts Institute of Technology, 1998 All rights reserved author reed kram program in media arts and sciences May 8, 1998 certified by john maeda assistant professor of design and computation program in media arts and sciences, thesis supervisor stephen a. benton chair, departmental committee on graduate students program in media arts and sciences System Models for Digital Performance by Reed Kram Submitted to the Program in Media Arts and Sciences, School of Architecture and Planning, on May 8, 1998 in partial fulfillment of the requirements for the degree of Master of Science in Media Arts and Sciences Abstract This thesis defines a new dynamic pictographic visual language for describing interactive digital performance systems. We review the origins of system model languages, machine performance spaces, reconfigurable performance spaces, and human-computer interfaces for performance. We discuss a number of novel systems for digital performance created by the author. We then introduce the new, symbolic digital performance language in the form of a living diagram- matic environment called Modulator. Finally, we use the Modulator system to categorize digital performance spaces,
    [Show full text]
  • BENCHMARKING COMPETENCIES for DIGITAL PERFORMANCE an EIU Study of Digital-Competency Hurdles and Solutions
    BENCHMARKING COMPETENCIES FOR DIGITAL PERFORMANCE An EIU study of digital-competency hurdles and solutions Commissioned by: Benchmarking competencies for digital performance: 2 An EIU study of digital-competency hurdles and solutions Contents 3 About this report 4 Key findings 6 Chapter 1: Why digital competencies matter 9 Chapter 2: Mind the competency gaps 11 Chapter 3: Rising expectations for IT leaders 14 Chapter 4: The challenge of complexity 16 Chapter 5: Developing digital competencies for the future 19 Appendix © The Economist Intelligence Unit Limited 2019 Benchmarking competencies for digital performance: 3 An EIU study of digital-competency hurdles and solutions About this report Benchmarking competencies for digital performance is an Economist Intelligence Unit report, commissioned by Riverbed Technology. This report draws on an Economist Intelligence Unit survey, conducted in January-February 2019, of 512 senior business and government leaders in North America, Europe, the Middle East and Africa, and Asia-Pacific. The survey aimed to assess the behaviours, skills and abilities that help organisations improve their digital performance and, ultimately, achieve their objectives. We focused on nine digital competencies: • analytics using customer and/or operational data from digital systems; • ability to manage and measure the user and/or employee digital experience; • digital product and service innovation; • digital talent recruitment, retention and management; • IT infrastructure modernisation/transformation; • automation of
    [Show full text]
  • Digital Planet
    THE INSTITUTE FOR BUSINESS IN THE GLOBAL CONTEXT Digital Planet: Readying for the Rise of the e-Consumer Bhaskar Chakravorti, Christopher Tunnard, Ravi Shankar Chaturvedi Digital Planet: Readying for the Rise of the e-Consumer A report on the state and trajectory of global digital evolution September 2014 Sponsors Data partners Other data sources for the index: Google, Ipsos, Mobile Marketing Association, Interactive Adver- tising Bureau, World Bank, ITU, World Economic Forum, IMF Financial Access Survey, Euromonitor, Wikimedia, Freedom House, IFC and The Heritage Foundation. Digital Planet: Readying for the Rise of the e-Consumer Contents Acknowledgements................................................................................................................... 4 Authors ............................................................................................................................................. 5 A Message From Anabel González ................................................................................... 8 Overview ......................................................................................................................................... 9 1. Introduction .............................................................................................................................12 2. The Digital Evolution Index ............................................................................................13 3. Patterns, Insights and Surprises ................................................................................20
    [Show full text]
  • Digital Media in Modern Art (Theater Perfomances)
    Avdeling for lærerutdanning og naturvitenskap Maria Shchelokova Digital media in modern art (theater perfomances) Master i digital kommunikasjon og kultur 2016 Samtykker til utlån hos høgskolebiblioteket JA ☒ NEI ☐ Samtykker til tilgjengeliggjøring i digitalt arkiv Brage JA ☒ NEI ☐ 2 Preface I would like to express my sincere gratitude to my supervisor Hans Kristian Rustad who helped me a lot during writing of my master thesis. He provided me with interesting material to read and his remarks were crucial to the completion of this work. Maria Shchelokova May 2016, Hamar 3 Table of contents 1. Introduction ....................................................................................................................... 5 2. Theory, method and research materials. ........................................................................... 7 2.2. Methods ....................................................................................................................... 8 3. Theoretical framework. ..................................................................................................... 10 3.1. History of digital performance ...................................................................................... 10 3.2. Futurism and the early twentieth century avant-garde. ................................................. 12 3.3. Multimedia Theater 1911-1960. .................................................................................... 16 3.4. Multimedia performance from 60s until our days. .......................................................
    [Show full text]
  • Digital Parts / Modular Doubles: Fragmenting the ‘Digital Double’
    Digital Parts / Modular Doubles: fragmenting the ‘digital double’ Daniël Ploeger In digital performance, video and sound technologies are frequently used to establish simultaneous presences of performers and their non-material counterparts. From the early explorations of closed circuit television by artists such as Dan Graham and Bruce Nauman to the advanced digital sound and video synthesis by contemporary groups like Blast Theory and the Chameleons Group, the use of technological means to multiply performers’ presence has been an important strategy to thematize issues of the subject’s embodiment and consciousness. The combination of ‘live’ and ‘mediated’ presence in performance has been discussed by theorists such as Philip Auslander and Steve Dixon. Whilst Auslander discusses the tension between the ‘live’ and the ‘mediated’ presence of performers, and argues how this opposition tends to contract in people’s perception in present day’s mediatized culture, Dixon suggests that, in digital performance, a simultaneously present ‘mediated’ performer may be considered as a ‘digital double’. Dixon identifies Artaud’s The Theatre and its Double as the primary cue for his concept of the digital double and describes Artaud’s notion of the double as ‘theatre’s true and magical self’ (2007: 241). In a letter to his publisher, Artaud concisely, and in an equally mysterious manner, described the theatre’s double as ‘reality untouched by the men of today’ (1989: 87-8). Possibly giving somewhat more insight into his understanding of the concept, Artaud’s call for a ‘Theatre of Cruelty’ proposes a cruel, violent attitude to performance. Not in a literal, physical sense, but in an endeavour to confront audiences with uncomfortable realities of life (theatre’s double) and remind them of the fact that ‘[w]e are not free.
    [Show full text]
  • The Digital Performance Right and Streaming Media Over the Internet
    Vanderbilt Journal of Entertainment & Technology Law Volume 6 Issue 1 Issue 1 - Fall 2003 Article 3 2003 New Media, New Rules: The Digital Performance Right and Streaming Media over the Internet Joseph E. Magri Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Communications Law Commons, Intellectual Property Law Commons, and the Internet Law Commons Recommended Citation Joseph E. Magri, New Media, New Rules: The Digital Performance Right and Streaming Media over the Internet, 6 Vanderbilt Journal of Entertainment and Technology Law 55 (2020) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol6/iss1/3 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. S treaming music over the Internet, or what Record labels, recording artists, music publishers, otherwise is known as webcasting or Internet radio, has composers and songwriters also benefit from the growing the potential to become the single most revolutionary popularity of Internet radio. Internet radio offers these means of music transmission ever developed.' In order to groups a cost-efficient means to globally market, promote appreciate the potential impact of Internet radio, it is helpful and distribute music, which can lead to greater exposure, to understand that Internet radio has the ability to venture creative new business opportunities and most importantly, far beyond the at-home personal computer that is tethered new revenue sources.
    [Show full text]