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I&G

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Commentary that has
some integrated theory
Contextualization
Can we produce a more intuitive, more controlled, lower-threshold
approach to composition allows everyone to have a good sense of
control over the music they want to express?
• What I want to explore is a new mode of composing that is
different from traditional pen and paper composing and DAW
based visual composing, In a way that essentially everyone can
precisely control
Contextualization
“Composition just like walking”, This whole installation is designed
to be full of this interactive concept . composing for me is like
exploring a labyrinth, just choosing different paths to take, and I
have made this idea completely tangible by using movement to
compose.
I have fleshed out my answers with the above-mentioned
understanding of 'compositional sensibility' and this work is a
combination of these ideas.
“For the imitation of processes”
“computer programmes can imitate natural factors” -The Oxford Handbook of Alogorithmic Music part II What Can
Algorithms in Music Do
I find the compositional process to be formally analogous to "walking".
There are various concepts in composing:
melodic superimpositions, transitions and
Single variable
Melodic
unexpected progressions, which are
route
superimposition
similar to those in walking: a single
variable route, a pre-selection of a specific
path, and a random selection of the path
pre-selection
Transitions
to follow. Isn't it interesting to think in this
path
way! The process by which people
decide/unconsciously walk on their own is Surprising
random path
progressions
in fact the same as the process of
composing music
Brief
Using the position information in unity, the information is then
passed to MAX MSP using OSC, Use the location coordinate
information to map with algorithm parameters to generate music,
and create audio-visual art based on music.
Three different parts
• Music part
• Audiovisual part (image)
• Positional control part
(I've written the details of the technique of Kinect and Unity
integration in another separate PPT)
Music part
I started with a patch dedicated to create ambience music and
music was recorded and used as music that constant change for
the main project
Then I designed melodies that can synthesis by walking elements
such as position and acceleration, as well as random synthesised
sounds and audio files that can be triggered
• Inspired by
fendoap
https://fendoap.bandcamp.com/alb
um/distarut-album1
What value does the aesthetics of the
machine have
“machine-generated music to have its own sense of form and proportion?
Hard work experiments in psychology could be a breakthrough point"
-The Oxford Handbook of Alogorithmic Music part II What Can Algorithms in Music Do
• what I can do at this stage is to have a close integration of human
experience, to provide an environment to recreate the feelings I
had when composing, rather than having the machine generate
music that can be perceived by humans
How to generate an interactive piece of
music that will be remembered?
inverse analysis: by analyzing the rules of successful music in the past - Oxford
Handbook of Music
• I think the key is structure, and mechanism, and I think that the point at
which people remember music, like all interesting things, is a particular form,
as most contemporary music is investigating, the way pitch changes, the way
time signatures are distributed, the way Composition worksI think it has
something in common with the random rhythmic patterns that emerge in my
work, how the movement patterns map out the changes in music, and the
differences in pitch that set up the map at different locations
• These are precisely the things that machines can help humans to achieve.
• I think that the "rules" and "mechanisms" of an interactive installation are the
perceptual form of the work, not the music or the sound itself, as a listener.
The Map
I made extensive use of
switch and change
objects to set up a fine
set of maps, with
different music changes
corresponding to
different parts of the
map
Randomly synthesised single tones based on position parameters
Gradual change
3A
3B
Gradual change
2A
2B
3 random
melodies
triggered
when
stepping
over this
line
Gradual change
1A
1B
Another 3
random
melodies
triggered
when
stepping
over this
line
Positional control part
• I have greatly simplified the process of controlling the music by
interacting the sound board with the position changes, generating
both musical and visual content from the simplest x,y axis
parameters
• I also connected the main changes in the background ambience
sound to the groove object, so that there is a clear change in
sound without the user not being able to feel the trend of the
change, and all the parameters that affect the music are
smoothed in a different way, without the problem of being led in
a certain direction by a certain sound or needing to control the
speed of movement, which is how I want to feel when making
music, total freedom
This is a way of composing
The various parameters for ambience audio and trigger maps can
be changed in the main patch, because I want people to think: "This
is a way of composing" rather than a single performance.
conclusion
I think it's still too small for the scale, both in terms of the place of
detection and the scale of the music composed, as well as the
parameters that can be varied, and the ultimate goal I had in mind
when making it was to make something like a large compositional
system that could move around a whole hall and create no less
than five different melodies, tunings change and even pulse control
by walking
Looking forward: because I think I took the time to make this into
something with integrity and I want to be seen by more people and
in a better place to exhibit it
The expressive power of interactive music
“The recursive proportional subdivision of time into bracketed parts is quite weak “ -John Cage
• Interactive music works are critiqued by the way they reveal a natural
intuition that resembles an abstraction, capturing a moment in time,
a perception of the process or shape of something, rather than an
exact replication-The Oxford Handbook of Alogorithmic Music Part III Purposes of Algorithms for the
Music Maker
If it gives people a sense of what they have experienced, or if it gives
them a sense of the exploratory process of composing that I wanted to
show, then that's a successful interactive piece, I try to achieve it with
positional control system
Reference
• The Oxford Handbook of Alogorithmic Music- Roger T. Dean and Alex McLean
• Electronic Music and Sound design: Theory and Practice with Max 8- Alessandro Cipriani &
Maurizio Giri
• Music reference Fendoap: https://fendoap.bandcamp.com/album/distarut-album1
• OSC setting in Max: Max/MSP Tutorial: trigger events with Reaper DAW via OSC (Open
Sound Control) – YouTube
• Data Threshold setting in Max: Max/MSP - Data-Past-Threshold - YouTube
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