Generating Synth Pop and Electronic Dance Music on Demand
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Milla Berntsen (Voice) Performance 2A Recital Performance Space, City, University of London 2 June 2021 4:45PM
Milla Berntsen (voice) Performance 2A Recital Performance Space, City, University of London 2 June 2021 4:45PM Keshi, “Drunk” from the album always (2020). Written by Casey Luong (Keshi). Casey Luong, professionally known as Keshi, is a 26-year-old American singer, songwriter, producer, and multi-instrumentalist from Houston, Texas, USA. He began his musical career by sharing his music on Soundcloud, where he eventually gained enough popularity to gain confidence to quit his job as a nurse and fly to New York City to sign with Island Records. He’s best known for his falsetto vocals and textural instrumentals in alternative, indie, and R&B music. This alternative/indie song is about feeling alone and missing being in love. The main character is left by himself while his friends are drunk, which causes him to think about his past lovers. It has a soothing moodiness to it along with a bit of playfulness in its melodramatic kick. I’ve chosen this song because I want to begin this performance by allowing the audience to layback as the song plays with both the high and low register of the voice. Let us take a sip, shall we? The Neighbourhood, “Stargazing” from the album Chip Chrome & The Mono-Tones (2020). Written by Jesse James Rutherford (vocalist), Brandon Fried (drummer), Jeremiah Freedman (guitarist), Micheal Margott (bassist), Zachary Abels (guitarist), and Danny Parra. The Neighbourhood are an American rock band that formed in Newbury Park, California, in 2011. They use the British spelling of “neighbourhood” in order to distinguish themselves from a band already using the American spelling of “neighborhood.” Their musical style is described as alternative rock, indie rock/pop, and some elements of electronic, hip hop, and R&B. -
Chiptuning Intellectual Property: Digital Culture Between Creative Commons and Moral Economy
Chiptuning Intellectual Property: Digital Culture Between Creative Commons and Moral Economy Martin J. Zeilinger York University, Canada [email protected] Abstract This essay considers how chipmusic, a fairly recent form of alternative electronic music, deals with the impact of contemporary intellectual property regimes on creative practices. I survey chipmusicians’ reusing of technology and content invoking the era of 8-bit video games, and highlight points of contention between critical perspectives embodied in this art form and intellectual property policy. Exploring current chipmusic dissemination strategies, I contrast the art form’s links to appropriation-based creative techniques and the ‘demoscene’ amateur hacking culture of the 1980s with the chiptune community’s currently prevailing reliance on Creative Commons licenses for regulating access. Questioning whether consideration of this alternative licensing scheme can adequately describe shared cultural norms and values that motivate chiptune practices, I conclude by offering the concept of a moral economy of appropriation-based creative techniques as a new framework for understanding digital creative practices that resist conventional intellectual property policy both in form and in content. Keywords: Chipmusic, Creative Commons, Moral Economy, Intellectual Property, Demoscene Introduction The chipmusic community, like many other born-digital creative communities, has a rich tradition of embracing and encouraged open access, collaboration, and sharing. It does not like to operate according to the logic of informational capital and the restrictive enclosure movements this logic engenders. The creation of chipmusic, a form of electronic music based on the repurposing of outdated sound chip technology found in video gaming devices and old home computers, centrally involves the reworking of proprietary cultural materials. -
Theory, Experience and Affect in Contemporary Electronic Music Trans
Trans. Revista Transcultural de Música E-ISSN: 1697-0101 [email protected] Sociedad de Etnomusicología España Strachan, Robert Uncanny Space: Theory, Experience and Affect in Contemporary Electronic Music Trans. Revista Transcultural de Música, núm. 14, 2010, pp. 1-10 Sociedad de Etnomusicología Barcelona, España Available in: http://www.redalyc.org/articulo.oa?id=82220947010 How to cite Complete issue Scientific Information System More information about this article Network of Scientific Journals from Latin America, the Caribbean, Spain and Portugal Journal's homepage in redalyc.org Non-profit academic project, developed under the open access initiative TRANS - Revista Transcultural de Música - Transcultural Music Revie... http://www.sibetrans.com/trans/a14/uncanny-space-theory-experience-... Home PRESENTACIÓN EQUIPO EDITORIAL INFORMACIÓN PARA LOS AUTORES CÓMO CITAR TRANS INDEXACIÓN CONTACTO Última publicación Números publicados < Volver TRANS 14 (2010) Convocatoria para artículos: Uncanny Space: Theory, Experience and Affect in Contemporary Electronic Music Explorar TRANS: Por Número > Robert Strachan Por Artículo > Por Autor > Abstract This article draws upon the author’s experiences of promoting an music event featuring three prominent European electronic musicians (Alva Noto, Vladislav Delay and Donnacha Costello) to examine the tensions between the theorisation of electronic music and the way it is experienced. Combining empirical analysis of the event itself and frequency analysis of the music used within it, the article works towards a theoretical framework that seeks to account for the social and physical contexts of listening. It suggests that affect engendered by the physical intersection of sound with the body provides a key way of understanding Share | experience, creativity and culture within contemporary electronic music. -
The Effects of Background Music on Video Game Play Performance, Behavior and Experience in Extraverts and Introverts
THE EFFECTS OF BACKGROUND MUSIC ON VIDEO GAME PLAY PERFORMANCE, BEHAVIOR AND EXPERIENCE IN EXTRAVERTS AND INTROVERTS A Thesis Presented to The Academic Faculty By Laura Levy In Partial Fulfillment Of the Requirements for the Degree Master of Science in Psychology in the School of Psychology Georgia Institute of Technology December 2015 Copyright © Laura Levy 2015 THE EFFECTS OF BACKGROUND MUSIC ON VIDEO GAME PLAY PERFORMANCE, BEHAVIOR, AND EXPERIENCE IN EXTRAVERTS AND INTROVERTS Approved by: Dr. Richard Catrambone Advisor School of Psychology Georgia Institute of Technology Dr. Bruce Walker School of Psychology Georgia Institute of Technology Dr. Maribeth Coleman Institute for People and Technology Georgia Institute of Technology Date Approved: 17 July 2015 ACKNOWLEDGEMENTS I wish to thank the researchers and students that made Food for Thought possible as the wonderful research tool it is today. Special thanks to Rob Solomon, whose efforts to make the game function specifically for this project made it a success. Additionally, many thanks to Rob Skipworth, whose audio engineering expertise made the soundtrack of this study sound beautifully. I express appreciation to the Interactive Media Technology Center (IMTC) for the support of this research, and to my committee for their guidance in making it possible. Finally, I wish to express gratitude to my family for their constant support and quiet bemusement for my seemingly never-ending tenure in graduate school. iii TABLE OF CONTENTS Page ACKNOWLEDGEMENTS iii LIST OF TABLES vii LIST OF -
Videogame Music: Chiptunes Byte Back?
Videogame Music: chiptunes byte back? Grethe Mitchell Andrew Clarke University of East London Unaffiliated Researcher and Institute of Education 78 West Kensington Court, University of East London, Docklands Campus Edith Villas, 4-6 University Way, London E16 2RD London W14 9AB [email protected] [email protected] ABSTRACT Musicians and sonic artists who use videogames as their This paper will explore the sonic subcultures of videogame medium or raw material have, however, received art and videogame-related fan art. It will look at the work of comparatively little interest. This mirrors the situation in art videogame musicians – not those producing the music for as a whole where sonic artists are similarly neglected and commercial games – but artists and hobbyists who produce the emphasis is likewise on the visual art/artists.1 music by hacking and reprogramming videogame hardware, or by sampling in-game sound effects and music for use in It was curious to us that most (if not all) of the writing their own compositions. It will discuss the motivations and about videogame art had ignored videogame music - methodologies behind some of this work. It will explore the especially given the overlap between the two communities tools that are used and the communities that have grown up of artists and the parallels between them. For example, two around these tools. It will also examine differences between of the major videogame artists – Tobias Bernstrup and Cory the videogame music community and those which exist Archangel – have both produced music in addition to their around other videogame-related practices such as modding gallery-oriented work, but this area of their activity has or machinima. -
Introduction to Computer Music Week 1
Introduction to Computer Music Week 1 Instructor: Prof. Roger B. Dannenberg Topics Discussed: Sound, Nyquist, SAL, Lisp and Control Constructs 1 Introduction Computers in all forms – desktops, laptops, mobile phones – are used to store and play music. Perhaps less obvious is the fact that music is now recorded and edited almost exclusively with computers, and computers are also used to generate sounds either by manipulating short audio clips called samples or by direct computation. In the late 1950s, engineers began to turn the theory of sampling into practice, turning sound into bits and bytes and then back into sound. These analog-to-digital converters, capable of turning one second’s worth of sound into thousands of numbers made it possible to transform the acoustic waves that we hear as sound into long sequences of numbers, which were then stored in computer memories. The numbers could then be turned back into the original sound. The ability to simply record a sound had been known for quite some time. The major advance of digital representations of sound was that now sound could be manipulated very easily, just as a chunk of data. Advantages of employing computer music and digital audio are: 1. There are no limits to the range of sounds that a computer can help explore. In principle, any sound can be represented digitally, and therefore any sound can be created. 2. Computers bring precision. The process to compute or change a sound can be repeated exactly, and small incremental changes can be specified in detail. Computers facilitate microscopic changes in sounds enabling us to producing desirable sounds. -
Computer Music
THE OXFORD HANDBOOK OF COMPUTER MUSIC Edited by ROGER T. DEAN OXFORD UNIVERSITY PRESS OXFORD UNIVERSITY PRESS Oxford University Press, Inc., publishes works that further Oxford University's objective of excellence in research, scholarship, and education. Oxford New York Auckland Cape Town Dar es Salaam Hong Kong Karachi Kuala Lumpur Madrid Melbourne Mexico City Nairobi New Delhi Shanghai Taipei Toronto With offices in Argentina Austria Brazil Chile Czech Republic France Greece Guatemala Hungary Italy Japan Poland Portugal Singapore South Korea Switzerland Thailand Turkey Ukraine Vietnam Copyright © 2009 by Oxford University Press, Inc. First published as an Oxford University Press paperback ion Published by Oxford University Press, Inc. 198 Madison Avenue, New York, New York 10016 www.oup.com Oxford is a registered trademark of Oxford University Press All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior permission of Oxford University Press. Library of Congress Cataloging-in-Publication Data The Oxford handbook of computer music / edited by Roger T. Dean. p. cm. Includes bibliographical references and index. ISBN 978-0-19-979103-0 (alk. paper) i. Computer music—History and criticism. I. Dean, R. T. MI T 1.80.09 1009 i 1008046594 789.99 OXF tin Printed in the United Stares of America on acid-free paper CHAPTER 12 SENSOR-BASED MUSICAL INSTRUMENTS AND INTERACTIVE MUSIC ATAU TANAKA MUSICIANS, composers, and instrument builders have been fascinated by the expres- sive potential of electrical and electronic technologies since the advent of electricity itself. -
Traditional Funk: an Ethnographic, Historical, and Practical Study of Funk Music in Dayton, Ohio
University of Dayton eCommons Honors Theses University Honors Program 4-26-2020 Traditional Funk: An Ethnographic, Historical, and Practical Study of Funk Music in Dayton, Ohio Caleb G. Vanden Eynden University of Dayton Follow this and additional works at: https://ecommons.udayton.edu/uhp_theses eCommons Citation Vanden Eynden, Caleb G., "Traditional Funk: An Ethnographic, Historical, and Practical Study of Funk Music in Dayton, Ohio" (2020). Honors Theses. 289. https://ecommons.udayton.edu/uhp_theses/289 This Honors Thesis is brought to you for free and open access by the University Honors Program at eCommons. It has been accepted for inclusion in Honors Theses by an authorized administrator of eCommons. For more information, please contact [email protected], [email protected]. Traditional Funk: An Ethnographic, Historical, and Practical Study of Funk Music in Dayton, Ohio Honors Thesis Caleb G. Vanden Eynden Department: Music Advisor: Samuel N. Dorf, Ph.D. April 2020 Traditional Funk: An Ethnographic, Historical, and Practical Study of Funk Music in Dayton, Ohio Honors Thesis Caleb G. Vanden Eynden Department: Music Advisor: Samuel N. Dorf, Ph.D. April 2020 Abstract Recognized nationally as the funk capital of the world, Dayton, Ohio takes credit for birthing important funk groups (i.e. Ohio Players, Zapp, Heatwave, and Lakeside) during the 1970s and 80s. Through a combination of ethnographic and archival research, this paper offers a pedagogical approach to Dayton funk, rooted in the styles and works of the city’s funk legacy. Drawing from fieldwork with Dayton funk musicians completed over the summer of 2019 and pedagogical theories of including black music in the school curriculum, this paper presents a pedagogical model for funk instruction that introduces the ingredients of funk (instrumentation, form, groove, and vocals) in order to enable secondary school music programs to create their own funk rooted in local history. -
The 1-Bit Instrument: the Fundamentals of 1-Bit Synthesis
BLAKE TROISE The 1-Bit Instrument The Fundamentals of 1-Bit Synthesis, Their Implementational Implications, and Instrumental Possibilities ABSTRACT The 1-bit sonic environment (perhaps most famously musically employed on the ZX Spectrum) is defined by extreme limitation. Yet, belying these restrictions, there is a surprisingly expressive instrumental versatility. This article explores the theory behind the primary, idiosyncratically 1-bit techniques available to the composer-programmer, those that are essential when designing “instruments” in 1-bit environments. These techniques include pulse width modulation for timbral manipulation and means of generating virtual polyph- ony in software, such as the pin pulse and pulse interleaving techniques. These methodologies are considered in respect to their compositional implications and instrumental applications. KEYWORDS chiptune, 1-bit, one-bit, ZX Spectrum, pulse pin method, pulse interleaving, timbre, polyphony, history 2020 18 May on guest by http://online.ucpress.edu/jsmg/article-pdf/1/1/44/378624/jsmg_1_1_44.pdf from Downloaded INTRODUCTION As unquestionably evident from the chipmusic scene, it is an understatement to say that there is a lot one can do with simple square waves. One-bit music, generally considered a subdivision of chipmusic,1 takes this one step further: it is the music of a single square wave. The only operation possible in a -bit environment is the variation of amplitude over time, where amplitude is quantized to two states: high or low, on or off. As such, it may seem in- tuitively impossible to achieve traditionally simple musical operations such as polyphony and dynamic control within a -bit environment. Despite these restrictions, the unique tech- niques and auditory tricks of contemporary -bit practice exploit the limits of human per- ception. -
Discourse on Disco
Chapter 1: Introduction to the cultural context of electronic dance music The rhythmic structures of dance music arise primarily from the genre’s focus on moving dancers, but they reveal other influences as well. The poumtchak pattern has strong associations with both disco music and various genres of electronic dance music, and these associations affect the pattern’s presence in popular music in general. Its status and musical role there has varied according to the reputation of these genres. In the following introduction I will not present a complete history of related contributors, places, or events but rather examine those developments that shaped prevailing opinions and fields of tension within electronic dance music culture in particular. This culture in turn affects the choices that must be made in dance music production, for example involving the poumtchak pattern. My historical overview extends from the 1970s to the 1990s and covers predominantly the disco era, the Chicago house scene, the acid house/rave era, and the post-rave club-oriented house scene in England.5 The disco era of the 1970s DISCOURSE ON DISCO The image of John Travolta in his disco suit from the 1977 motion picture Saturday Night Fever has become an icon of the disco era and its popularity. Like Blackboard Jungle and Rock Around the Clock two decades earlier, this movie was an important vehicle for the distribution of a new dance music culture to America and the entire Western world, and the impact of its construction of disco was gigantic.6 It became a model for local disco cultures around the world and comprised the core of a common understanding of disco in mainstream popular music culture. -
Computer Music Experiences, 1961-1964 James Tenney I. Introduction I Arrived at the Bell Telephone Laboratories in September
Computer Music Experiences, 1961-1964 James Tenney I. Introduction I arrived at the Bell Telephone Laboratories in September, 1961, with the following musical and intellectual baggage: 1. numerous instrumental compositions reflecting the influence of Webern and Varèse; 2. two tape-pieces, produced in the Electronic Music Laboratory at the University of Illinois — both employing familiar, “concrete” sounds, modified in various ways; 3. a long paper (“Meta+Hodos, A Phenomenology of 20th Century Music and an Approach to the Study of Form,” June, 1961), in which a descriptive terminology and certain structural principles were developed, borrowing heavily from Gestalt psychology. The central point of the paper involves the clang, or primary aural Gestalt, and basic laws of perceptual organization of clangs, clang-elements, and sequences (a higher order Gestalt unit consisting of several clangs); 4. a dissatisfaction with all purely synthetic electronic music that I had heard up to that time, particularly with respect to timbre; 2 5. ideas stemming from my studies of acoustics, electronics and — especially — information theory, begun in Lejaren Hiller’s classes at the University of Illinois; and finally 6. a growing interest in the work and ideas of John Cage. I leave in March, 1964, with: 1. six tape compositions of computer-generated sounds — of which all but the first were also composed by means of the computer, and several instrumental pieces whose composition involved the computer in one way or another; 2. a far better understanding of the physical basis of timbre, and a sense of having achieved a significant extension of the range of timbres possible by synthetic means; 3. -
A Brief History of Electronic Music
A Brief History of Electronic Music 1: 1896-1945 The first twenty-five years of the life of the archetypal modern artist, Pablo Picasso - who was born in 1881 - witnessed the foundation of twentieth century technology for war and peace alike: the recoil operated machine gun (1882), the first synthetic fibre (1883), the Parsons steam turbine (1884), coated photographic paper (1885), the Tesla electric motor, the Kodak box camera and the Dunlop pneumatic tyre (1888), cordite (1889), the Diesel engine (1892), the Ford car (1893), the cinematograph and the gramophone disc (1894). In 1895, Roentgen discovered X-rays, Marconi invented radio telegraphy, the Lumiere brothers developed the movie camera, the Russian Konstantin Tsiolkovsky first enunciated the principle of rocket drive, and Freud published his fundamental studies on hysteria. And so it went: the discovery of radium, the magnetic recording of sound, the first voice radio transmissions, the Wright brothers first powered flight (1903), and the annus mirabilis of theoretical physics, 1905, in which Albert Einstein formulated the Special Theory of Relativity, the photon theory of light, and ushered in the nuclear age with the climactic formula of his law of mass-energy equivalence, E = mc2. One did not need to be a scientist to sense the magnitude of such changes. They amounted to the greatest alteration of man's view of the universe since Isaac Newton. - Robert Hughes (1981) In 1896 Thaddeus Cahill patented an electrically based sound generation system. It used the principle of additive tone synthesis, individual tones being built up from fundamentals and overtones generated by huge dynamos.