Gamelunch is a sonically augmented dining table that exploits the power and flexibility of physically-based sound models towards the investigation of the closed loop between interaction, sound, and emotion.
Continuous interaction gestures are captured by means of contact microphones and various force transducers, providing data that are coherently mapped onto physically-based sound synthesis algorithms. While performing usual dining movements, the user encounters contradicting and unexpected sound feedback, thus experiencing the importance of sound in the actions of everyday life.
This according to “Gamelunch: A physics-based sonic dining table” by Stefano Delle Monache, Pietro Polotti, Stefano Papetti, and Davide Rocchesso, a paper included in Proceedings of the 33rd International Computer Music Conference (San Francisco: International Computer Music Association, 2007, pp. 41–44).
Above and below, Gamelunch in action.
SMUG is a system for generating lyrics and melodies from real-world data, in particular from academic papers.
The developers of SMUG wanted to create a playful experience and establish a novel way of generating textual and musical content that could be applied to other domains, in particular to games.
This according to “SMUG: Scientific Music Generator” by Marco Scirea, Gabriella A. B. Barros, Noor Shaker, and Julian Togelius, a paper included in Proceedings of the Sixth International Conference on Computational Creativity (Provo: Brigham Young University, 2015, pp. 204–211).
Many thanks to Improbable Research for bringing this to our attention! Above, an excerpt from the score generated from Charles Darwin’s On the origin of species by means of natural selection. Below, an app that generates music from barcodes.
Folkways in Wonderland (FiW) is a cyberworld for musical discovery with social interaction, allowing avatar-represented users to explore selections from the Smithsonian Folkways world music collection while communicating through text and audio channels. FiW is built on Open Wonderland, a framework for creating collaborative 3D virtual worlds.
FiW is populated with track samples from Folkways Recordings. Since acquiring the label in 1987, Smithsonian Folkways has expanded and digitized the Folkways collection while enhancing and organizing its metadata, all of which are now available electronically.
FiW is collaborative: multiple avatars can enter the space, audition track samples, contribute their own sounds (speech or other) to the soundscape, and also communicate through text chat. Nearby users can hear music together, as well as hear and see each other. Wonderland also provides in-world collaborative applications, such as a shared web browser or whiteboard. Thus users are provided with a real-time, immersive, audiovisual representation of the virtual sociomusical environment, together with multiple means of communicating within it.
This according to “Folkways in Wonderland” by Rasika Ranaweera, Michael Frishkopf, and Michael Cohen (Sound matters 3 March 2015).
Above, a screenshot of a typical session (click to enlarge); below, a brief demonstration.
In 2014 transcript Verlag launched the series Musik und Klangkultur with Musik—Raum—Technik: Zur Entwicklung und Anwendung der graphischen Programmierumgebung Max.
The book discusses the visual programming language for music and multimedia known as Max. After over two decades of development and application, Max has become a sort of international lingua franca in practically-oriented music, art, and media institutions. A complete cultural-historical survey is presented, in which the software figures as the product of a specific sphere of aesthetic practice, which retroactively evokes innovative production structures. The focus of the analysis thus becomes the reciprocal influences of technological and artistic production.
Below, a demonstration of Percussa AudioCubes, an electronic musical instrument that allows users to create Max/Msp patches using an OSC server.
Die Lebensfreude is a pioneering piece of music composed with the aid of an amoeba-like plasmodial slime mold called physarum polycephalum.
The composition is for an ensemble of five instruments (flute, clarinet, violin, cello and piano) and six channels of electronically synthesized sounds. The instrumental parts and the synthesized sounds are musifications and sonifications, respectively, of a multi-agent based simulation of physarum foraging for food.
Physarum polycephalum inhabits cool, moist, shaded areas over decaying plant matter, and it eats nutrients such as oat flakes, bacteria, and dead organic matter. It is a biological computing substrate, and has been enjoying much popularity within the unconventional computing research community for its astonishing computational properties.
This according to “Harnessing the intelligence of physarum polycephalum for unconventional computing-aided musical composition”by Eduardo R. Miranda, an article included in Music and unconventional computing (London: AISB, 2013).
Many thanks to the Annals of Improbable Research for bringing this to our attention! Above, the co-composer; below, the work’s premiere.
The June 2013 issue of Journal of new music research (XLII/2) is a special issue devoted to computational ethnomusicology.
The editors, Emilia Gómez, Perfecto Herrera, and Francisco Gómez-Martin, explain that the term computational ethnomusicology is over 30 years old, but it has recently been redefined as “the design, development, and usage of computer tools that have the potential to assist in ethnomusicological research.”
Above, a diagram of the Tarsos platform from “Tarsos, a modular platform for precise pitch analysis of Western and non-Western music” by Joren Six, Olmo Cornelis, and Marc Leman (pp. 113–29). Below, a vintage computer cover of The house of the rising sun.