The Ixiquarks: Merging Code and Gui in One Creative Space

Total Page:16

File Type:pdf, Size:1020Kb

The Ixiquarks: Merging Code and Gui in One Creative Space THE IXIQUARKS: MERGING CODE AND GUI IN ONE CREATIVE SPACE Thor Magnusson ixi software Creative Systems Lab Department of Informatics University of Sussex ABSTRACT utilising these tools is characteristic of their nature and important criteria their designers had in mind when This paper reports on ixiQuarks; an environment of designing the environments [11, 16]. Of course, one instruments and effects that is built on top of the audio could argue that these audio programming languages are programming language SuperCollider. The rationale of constraining as well, but this is more on the level of these instruments is to explore alternative ways of software design and rarely on the level of musical designing musical interaction in screen-based software, interaction. As such, the musician or instrument designer and investigate how semiotics in interface design affects always has ways of getting around software engineering the musical output. The ixiQuarks are part of external limitations to reach the goal of the composition or libraries available to SuperCollider through the Quarks instrument design. system. They are software instruments based on a non- In this paper, I will introduce the ixiQuarks: a realist design ideology that rejects the simulation of graphical user interface (GUI) environment of audio acoustic instruments or music hardware and focuses on tools and instruments for live improvisation that allow experimentation at the level of musical interaction. In for user interaction on both the GUI and the code level. this environment we try to merge the graphical with the The ixiQuarks are written in the SuperCollider textual in the same instruments, allowing the user to programming language and are part of the Quarks reprogram and change parts of them in runtime. After a repository (external libraries for the SuperCollider short introduction to SuperCollider and the Quark language). I will commence by outlining the general system, we will describe the ixiQuarks and the SuperCollider/Quarks environment, then introduce the philosophical basis of their design. We conclude by ixiQuarks instruments and finally talk about the looking at how they can be seen as epistemic tools that philosophical and aesthetic implications of this unified influence the musician in a complex hermeneutic circle creative space where code and interface can merge in a of interpretation and signification. continuous performance activity. 1. INTRODUCTION 2. SUPERCOLLIDER, QUARKS AND CODING The question of affordances and constraints in musical software [8] is highly interesting as it is inevitably 2.1. The SuperCollider Environment concerned with aesthetics and musicology. As all SuperCollider 3 (or SC Server) [11] is the state-of-the-art musicians who have worked with digital software know, audio programming environment of today, written by the software itself suggests certain work methods, James McCartney and released as open source software outlining a methodology to be followed. Often this in 2002. Since then it has become ever more means that the musicians have to change their natural sophisticated and powerful, used by musicians, artists ways of composing or playing and subscribe to work and scientists alike that form a strong developer and user patterns that were defined by the designers of the community. SuperCollider is split up in two independent software [10]. Musical software comes in various forms parts, the SC language and the SC server. The former is and includes both production and performance tools. The an interpreted, object orientated language written in difference of such software compared to a word editor, a C/C++ that takes inspiration from the design of browser or a mail program is that the interaction design SmallTalk; the latter is an audio server that supports a of the software itself has much stronger aesthetic powerful C plugin architecture which makes audio implications for the user. Software is never neutral in its digital signal processing effective, fast and easy to expressive scope and the more refined it is, the more it program. The language and the server communicate constrains. through the Open Sound Control (OSC) protocol [17], In order to escape from the expressive constraints which makes it possible for all OSC supporting of commercial or closed source software, musicians are programming languages to talk to the SC server. This increasingly making use of free and open source split between a language and a server, and the usage of programming environments such as SuperCollider, OSC makes SuperCollider an ideal audio programming ChucK, Pure Data and other similar patching environment for networked performances, live-coding, environments that allow for either textual or graphical interface creation (hardware or software) and programming. The word “free” above connotes not only collaborative playing. It also means that the language free as in “free speech”, or “free beer”, but also free as in can perform complex real-time calculations without “free jazz”. The freedom of musical expression when resulting in glitches in the audio as they are two separate SuperCollider has extensive support for creating processes. interfaces on the graphical user interface level, using The SuperCollider language and server are open MIDI, HID (Human Interface Devices), serial or OSC source and anyone can write class extensions for the (Open Sound Control) communication. As such it lends language or plugins (unit generators) for the server. The itself well to all common interface work, instrument environment is compiled into a binary file (the making and installations. But SuperCollider is also one distributed application) with a C compiler, but then runs of the most powerful environments for live-coding as an interpreted language that has source class files that musical performances [12, 13] as it is an interpreted interface with the C primitives. The SuperCollider class language and new code can be evaluated in run-time files are written in the SC-language and are an important without saving or recompiling anything. Programs can way to modularize code and compositional concepts be created that evolve or change according to user input when working with the language. SuperCollider itself is or additional programming. As an example, here is a an extremely broad and flexible language and easily small JITLib [13] program that generates a simple snare extendable by writing one’s own classes. sound every second: ~trig = { Impulse.ar(1) }; // the trigger 2.2. Quarks ~snare = { WhiteNoise.ar(1) * EnvGen.ar( Env.perc, ~trig.ar )}; Authors of 3rd party SuperCollider classes tend to share Say we wanted to add a low pass filter to the sound them with the rest of the community if they have a without interrupting its continuity, we simply run the general scope and are useful in other than a private latter line again where the white noise goes through the capacity. In order to extend SuperCollider with new filter: classes, users can either install them manually into the ~snare={LPF.ar(WhiteNoise.ar * EnvGen.ar(Env.perc,~trig.ar), 2000)}; appropriate ClassLib folder or use the dynamic Quarks system. The Quarks system was introduced for the There are countless ways of doing these things in creators of 3rd party class files to simplify the process of SuperCollider as it is a wide and powerful programming creating, updating and distributing their code but also language whose users have different agenda, emphasis simplifying the updating channel for the users of the and programming styles. Some people prefer writing classes. This is achieved by using a SVN1 (Subversion classes and/or graphical user interfaces to be controlled Control) repository system where the author commits the by sensors or controllers. Others work purely in code latest changes in his/her classes and then the users can composing algorithmic music and yet others enjoy the update their classes with a simple two line command: tense experience of coding in front of the audience in a live situation.3 In contrast to much closed source Quarks.checkout( "ixiQuarks" ); // downloads from svn software, there are as many ways of using SuperCollider Quarks.install( "ixiQuarks" ); // installs in sc-classpath as there are people working with it. There is no rigid methodology as all programmers/musicians have their The repository is online on the SourceForge website and own way of thinking; their own style of writing the Quarks class in SuperCollider takes care of code/music. downloading and installing the chosen classes “under the hood” so to speak. The user only needs the two lines 3. THE IXI QUARKS above to download new class libraries. The SVN system 4 makes it easy for the author to track changes in the code, The ixi software project started in 2000 as an but also for the user to follow development of the class. exploration of how structures of interaction in musical software could be redefined. The aim was to resist the 2.3. Programming and Live Coding with SC imitation of physical hardware or acoustic instruments in the way the interaction and interface design was One of the frustrations for the computer musician who implemented. The ixi instruments are designed from the performs in a live situation with acoustic affordances and premises of the computer itself and not instrumentalists, for example in an improvisation band, those of physical reality. As music is in essence the is the difficulty of carrying out spontaneous and intuitive execution of sonic patterns through time, we change in playing [10]. Musical software is often more concentrated on creating pattern-generating interfaces focused on the score or the textural level of a musical with strong graphical elements implemented in the performance rather than on the note level. This fact tends interaction design. These interfaces were outputting OSC to make software instruments less expressive than their information to sound engines that were written in acoustic counterparts. But there are various ways to get SuperCollider, Pure Data or Max/MSP, but some also around the rigidity of musical software.
Recommended publications
  • Music Mouse™ - an Intelligent Instrument
    Music Mouse™ - An Intelligent Instrument Version for Atari ST by Laurie Spiegel Program and Manual © 1986-1993 Laurie Spiegel. All Rights Reserved. 0 Table of Contents ______________________________________________________________________________ 3 Why Music Mouse? - An Introduction ______________________________________________________________________________ 4 What Music Mouse Is ______________________________________________________________________________ 5 Setting Up and Running Music Mouse 5 Setting Up for MIDI 5 Using Music Mouse with a MIDI Instrument 6 Changing MIDI Channels for Music Mouse Output 6 Playing Along with Music Mouse on an External MIDI Instrument 6 Patching MIDI Through Music Mouse 7 Recording Music Mouse's Output 7 Other Setup Considerations ______________________________________________________________________________ 8 Playing a Music Mouse 8 The Mouse 8 The Polyphonic Cursor and Pitch Display 9 The Keyboard 9 The Menus 10 In General ______________________________________________________________________________ 11 Music Mouse Keyboard Controls ______________________________________________________________________________ 12 Types of Keyboard Controls ______________________________________________________________________________ 13 Music Mouse Keyboard Usage 13 1 - General Controls 14 2 - Type of Harmony 15 3 - Transposition 16 4 - Addition of Melodic Patterning 18 5 - Voicing 19 6 - Loudness, Muting, and Articulation 20 7 - Tempo 21 8 - Rhythmic Treatments 22 10 - MIDI Sound Selection and Control 1 ______________________________________________________________________________
    [Show full text]
  • Mary Had a Little Scoretable* Or the Reactable* Goes Melodic
    Proceedings of the 2006 International Conference on New Interfaces for Musical Expression (NIME06), Paris, France Mary had a little scoreTable* or the reacTable* goes melodic Sergi Jordà Marcos Alonso Music Technology Group Music Technology Group IUA, Universitat Pompeu Fabra IUA, Universitat Pompeu Fabra 08003, Barcelona, Spain 08003, Barcelona, Spain [email protected] [email protected] ABSTRACT selection of the correct notes [18]. When in 1997 one of the This paper introduces the scoreTable*, a tangible interactive authors designed FMOL, an instrument that was conceived with music score editor which started as a simple application for the proselytist intention to introduce newcomers, possibly non- demoing “traditional” approaches to music creation, using the musicians, to more experimental and ‘noisy’ music, in order to reacTable* technology, and which has evolved into an avoid a “wrong note syndrome” that would inhibit the independent research project on its own. After a brief performer’s experimentation and freedom of expression, he discussion on the role of pitch in music, we present a brief decided instead to minimize the importance of pitch. FMOL overview of related tangible music editors, and discuss several does neither fix nor correct pitch; it just dethrones it from its paradigms in computer music creation, contrasting synchronous privileged position and turns it into merely another parameter, with asynchronous approaches. The final part of the paper both at the control and at the perception level. describes the current state of the scoreTable* as well as its In any case, the prevalence of pitch as the primary variable in future lines of research.
    [Show full text]
  • 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.
    [Show full text]
  • The [Hid] Toolkit for Pd Hans-Christoph Steiner
    The [hid] Toolkit for Pd Hans-Christoph Steiner The [hid] Toolkit for Pd Hans-Christoph Steiner Interactive Telecommunications Program, New York University Masters Thesis Interactive Telecommunications Program. Fall 2004 1 The [hid] Toolkit for Pd Hans-Christoph Steiner Table of Contents Abstract 3 Introduction 4 Concept 7 Project Rationale 16 Background and Context 17 Prototype Design 23 Implementation of Prototype 26 User Testing 27 Conclusion 29 Future Work 29 Appendices 32 Bibliography 35 Interactive Telecommunications Program. Fall 2004 2 The [hid] Toolkit for Pd Hans-Christoph Steiner 1. Abstract The [hid] toolkit is a set of Pd objects for designing instruments to harness the real-time interaction made possible by contemporary computer music performance environments. This interaction has been too frequently tied to the keyboard-mouse-monitor model, narrowly constraining the range of possible gestures the performer can use. A multitude of gestural input devices are readily available, making it much easier utilize a broad range of gestures. Consumer Human Interface Devices (HIDs) such as joysticks, tablets, and mice are cheap, and some can be quite good musical controllers, including some that can provide non-auditory feedback. The [hid] toolkit provides objects for using the data from these devices and controlling the feedback, as well as objects for mapping the data from these devices to the desired output. Many musicians are using and creating gestural instruments of their own, but the creators rarely develop virtuosity, and these instruments rarely gain wide acceptance due to the expense and skill level needed to build them; this prevents the formation of a body of technique for these new instruments.
    [Show full text]
  • Interactive Electroacoustics
    Interactive Electroacoustics Submitted for the degree of Doctor of Philosophy by Jon Robert Drummond B.Mus M.Sc (Hons) June 2007 School of Communication Arts University of Western Sydney Acknowledgements Page I would like to thank my principal supervisor Dr Garth Paine for his direction, support and patience through this journey. I would also like to thank my associate supervisors Ian Stevenson and Sarah Waterson. I would also like to thank Dr Greg Schiemer and Richard Vella for their ongoing counsel and faith. Finally, I would like to thank my family, my beautiful partner Emma Milne and my two beautiful daughters Amelia Milne and Demeter Milne for all their support and encouragement. Statement of Authentication The work presented in this thesis is, to the best of my knowledge and belief, original except as acknowledged in the text. I hereby declare that I have not submitted this material, either in full or in part, for a degree at this or any other institution. …………………………………………… Table of Contents TABLE OF CONTENTS ..................................................................................................................I LIST OF TABLES..........................................................................................................................VI LIST OF FIGURES AND ILLUSTRATIONS............................................................................ VII ABSTRACT..................................................................................................................................... X CHAPTER ONE: INTRODUCTION.............................................................................................
    [Show full text]
  • Case Studies of Women and Queer Electroacoustic Music Composers
    Graduate Theses, Dissertations, and Problem Reports 2019 Music Technology, Gender, and Sexuality: Case Studies of Women and Queer Electroacoustic Music Composers Justin Thomas Massey West Virginia University, [email protected] Follow this and additional works at: https://researchrepository.wvu.edu/etd Part of the Musicology Commons, and the Music Performance Commons Recommended Citation Massey, Justin Thomas, "Music Technology, Gender, and Sexuality: Case Studies of Women and Queer Electroacoustic Music Composers" (2019). Graduate Theses, Dissertations, and Problem Reports. 7460. https://researchrepository.wvu.edu/etd/7460 This Dissertation is protected by copyright and/or related rights. It has been brought to you by the The Research Repository @ WVU with permission from the rights-holder(s). You are free to use this Dissertation in any way that is permitted by the copyright and related rights legislation that applies to your use. For other uses you must obtain permission from the rights-holder(s) directly, unless additional rights are indicated by a Creative Commons license in the record and/ or on the work itself. This Dissertation has been accepted for inclusion in WVU Graduate Theses, Dissertations, and Problem Reports collection by an authorized administrator of The Research Repository @ WVU. For more information, please contact [email protected]. Music Technology, Gender, and Sexuality: Case Studies of Women and Queer Electroacoustic Music Composers Justin T. Massey A Dissertation submitted To the College of Creative Arts At West Virginia University In partial fulfillment of the requirements for the degree of Doctor of Musical Arts in Saxophone Performance Michael Ibrahim, DMA, Chair Evan MacCarthy, PhD, Research Advisor Jared Sims, DMA Matthew Heap, PhD Jonah Katz, PhD School of Music Morgantown, West Virginia 2019 Keywords: Music Technology, Electroacoustic Music, Feminist Studies, Queer Studies, New Music, Elainie Lillios, Jess Rowland, Carolyn Borcherding Copyright © 2019 Justin T.
    [Show full text]
  • “Live Electronic Music Performance: Innovations and Opportunities” Tav+, Music, Arts, Society (Haifa, Israel, Published in Hebrew), Fall 2007
    “Live electronic music performance: innovations and opportunities” Tav+, Music, Arts, Society (Haifa, Israel, published in Hebrew), Fall 2007 Robert Gluck University at Albany English version © 2007 RJG Music making is a defining characteristic of human life. While social dynamics, function, aesthetics, constructed meanings and performance practices have ranged widely throughout times and place, an impulse to make music pervades all cultures across time and place. The relationship between music making and technology is, for some, a controversial topic. Some prefer acoustical instruments or fear that electronics may supersede traditional musical performance. But in truth, all musical instruments are inherently technological. If the voice is the original instrument, to quote the title of Joan La Barbara’s 2003 recording, the second instrument was created when human beings first joined available technology with musical expression, adapting early tools, maybe bones or sticks, to create sound by striking another object. Soon, a hollowed out bone was used as an early flute. Generations later, the first plucked stringed instruments evolved, using sophisticated ideas about string tension and division and knowledge about resonating materials. In Western Europe, highly technological means were developed to mechanically pluck and strike those strings, leading to the clavichord and harpsichord. New technologies have continually opened new possibilities for the nature of performance. Earlier instruments have generally continued to coexist side-by-side with new inventions, offering new ways to perform historical works and pushing the edge on new compositional approaches. Musical instrument builders first began to harness electronic technologies around the turn of the 20th century. Among the many idiosyncratic new instruments, the one that has continued to be utilized in performance is the Theremin, invented around 1920 by Russian scientist, Leon Theremin.
    [Show full text]
  • 10 Digital Audio
    DIGITAL AUDIO & COMPUTER MUSIC Patchwork (1977) Laurie Spiegel 1 brief history of early computer audio basics of digital audio early computer music BEFORE 1957 1928: Harold Nyquist at Bell Labs develops Nyquist Theorem 1938: pulse code modulation (pcm) technique developed 1946: ENIAC, frst general purpose computer 195?: Digitally synthesized sounds in the earliest computers, sound was used to signify operation BELL LABS & MAX MATHEWS At Bell Labs in 1957, Mathews created the frst sound generating computer program, called... Music Pioneered early Fourier analysis using a prototype analog-digital converter in the 60s MAX MATHEWS Often cited as the “Father of Computer Music” He continued to develop Music (the program) throughout the 1960s frst real-time computer system Groove in 1968 a conductor program and instrument called the Radio Baton (tracked x-y-z positions - we have one here!) From 1987 to 2011, Professor of Research at Stanford University. The program Max/MSP is named in his honor What now is the musical challenge of the future? I believe it is the limits in our understanding of the human brain; and specifcally knowing what sound waves, sound patterns, timbres and sequences humans recognize as beautiful and meaningful music – and why! Max Mathews In 1961, Mathews arranged and recorded “Daisy Bell” for computer synthesized voice. Stanley Kubrick was researching what a telephone would look like for his 1968 flm, 2001 Space Odyssey and heard Mathew’s version of the well-known tune and referenced it in the climatic scene. Computer Music in the 60s & 70s Large mainframe computers at institutions, shared by multiple departments Sloooooooowwwwwwwwww Composers who worked at Bell Labs with Max Mathews in the 60s and 70s included James Tenney, F.
    [Show full text]
  • An Open Source Multi-Touch Modular Synthesizer
    2012 International Conference on Computer and Software Modeling (ICCSM 2012) IPCSIT vol. 54 (2012) © (2012) IACSIT Press, Singapore DOI: 10.7763/IPCSIT.2012.V54.04 Dhvani : An Open Source Multi-touch Modular Synthesizer Denny George 1, Binita Desai 2 and Keyur Sorathia 1 1 Embedded Interation Lab, IIT Guwahati 2 Dhirubhai Ambani Institute of Information and Communication Technology Abstract. This document describes the design and development of Dhvani – a tangible and multi-touch modular music synthesizer developed through open source softwares and frameworks. Physical objects associated with a musical function are used to interact with an interactive table to create different soundscapes. Sound is generated using Oscillators and Sample players and is manipulated using filters or controlling parameters like frequency and amplitude. Interactions are designed through variety of means such as adding objects on an interactive table, rotating those objects and touch based interaction of graphical user interface (GUI). This paper carefully describes the design components, hardware and open source software components, libraries and framework used for the development of Dhvani. Keywords: Electronic Music, Fiducial Tracking, Interaction Design, Tabletop User Interface, Sound Synthesis 1. Introduction The initial experiments in sound synthesis using computers began in 1957, when researchers at Bell Telephone Laboratories in New Jersey proved that a computer could be used to synthesize sounds with time- varying frequency. The idea of Unit Generators was a seminal concept developed by one of their researchers Max Matthews. A Unit Generator is analogous to functions in computer programs. The input and output of Unit Generators can be either audio data or control data.
    [Show full text]
  • Accessible Digital Musical Instruments—A Review of Musical Interfaces in Inclusive Music Practice
    Multimodal Technologies and Interaction Article Accessible Digital Musical Instruments—A Review of Musical Interfaces in Inclusive Music Practice Emma Frid KTH Royal Institute of Technology, Lindstedtsvägen 3, 100 44 Stockholm, Sweden; [email protected]; Tel.: +46-(0)73-811-7028 Received: 1 April 2019; Accepted: 25 June 2019; Published: 26 July 2019 Abstract: Current advancements in music technology enable the creation of customized Digital Musical Instruments (DMIs). This paper presents a systematic review of Accessible Digital Musical Instruments (ADMIs) in inclusive music practice. History of research concerned with facilitating inclusion in music-making is outlined, and current state of developments and trends in the field are discussed. Although the use of music technology in music therapy contexts has attracted more attention in recent years, the topic has been relatively unexplored in Computer Music literature. This review investigates a total of 113 publications focusing on ADMIs. Based on the 83 instruments in this dataset, ten control interface types were identified: tangible controllers, touchless controllers, Brain–Computer Music Interfaces (BCMIs), adapted instruments, wearable controllers or prosthetic devices, mouth-operated controllers, audio controllers, gaze controllers, touchscreen controllers and mouse-controlled interfaces. The majority of the AMDIs were tangible or physical controllers. Although the haptic modality could potentially play an important role in musical interaction for many user groups, relatively few of the ADMIs (14.5%) incorporated vibrotactile feedback. Aspects judged to be important for successful ADMI design were instrument adaptability and customization, user participation, iterative prototyping, and interdisciplinary development teams. Keywords: musical instruments; accessibility; digital musical instruments; accessible digital musical instruments; multimodal feedback; assistive music technology 1.
    [Show full text]
  • Tangible Scores: Shaping the Inherent Instrument Score
    Proceedings of the International Conference on New Interfaces for Musical Expression Tangible Scores: Shaping the Inherent Instrument Score Enrique Tomás Martin Kaltenbrunner Interface Culture Lab Interface Culture Lab Kunstuniversität Linz Kunstuniversität Linz Kollegiumgasse 2,4010 Linz, Austria Kollegiumgasse 2,4010 Linz, Austria [email protected] [email protected] ABSTRACT very moment of a performance, interacting with the instru- Tangible Scores are a new paradigm for musical instrument ment and usually following some prior musical plan. For design with a physical configuration inspired by graphic Chadabe [5] this practice transforms the act of composi- scores. In this paper we will focus on the design aspects tion into an interactive process that depends deeply on the of this new interface as well as on some of the related tech- system response. In these cases, the musical result can be nical details. Creating an intuitive, modular and expres- completely different at every instance of a performance. sive instrument for textural music was the primary driving In this diversity of approaches to the problem of compos- force. Following these criteria, we literally incorporated a ing for new digital instruments, the traditional relations be- musical score onto the surface of the instrument as a way tween composer, composition and performer are mediated of continuously controlling several parameters of the sound by the composed nature of the instrument. In this paper synthesis. Tangible Scores are played with both hands and we describe first the inherent compositional aspects of our they can adopt multiple physical forms. Complex and ex- digital instruments and their influence on the musical prac- pressive sound textures can be easily played over a variety tice.
    [Show full text]
  • Computational Systems for Music Improvisation
    Computational Systems for Music Improvisation Toby Gifforda, Shelly Knottsa, Jon McCormacka, Stefano Kalonarisb, Matthew Yee-kingc and Mark d'Invernoc aMonash University, Melbourne, Australia; bSARC, Belfast, UK; cGoldsmiths, London, UK ABSTRACT Computational music systems that afford improvised creative interaction in real time are often designed for a specific improviser and performance style. As such the field is diverse, fragmented and lacks a coherent framework. Through analysis of examples in the field we identify key areas of concern in the design of new systems, which we use as categories in the construction of a taxonomy. From our broad overview of the field we select significant examples to analyse in greater depth. This analysis serves to derive principles that may aid designers scaffold their work on existing innovation. We explore successful evaluation techniques from other fields and describe how they may be applied to iterative design processes for improvisational systems. We hope that by developing a more coherent design and evaluation process, we can support the next generation of improvisational music systems. KEYWORDS Improvisational Interfaces; Evaluation; Computational Creativity; Generative Music; Creative Agency 1. Introduction Improvisation is Joy! | William Parker Human improvisation is one of the most challenging and rewarding creative acts. Musical improvisation typically requires a combination of skills and expertise, includ- ing physical virtuosity, genre knowledge, implicit or non-verbal communication skills, and most importantly, real-time creative inspiration and judgement. Developing com- puter systems that collaborate in musical improvisation is a complex and challenging task due to the spontaneous and immediate nature of the musical dialogue required. In this paper we examine computational systems for music improvisation and how they work collaboratively with human musicians.
    [Show full text]