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InnerAction
Interactive Music and the Inner Self
November 07, 2006
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A recent arrangement
of my gear aimed at hardware sequencing. |
When I am interacting with my music gear, I am continually trying to
determine the tonal relationships of different sounds. It might be as
easy as tuning two instruments some distance apart so that together they
create the sonic character that I have in mind. Other times it might be
more complicated, like trying to fill in a tiny bit of spectral emptiness,
not quite knowing what to tweak, but searching for it through the adjustment
of controllers. Of course, this is something I can only do with my ears;
its nearly impossible to make these connections by looking at the instruments.
Even the way I am working with the devices may need some adjustment, and
perhaps I need to move things around physically so that I can play a number
of synthesizers and modules at the same time. This is something I can
figure out with eyes; by looking at the mobility of my hands, and how
quickly and easily I can reach each knob in combination with some other
control. Sometimes I lose track of what I am doing for a few minutes,
focused on some particular sound, until something goes wrong and I am
reaching for an owner's manual. Other times everything works just perfectly,
and I am tweaking away in the studio for many hours, psychologically in
the "zone" and completely oblivious to what time it is. There
is a harmony going on, a resonance between the gear and myself abling
my body to function on auto-pilot. Using modular components, I have assembled
an interactive device that is quite capable of putting me in a relaxed
trance or altered state of consciousness.
As a sound designer, multimedia artist, and sculptor, I am very interested
in creating unique works of art that enable users to achieve entrainment
states. I am particularly enthusiastic in designing interactive musical
instruments that do not require the user to traverse through a period
of learning. For example, a musical instrument that is played simply by
moving ones hands across a pool of water. Not only does this enable new
users to immediately get in the zone with the music, but it also opens
the instrument up to children, and people that are not able to play an
instrument, because of some physical or mental disability. At the same
time, I am interested in creating the tools for users to be able to transform
the terms (or state) of their consciousness.
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A water touchscreen
designed by Mitsubishi Electric Research Laboratories. The triangular
shapes swarm about in response to movements of your hands in the
water. The shapes behave very much like a school of fish. |
In this slightly unusual article, I discuss how consciousness relates
to interactive devices, both on an individual scale, and in the field
of interactive entertainment. Then, I will examine interactive music and
how it can be used to achieve states of "entrainment." I will
look at some compelling examples of interactive music devices designed
by well known artists. Finally, I will pinpoint some alternative controller
mechanisms that can be used to build new interactive music devices that
are easy enough for non-skilled musicians to operate.
Awareness
In an effort to provide hard scientific explanations, neuropsychology
describes awareness in terms of "the coordinated actions of many
neurons" and "biochemical states" (Cook p.189) without
considering that the answer may eclipse the limitations of physical measurement.
René Descartes was one of the most influential philosophers of
the 1600's. In searching for a foundation for new philosophy, he refused
to accept ideas based on physical senses and opinions. He wanted his claims
to be completely certain. After peeling back every bit of conjecture and
reasoning about his existence, the only thing he was left with was "I
think, therefore I am." As an idealist, I believe there is no separation
between imagination and being, and no division between our physical bodies
and the things we dream. Our thoughts create the world we know. Belief
is the lens through which our actions are projected into physical matter,
tangible symbols of our own conclusions. In a tight interactive loop we
create, interpret and react.
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In many religions,
trees symbolize the soul, heaven, earth, rebirth and transformation.
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According to conscious creation theory, outside of our perception is
a hidden world containing the greater portion of our being: our inner
self. Our present personality, like a leaf at the end of a branch, looks
outward, unable to see the tree that it grows from, unable to remember
the tree's immensity and history. We subconsciously tell the branches
where we would like to grow, and the tree reaches out in response. The
branches form the infrastructure of existence, the inner selves of human
civilization, growing season after season with our own decisions.
We communicate to different levels of awareness through books, artwork,
music and films. Imagination and creativity send our consciousness outward,
a willing leap into different states of mind. If we observe a painting,
one that resonates with us, we become focused within a smaller frame of
awareness, a self contained world. A dream is communicated through the
pigment, and in this dream we can use an additional path of perception.
We can feel such forces as gravity, temperature, and wind, as if we are
sending a probe forward, a vessel that contains a portion of our awareness.
As you read these words, you can look around the room and see the life
you have painted for yourself. And as your senses react to it you are
sending motives back to your inner self, back through the branches of
your awareness and into the wellspring of the collective super-conscious.
In The Video Game Theory Reader, the author comments on how close virtual
reality and first person perspective games are to our "core consciousness",
and that, "they allow 'the full experiential flow' by linking perceptions,
cognitions, and emotions with first-person actions" and that it is
like "leaving one's body behind" to live through another. Of
course, this artificial perception is not a complete replacement of our
awareness, but a small protraction or tendril. Being immersed in a first
person perspective makes the avatar's (the player's persona) awareness
become an extension of the physical senses; the player sees and hears
through the character, and the present personality, or physical self,
becomes the character's inner sense. We do not typically imagine that
our character is aware of the player, yet the character is nothing without
this entity behind the joystick. I believe that this is analogous to the
way the layers of the whole self are stacked, like Russian nesting dolls,
each one unable to see anything but its contents, aware of the outer faces
only on a subconscious level.
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Virtua Tennis Screenshot
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As awareness leaps forward and proliferates into the unknown, technology
has slowly taken us further into virtual awareness. One needs only to
look at the earliest video games to see how far this trend has come. Atari's
first commercially-successful video game was Pong, a digital representation
of table tennis, making its debut in a horizontal tabletop enclosure.
This coin-operated game was introduced in the bars and clubs in 1972,
allowing the two players to face each other, and many other spectators
to congregate on the sidelines. Everyone was positioned in such a way
that there could be discourse and eye contact. While the interaction was
collaborative and biological, and the environment immersive, it was hardly
convincing enough to be called a "virtual" tennis game. Sega's
Virtua Tennis, for the XBox 360, features photo realistic graphics, and
allows players to assume the careers of famous tennis stars such as Amelie
Mauresmo and Maria Sharapova, touring the world to become champions. The
environments are rich and detailed, the players movements are incredibly
convincing. This represents 30 years of technological advancement over
Pong and we can only wonder how much more convincing tennis video games
will get.
In Telematic Embrace: Visionary Theories of Art, Technology, and Consciousness,
Roy Ascott describes how, in Western civilization, tables were once the
central meeting places of dwellings, serving as "the arena to construct
and rehearse alternative behaviors, structures, and organizations...a
device for divination, a sounding board for new relationships within the
house or the universe", and furthermore that they represented, "the
matrix of transformation and transfer, between change and exchange, between
two poles, two worlds (of discourse), between two cultures, states of
awareness, good and evil." Ascott describes how, in its horizontal
alignment, the tabletop equates a mirror reflecting the cosmos, and in
modern times, the table, as a meeting place, has been replaced by television
screens, which are symbolic of mirrors reflecting humanity. He reminds
us that a mirror requires the viewer to be in a fixed position, preventing
inspection from different angles and depths, that it is an "isolated
rectangle representing only ourselves and talking to us only one at a
time, quite separately", and "the archetypal convention of a
whole culture of isolation, competition, self-love." A study conductued
by the Stanford Institute for the Quantitative Study of Society (SIQSS)
in 2004 revelealed that people are now spending twice as much time on-line
as watching television. The internet is swinging us from isolation back
into social interaction.
A Massively-Multiplayer Online Role-Playing Game (MMORPG) is a multi-user
online game in which millions of players can interact, forming a virtual
society which is always running. Since the players communicate only through
the interface, social interactions happen only within the context of the
game world. There are no missions, so to speak, because the game environment
is so rich and complex that players can choose their own objectives. Relationships
form, leaders emerge and tensions arise. Players may choose to take part
in a complex business operation, and assume the role of a manufacturer,
resource broker or retailer, for example. These group oriented goals are
just as time consuming and risky as doing so within our own economy. What
is particularly interesting, is that because the players true identities
are hidden, the social and entrepreneurial connections that form do not
depend on age, race, sex, income, or language of the players. Interactions
form between people that would not normally be able or willing to interact.
The trend seems to be that as a society, as the breadth of our experiences
expand, we utilize technology as a matrix for awareness.
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MORPHEUS: "If the virtual reality
apparatus, as you called it, was wired to all of your senses and
controlled them completely, would you be able to tell the difference
between the virtual world and the real world?" |
Interactive Flow
There are some fantastic capabilities in video game technology that can
be applied to interactive art, musical instrument design, education and
sound therapy. Interactive music is one particularly interesting feature
of video games that has been gaining popularity since it's introduction
by Lucas Arts in the early 90's.
Interactive game music is usually approached by splitting up the soundtrack
into layers, time segments and incidental riffs, then triggering each
of these elements in synchronization with game play events. This simple
solution allows for a more immersive, flowing, and cinematic gaming experience.
In a recent Remix Magazine article, turntablist Mike Relm, said:
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Mike Relm |
“Because my musical background is that of a DJ, I think of music
in terms of how different songs and parts would mix in and out of each
other. If you break down the soundtrack for a video game, adaptive music
does pretty much the same thing. It's all about the smooth transitions
and flow. Most people play a game for hours without realizing that they've
been listening to the same pieces, mixed up and rearranged depending on
how they play.”
Adaptive music engines that are designed to be transparent make the technology
somewhat inappreciable to the user. Unless the game is designed in such
a way that the player has conscious control over the soundtrack, the transformable
nature of the music goes unnoticed. For an emotional film-like experience,
where the game manipulates the player's emotions, invisibility would be
the best approach. Putting the player in direct command, on the other
hand, allows the player to steer the emotional character through physical
expression. Players move their hands or bodies with the game music and
graphics, reacting in synchronization with a rhythm, directly triggering
notes and loops, or even remixing parts of a large arrangement. If you
"don't got rhythm" the music sounds dissonant, if you do, the
music kicks into full gear. This type of interactivity can be trance-inducing,
exactly as if you are improvising your own music live.
Guitar Hero is a "rock star simulator", where the player becomes
the lead guitarist in a band, performing in rock battles against other
players. After choosing a classic rock song to perform, and hitting start,
the song intro kicks in, a signal to get ready. In the foreground is an
approaching stream of graphics, communicating the necessary note and timing
information needed to play the lead melody. In the background is a 3d
environment, a dimly lit club. The guitar controller has a series of colored
buttons on the frets, a lever which represents the picking action, and
a whammy bar for bending power chords. It is necessary to get the fingering
correct on the frets, and then pick the strings at exactly the right moment.
As one performs, a rock persona is seen playing guitar on stage alongside
band mates. When a note is missed, or played incorrectly, the music becomes
appropriately discordant. The rock hero becomes visibly mortified at his
mistakes, and the audience reacts with realistic shouts of disapproval.
When the notes are played right, the musical energy increases.
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Guitar hero Screenshot
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It is easy to pin-point the adaptive music in this game, since it reveals
itself as an interactive component. By the nature of the Guitar Hero's
interface and design, the music is still very linear and there is not
any way to improvise the melody without making it sound bad. However,
what makes this game so remarkable is that the player's objective is to
synchronize body and mind with the music.
Most people are not aware of how the game engine functions. If the player
is completely absorbed in the gameplay, there is not even an awareness
of the user interface, like the joystick, and the computer screen. Communication
flows subconsciously from the computer to our mind and back again, in
complex synchronism. On his blog, Michael John of Method Games describes
the gamers meditative frame of mind:
"Hip modern psychologists call this phenomenon "flow".
It's a sort of transfer forward of the subconscious into actually controlling
our actions. It's been well-demonstrated that "flow" occurs
frequently for game players. This was first shown, unsurprisingly, with
Tetris, but is now well-understood as a frequently occurring phenomenon
in game play....a superconductivity of expression"
When playing games, activity continually reverberates between the computer
and the participant. The game and the participant perceive, interpret
and respond to each other's stimuli, in continuous resonance, which the
player is only subconsciously aware of. When flow is achieved, a complex
relationship forms that is a resonance of mind, body, and interface, bringing
the player into an altered state of consciousness. The computer and the
player have achieved entrainment. This is just like driving home from
work, and suddenly realizing that you do not remember any portion of the
trip. It seems rather remarkable that the interaction between our mind
and the controls can completely escape us, yet something from within gets
us home safely.
Dr. William S. Condon, a psychology professor at Boston University School
of Medicine did a study on human communication by "micro analyzing"
conversations between two people onto film running at 48 frames per second.
Every frame was tagged with events that included fragments of each word
spoken and corresponding micromovements of the subjects bodies. It was
discovered that during each word, clusters of tiny body movements would
take place in the head, eyelids, mouth, shoulders, and fingers. At normal
speed these movements appear as longer gestures, but in breaking them
down he could see that there was a "precise rhythm", within
the body. Also the listener's motions, although much more subtle, were
happening in synchronization with the speaker.
"Listeners were observed to move in precise shared synchrony wiht
the speaker's speech. This appears to be a form of entrainment since there
is no discernible lag even at 1/48 second....It also appears to be a universal
characteristic of human communication, and perhaps characterizes much
of animal behavior in general. Communication is thus like a dance, with
everyone engaged in intricate and shared movements across many subtle
dimensions, yet all strangely oblivious that they are doing so."
(Leonard 2006)
Looking at the relationship between playing video games and having conversations,
one can see how natural it is to let the subconscious control our rhythms.
Approaches
Unlike sound art installations, which are almost always designed to reach
awareness on a subliminal level, interactive music systems should grab
the attention of the user. It must have high entertainment value in order
to sustain human involvement, and in order to make the device accessible
to a wider audience, the interface and functionality should be easy enough
for novices to grasp. For kids especially, the device should be safe and
able to withstand a bit of abuse. What is particularly tricky for the
artist, is coming up with a device that is familiar enough to invite the
users in, and mysterious enough to keep them.
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Instant City |
Two German researchers named Sibylle Hauert and Daniel Reichmuth, have
blurred the lines between gaming, musical performance, psychology, and
sculpture with a tangible musical interface called "Instant City".
When unattended, Instant City is a slick looking glass table with rows
of translucent plexiglass blocks around the outer edges. In actuality
the table is waiting for visitors, for if someone enters the room, it
slowly illuminates and radiates sound. By carefully placing the translucent
blocks on the table, architecture can be built, and as this is done, a
melody forms. An array of sensors in the table watches the spotlight above
and each time a block is placed on top of the sensors, a change in brightness
and form is detected. A computer translates this sensory data into a musical
sequence. It can sense how high buildings are, their shape, their relative
positions and the order in which each block has been placed.
Apparently a social music building game called "automat" can
be played with this table. The information I have found about it is so
esoteric, I am not sure if something has been lost in the English translation,
but it sounds intriguing nonetheless:
"Inevitably a dialogue situation develops, the action on the table
transforms itself into a reaction to what the others do. Although there
isn't actually a possibility to play against one another, still aesthetic
differences can become visible on the game board in the same way as the
different personality structures do. Suddenly there could be leaders who
want to build up high – or saboteur whose structural intention is
to disrupt or destroy. The music suddenly plays the role of a commentator
or also a referee, who through sounds remarks upon the single acts. With
instant city an "instrument" has been created that can enliven
a space and the events in it on a variety of levels." (Hauert, Reichmuth
2006)
Some artists utilize existing interactive devices as the functional framework
such as cell phones, iPods, and portable game consoles. Toshio Iwai, a
world-renowned multimedia artist from Japan, created Electroplankton for
the Nintendo DS; game, musical instrument, and touchable media art all
rolled into one. The artist has used this pocket-sized game console to
create a museum of ten interactive multimedia projects. Each of the ten
modes, called "planktons" feature interactive floating creatures,
and by tapping and rubbing them directly on the screen, animations, tones,
musical sequences, and rhythms are created. The graphics are wonderfully
minimal, but full of life and personality. Some planktons offer game-like
objectives, but it is harder to call this software a game more than a
musical instrument. The sounds beg to be recorded and mixed. This is a
creative tool, free of branding and violence. Since there are not any
clear goals to Electroplankton, it tends to confuse and repel many consumers
who are more accustomed to interacting with traditional games. However,
the fact that interactive art has been introduced to gamers by a major
manufacturer is very encouraging.
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SoniColumn |
Interactive music devices can also be deceptively simple in functionality,
consisting of nothing more than household objects, and sensors. Jin-Yo
Mok, a student of Harvestworks in New York, has been experimenting for
years with interactive art based around music boxes. His interactive music
installation, unambiguously named Music Box, is made from a large antique
music box with a handcrank connected to a laptop. The pins on the cylinder
have been replaced by white LEDs, and the teeth (the metal keys, plucked
by the pins) have been replaced by photo sensors. The laptop's screen
presents a rectangular grid, representing the cylinder, unwrapped into
2 dimensions. To sequence the Music Box's melody, one simply draws shapes
on the grid with a mouse, thereby turning on the appropriate LEDs on the
cylinder. When the crank is turned, the cylinder turns and a synthesized
melody is heard. Based on this idea, Jin-Yo Mok's recently completed SoniColumn,
another interactive music installation. This time he used a 7 foot tall
vertical aluminum column with blue LEDs, which can be turned on and off
simply by touching the lights. The crank mechanism is still included,
but the personality of SoniColumn more deeply futuristic than its wooden
parent.
Although Music Box is interactive, it offers direct control over the
arrangement versus having an engine affecting the music in response to
input stimuli. This is a different kind of experience, more akin to live
performance, where the functionality of the device is exposed, and the
human mind plays the role of software algorithms. Some people may feel
less inclined to interact with such a system, as it clearly advertises
its functionality, and does not embrace unique secrets. Having some form
of interactive engine makes the device even more interesting, because
we then gain the ability to speak with it and uncover hidden behaviors.
In Composing Interactive Music, the author starts his book by describing
the value of discussions: "Nothing is more interactive than a good
conversation: two people sharing words and thoughts, both parties engaged.
Ideas seem to fly. One thought spontaneously affects the next. Participants
in conversation assume much past experience and find excitement in shared
experience. Conversations stay within a consistent context that creates
a feeling of mutual understanding without being predictable." He
goes on to compare conversations to human-computer interactivity, and
says, "Interactivity comes from a feeling of participation, where
the range of possible actions is known or intuited, and the results have
significant and obvious effects, yet there is enough mystery maintained
to spark curiosity and exploration"
Naoko Kubo, Ken Matsunaga, and Kazuhiro Jo, from the Kyushu Institute
of Design have created a Teething-ring Sound Instrument (TSI) for babies.
The instrument consists of a teething ring that is connected to an airline
hose, which is connected to a pressure sensor. The sensor is converted
to a MIDI signal and sent to MAX/MSP which runs the electronic instrument.
"Pitch corresponds to the change of the sucking pressure. When the
teething ring is strongly sucked, a higher note rings. The “basic
part” consists of a simple 3 note C-major chord played melodically
in the form of a simple musical scale. This is something the baby can
identify and enjoy. In expansion part, the note changes with every suck.
When the suck is repeated, ascent, descent are repeated. The change of
the notes can be enjoyed even by the reflexive sucking motion. Therefore,
this is ideal for use from the baby’s initial stage of growth."
(Kubo 2001)
Interactive devices are best able to encourage interaction when they
strike a balance between familiarity and abstruseness. At the same time,
if it is overly perplexing, curiosity is diminished. We are born with
these behaviors and they form the basis for learning. Babies learn more
by being exposed to a balance of new and familiar things, because they
are less able to filter out events taking place around them. Too much
stimulation will cause them to defocus, but too little will stifle their
desire to examine things. Adults require a similar equilibrium, which
is recognizable in music, film, and social connections. A friend that
shares a common interest helps us feel grounded, but if conversations
with them fail to bring about new and stimulating experiences then we
may not desire to converse with them any longer. Music and films are designed
to fit into genres because people are more apt to buy things that are
familiar. However, if the work is overly stereotypical, offering no new
spin on the familiar style, then it is almost guaranteed to fail.
Input Mechanisms
Sensors form the path between the mind and music. In most cases they
are hidden from view, and are quite simply a way to transform some form
of energy into music. The sensor, when activated, sends a control signal
to the interactive engine, such as a synthesizer running in a MAX/MSP
environment. The focus is on non-conventional approaches at controlling
interactive engines, such that people can interact freely without needing
to be musically or rhythmically disposed.
Kit-Based Systems
A project kit would be the preferred way of designing a MIDI controller.
If there is a commercial part that does the job, there is no need to re-invent
the wheel.
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The I-Cube "Digitizer" |
I-CubeX offers an enormous range of sensors allowing one to build a custom
MIDI control system using almost any force imaginable. The sensors transmit
0-5 volt signals which, using one of their MIDI to voltage converters,
are transformed into MIDI data. They sell a number of starter systems
which include the essential components, but the fun really starts when
designing custom kits. There are over 40 types of sensors to choose from
that can measure light, sound, heat, air pressure, magnetism, muscle tension,
distance, acceleration, and direction to name a few. They also sell actuators,
like lasers and infrared beams, which can be used in combination with
the sensors to form advanced triggering mechanisms, such as the impressive
laser harps featured in many of Jean Michelle Jarre's concerts.
The sensors and actuators connect directly to the "Digitizer",
a pocket sized analog voltage to MIDI interface, with 32 DC inputs, 8
DC outputs, MIDI in, and MIDI out. The MicroDig is a cheaper solution,
offering 8 DC inputs, one MIDI output and is about the size of a lipstick
case. There is also a wireless version of the MicroDig.
Each device includes extensive documentation, including bug reports,
and even some recommendations about what other modules work well with
it. By combining any of these devices together it is possible to create
some very powerful controllers. The individual parts are fairly expensive,
but in the possibilities are impressive. For researching and developing
MIDI controllers, the kit-based approach is both convenient and powerful.
IBVA (Interactive Brainwave Visual Analyzer)
"The IBVA has been acclaimed throughout the world as a superior
device, from professionals to really weird people." - ibva.com
IBVA Technologies has been around since the early 80's, developing a
brainwave-to-voltage device which can easily send MIDI data using their
software expansion package "Brain2MIDI." By using a wireless
headband, a base station, and Brainfire Launcher software, users can create
low resolution data streams, via electrical activity in the brain, and
with Brainfire, assign that data to any desired function, such as controlling
visual effects and playing games. Apparently they've had a hard time promoting
this technology. They devoted a lot of website space to explaining the
difficulties they have had with being ridiculed and ignored by the press.
Their image gallery shows pictures of many famous musicians using it,
such as Billy Idol, YMO, Deee-Lite, and Laurie Anderson.
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An IBVA system |
I can find no information on the effectiveness of IBVA as a MIDI controller,
but there are several creative people out there putting it to interesting
use.
A German performance group uses brainwaves in their performance called
"Braindance." Hinterberger, a German Doctor, has created a "Thought
Translation Device (TTD)" that allows for translation of thoughts
into sound and music using an electroencephalogram. A dancer is wired
to a computer, and dances in real-time to music generated from her own
brainwave patterns. Hinterberger says,
"By presenting the live music of selected brain rhythms to the dancers
they can empathise with those rhythms and interact with them in a closed
feedback loop. A braindance performance is an artistic presentation of
the hidden harmonic and chaotic spiritedness of our brain by sound and
dance." (Ascott 2006)
Miya Masaoka is a sound artist and musician from San Francisco area.
In her fascinating installation entitled "Pieces for Plants",
she has attached IBVA electrodes to the leaves of a climbing Philodendron.
A performer interacts with the plant, which stimulates it into different
physiological states. The software analyzes the plants response and which
is transformed into a MIDI signal and sent to a synthesizer, which allows
it to play music. In an alternate version of the piece, the plant collaborates
as a soloist in a string ensemble. On her website, Masaoka comments about
response to this work:
"The audience members — including children — seemed
to have a special attraction to the project. A common response to the
piece by audience members was a desire to talk about their relationship
and experiences with plants during their lifetime, and things they had
noticed which gave them an inkling that plants had extraordinary capabilities
and awareness beyond what was normally attributed to plants. The piece
evolved into really being about the people, their personal stories with
plants, and I realized that I was brushing the surface of a deeper questions
— our complex role as humans in a diverse, inter-dependent biological
environment, and the potential for communication with plants that has
not yet been discovered" (Masaoka 2006)
Mocap Suit
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The Gypsy MIDI controller |
Sonalog, a maker of motion capture rigs (commonly referred to as mocap),
has recently released an upper body MIDI control suit. Animators use mocap
devices to record body movements in the form of data streams, which can
then be used to animate digital characters for film and video games. There
are two types of mocap rigs. The most elaborate one requires the actor
to wear a pattern of reflective tags which are then tracked by a frame
of sensors. With this system, the actor can move about freely within the
frame, the one drawback being that if any of the tags are occluded from
view, then the data stream needs to be edited. The other kind of rig is
mechanical, where the actor wears a suit of physical controllers that
track joint rotation of the arms, torso, neck, legs, and feet. This type
is a little more problematic in that the person's movement is restricted
by the suit, but they are not confined to staying within an enclosed performance
space. The Gypsy MIDI suit is the mechanical type, with a very futuristic,
robotic look.
The MIDI suit is basically just the arm portion of their full-body Gypsy
5 system. Each arm includes 6 rotation sensors that send raw data out
a MIDI cable or through an optional wireless transmitter. One can purchase
either one or both arms. It comes with a software package called "Exo"
, written in MAX/MSP, that can be used to calibrate the system, process
the raw data into notes, and remap or reassign controllers.
A review about this controller was featured in the October 2006 issue
of Sound on Sound. The reviewer felt that because of the lack of visual
feedback, like on a tabletop device with knobs and LED readouts, it is
hard to know exactly what data the controllers are sending out at any
given time. He called upon the opinions of some professional dancers and
they immediately commented on how restricted their movement felt. Other
than that the suit and software functioned without any major problems.
The reviewer's main conclusion is that the suit is powerful and a lot
of fun, but its full potential can only be determined by what is done
with it.
There is great potential in this device, even just the idea behind making
sound from bending and rotation. For example, a flexible sculpture could
be designed that includes a hidden arm inside which could alter the sculpture's
shape, the shape of the sculpture could then form music. It would possible
to create a large amount of joint controllers using cheap potentiometers.
So, rather than just one series of joints, the sculpture could include
a number of spider-like armatures. An interface that requires such simple
interaction, which is capable of sending out complex steams of data is
appealing to me. It's simple enough for a child to use, and powerful enough
to be the foundation of an expressive instrument.
Emotional Controllers
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Brendan Walker, wearing
the prototype equipment |
An engineer named Brendan Walker has been researching devices that can
measure a persons emotional state. On October 17th 2006, in his Thrill
Laboratory exhibit at London's Science Museum, volunteers rode on fairground
rides while monitored with an ECG to measure heart rate, a camera to monitor
facial expressions, and an accelerometer that measured the G-force that
their bodies were subjected to.
Steve Benford, of the mixed reality lab at the University of Nottingham,
says, "We will be able to see if bio-signals reliably map onto the
subjective experience of thrill. The key question is to understand the
reliability and predictability of the thrill experience. The data can
then be used as an analytical tool to design more-immersive rides and
games, so-called "real-time adaptive spaces".
Walker said, "Consider a fairground Waltzer. The ride operator watches,
and listens to his riders. He'll turn up the music and spin the chairs
if he's not getting shrieks of delight. But he'll also make the ride go
slower if younger children are looking scared. Thrill Measuring Devices
could take the place of the ride operator, and be used to automatically
tailor each ride experience to the sensibilities of each rider."
- we-make-money-not-art.com
For now, emotional controllers are on the up-and-coming technologies
list. If people have to wear cameras on their heads, and all sorts of
wires, the technology will remain at a distance. A better place to start
would simply be to incorporate personality profiling into the software,
in an effort to determine reactions based on individual traits. If an
interactive device functions in a way that it can learn about the behavior
of the user, then it could better determine what type of experience they
would like to have, just like we can cumulatively teach SPAM filters what
type of email is junk.
SoundBeam
"Profoundly physically or learning impaired individuals
can become expressive and communicative using music and sound. The sense
of control, agency and independence which this provides can be a powerful
motivator, stimulating learning and interaction in other areas."
- soundbeam.co.uk
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The EMS Soundbeam system |
Soundbeam is a controller that translates body movements into sound by
using distance sensing technology (like bat sonar). The system uses two
sensors which send very short 50KHz tone bursts into the air and then
listens for variations in the detected response. Proximity, distance,
and velocity are then collectively transformed into a control signal which
is finally sent back out as a MIDI signal. The sensor beams are about
20 feet long.
There are a number of installations that use SoundBeam systems as an
interactive interface. Among the most interesting ones is a display called
Dark Matter. In 1998, at the New York Hall of Science, Paul Friedlander,
a British light sculptor, designed a 27 foot tall tower of colorful spiraling
light. In order to do this, a very high frequency multicolor strobe light
was projected onto a swirling vertical rope. Through an optical trick,
the projected light formed streams of animated colors that seemed to be
suspended in mid air. Two SoundBeam sensors allowed viewers to effortlessly
change the shape and color of the enormous sculpture. A deep humming sound
was created by the vibration of the rope, which also changed in relation
to spectator movement.
In a Sound on Sound review, the reviewer said that "It is literally
possible to play a MIDI instrument just by facial activity, using your
mouth and slight movements of the head." Because of their sensitivity
and accuracy, these systems have been used extensively with immobilized
individuals. Even the most severely disabled can perform on the Soundbeam
independently.
Exit
Interactive music is in an infant stage right now, but it is on the verge
of a renaissance. Already, some bands are selling their music on DVD's
that include specialized software for remixing their songs. Adaptive game
music is starting to become more popular with the recent influx of music
games, but the real potential will be unleashed by multimedia artists
such as Toshio Iwai, who breaks the rules. Some of the most interesting
interactive sound devices are emerging from students and researchers.
Not too long ago, if you wanted to build your own instrument you had to
start from scratch and etch your own circuits. Now that there are so many
projects going on in the field of interactive technology, there are commercially
available kits and specialized software that expedite the process of getting
the project going. Now we don't have to concentrate as much on the technology,
as the application of it.
An annual conference in Whales called "Consciousness Reframed",
brings together over one hundred interactive artists to present and discuss
technology that models the mind. This is evidence that we are beginning
to fuse more internally with computers. We should ask ourselves why we
are on this journey to synthetic perception. The pattern of technological
interactivity is imprinted within human awareness. We feel at peace with
technology when it becomes an extension of our mind and this entwinement
that humanity has with computers is going to deepen as we learn more about
ourselves. It is a symbol, or reflection of our inner growth and creativity.
Some people may focus on our interdependence with computers and see a
path towards a technological "singularity", the theoretical
point when technology advances so fast that machines self replicate and
devastate the earth. Instead, we are developing technology such as video
games, interactive music controllers, and artificial intelligence because
it helps us understand the inner architecture of our consciousness and
its outward expansion.
Cited Works:
Ascott, Roy. "Consciousness Reframed: art and consciousness in the
post-biological era (Abstracts.)" (2006) pag.18. Online. Internet.
Available: www.planetary-collegium.net
Ascott, Roy. Telematic Embrace: Visionary Theories of Art, Technology,
and Consciousness. University of California Press: Berkeley 2003
Dahl, Lynda Madden. Ten Thousand Whispers. Woodbridge Group: New York
1995
Hauert, Sibylle. Reichmuth, Daniel. "Instant City." Aminima.
(2006): n.pag. Online. Internet. Available: www.aminima.com
John, Michael. "Why are Music Games so Big?" Method Games (2006):
n.pag. Online. Internet. Available: www.methodgames.com
Kubo, Naoko. "TSI (Teething ring Sound Instrument)." Kyushu
Institute of Design. (2001) pag.1. Online. Internet. Available: www.delivery.acm.org
Kutay, Steve. "Get in the Game." Remix. (2006): n.pag online.
Internet. Available: www.remixmag.com
Leonard, George. The Silent Pulse. Layton: Gibbs Smith, 2006
Masaoka, Miya. "Brainwaves & Plants." (2006): n.pag. Online.
Internet. Available: www.miyamasaoka.com
"René Descartes." Wikipedia. (2006): n.pag. Online.
Internet. Available: www.wikipedia.com
The Matrix. Dir. Andy Wachowski and Larry Wachowski. Warner Bros. 1999
"Welcome to the IBVA System!" IBVA (2004): n.pag. Online. Internet.
Available: www.ibva.com
"Soundbeam for special needs and music therapy." (2006): n.pag.
Online. Internet. Available: www.soundbeam.co.uk
"Thrill Laboratory." (2006) n.pag. Online. Internet. Available:
www.we-make-money-not-art.com
Winkler, Todd. Composing Interactive Music. MIT: Cambridge. 1998
Wolf, Mark J.P. The Video Game Theory Reader. Routledge: Routledge 2003
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