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Hitting
the Right Note:
Interacting with Music through Computers
David Jennings
The discipline of Human-Computer Interaction first developed to deal
with applications of computing that are qualitatively different from
making and hearing music. The grammar of the interactions in improvising
jazz, or, say, composing a "bedroom techno" dance track, are
not something you can imagine capturing easily through task analysis.
The goal- and task-driven model of interaction - or even later variants
such as "Activity Theory" - cannot comfortably be applied
as an account of artistic activity. So what can HCI tell us about music
technology, and what can music technology tell us about HCI?
This article is loosely based on work commissioned by the developers
of the National Centre for Popular
Music (NCPM), a visitor attraction which plans to open in Sheffield
in early 1999 and is constituted as an educational charity. The NCPM
aims to celebrate one of the most influential and popular artforms of
the twentieth century, through a partnership of entertainment and education,
creativity and technological innovation.
This work has surveyed the range of new music technologies available,
and assessed their potential applications within the Centre's range
of exhibits. This article is a more theoretical review of existing and
potential applications.
Developments in Music Technology
The development of computer power to the point where musical signals
can be processed in real time has generated a rapid growth of software
tools and games that offer ways of making music unlike any available
before. My research has covered a range of overlapping applications,
as shown in Figure 1.
Novel instruments, based on musical instrument digital interface (MIDI)
technologies, are being developed in a number of research centres, such
as the Studio for Electro Instrumental Music (STEIM) in the Netherlands
and the MIT Media Lab. MIDI enables any kind of movement or signal to
be converted into sound production or manipulation. One example is STEIM's
"Sweatstick" - a one meter aluminium stick with a stiff spring
in the centre, and two gliding keyboard pads attached around the stick.
Performances are a variety of martial arts, dancing with a broomstick,
praying and playing the guitar. Other examples allow video signals -
say, from a dance performance - to trigger musical sounds. There are
also many applications which allow people with disabilities to make
music, by requiring forms of input other than the dexterity or mobility
that traditional instruments involve. The possibilities for redefining
the composer-music-performer-listener relationship can be quite profound.
New technologies have also supported the growth in sound environments
and "soundscapes" - the aural equivalent of immersive virtual
reality or an IMAX cinema. MIT Media Lab's Tod Machover is one of the
best known exponents. His recent "Brain Opera" multimedia
event included a large interactive display, responsive to crowd presence
and movement, placed outside the main performance theatre to reflect
on-site and Internet activities. There was also an "Experience
Space" made up of a maze of interactive music/image experiences
with titles like "rhythm tree", "harmonic driving",
"gesture wall" and "melody easel" which could be
explored at will, including the connections between them.
For thousands of years the relationship of input to output for musical
instruments has been physically constrained. The affordances of instruments
were all some variation of strumming, banging, blowing or bowing. The
input/output relationship has become gradually more malleable with the
coming first of electric amplification and effects, then analogue and
digital synthesisers, and finally MIDI and Digital Signal Processing.
It is now possible to aim for more "direct" means of controlling
sound and music, as well as methods which are extremely complex or abstract.
An example where the former approach can be useful is in educational
applications, where people can model effects of "input" on
musical "output" in order to understand better the relationship
between the two. SYnthia is a computer-assisted learning package, developed
at the University of Huddersfield, which enables students to learn the
principles of sound synthesis through text and diagrams on screen. They
can then hear and manipulate sound examples in real time. Graphic controllers
allow students to shape sounds that are produced by a synthesiser. The
developers claim that, since learning is directly related to the immediate
experience of putting theory into practice, the process is more meaningful
and more memorable.
The separation which new music technologies achieve between input and
output opens up a new space for music production, manipulation and re-production,
which can be filled in many different ways. The resulting possibilities
for changing how we think about composing and listening to music are
the focus of much of the rest of this article.
Reengineering Musical Activity
In his recent article, Music and technology : the composer in
the age of the Internet , Stephen Deutsch writes:
The process by which most of the music I write is composed, and the
process towards which computer assisted composition is biased, centres
upon the ear. Typically, a composer plays - improvises the music -
for as long as s/he wishes, listens and then edits the music. Such
postponement of the judgmental process is central to the process.
By composing the sounds before the notation, or by eliminating
notation entirely [as new software tools allow], composers find their
music changes radically. With absence of notation, elements of musical
style which are system driven begin to lose their appeal More importantly,
the use of this technology shifts the locus of significant activity
from the composer's intentions to the listener's perceptions.
As well as affecting composers, the mediation of technology can also
have a direct impact on listeners. For example, many of the tracks on
the multimedia part of the Header #1 CD Plus (see review
in this issue) do not exist in any definitive "composer's cut"
version (although composers, performers and producers have been involved
in the production). Exactly how the track sounds depends on the state
of the system at the time I "launch" it, and then on various
simple actions I make with the mouse. The "locus of significant
activity", as Deutsch calls it, is again shifting between listener
and composer/producer.
These are two examples of a wider range of tools for making music, that
can be divided into the following overlapping categories:
"Generative" composition tools - Recently
publicised by Brian Eno who has brought out a floppy disk of generative
compositions which never sound exactly the same twice, but are grown
out of Eno's compositional "seeds" at playtime. Other examples
include the PushBtnBach and CyberMozart MIDI
software packages which use algorithms to generate compositions in the
styles of these composers.
Mixing simulations - Of which there are a wide range
of examples, from industrial strength tools like Logic Audio
and Music X to games and toys like Mixman
and frEQout , which allow the user to mix elements from
the latest dance music genres. In between, there are more educationally-inspired
tools like Roland's DoReMix , which enables non-musicians
to "compose" and arrange music in a variety of styles without
any use of notation.
Automated improvisation - A much less well-developed
field, which combines elements of both generative composition tools
and the "listening" abilities of intelligent accompaniment
systems.
"Intelligent" accompaniment - Intelligent
Accompaniment is actually a trademark of Coda Music Technology, whose
Vivace product listens to and follows a soloist's tempo
changes. It can be set to allow the soloist varying degrees of freedom
for musical interpretation.
Music notation tools - music notation software assumed
that composers want to use and generate traditional format scores for
their music (unlike the tools discussed by Stephen Deutsch at the beginning
of this section). Systems like Sibelius 7 allow composers
to either write or amend a score, and then hear what it sounds like
when played through MIDI. Or they can play music from a MIDI keyboard
into the system, which will then generate the score for that music.
Online jamming - On line jamming is CSCW for musicians,
taking advantage of that fact that, while CD quality sound requires
an enormous number of bytes per second, MIDI control instructions do
not.
While these categories are flexible and overlapping, it is possible
to characterise some of the differences between them in terms of the
control over musical content which they afford, and the degree of interactivity
they offer (though this immediately reveals that interactivity is not
a single dimension: it comes in different flavours).
Modelling Creative Activity
Ten years ago, Donald Norman's framework of the "gulfs
of execution and evaluation" between the psychological world (what
people want to do) and the physical world (their progress in doing it)
gave us a powerful framework for thinking about human-computer interaction.
The design philosophy that came out of this was geared to bridging these
gulfs as quickly, comfortably and effectively as possible: designing
tools to get things done. The aim of design was to make it easier to
go from formulating intentions to putting them into action through the
technology, and to make it easier to interpret and evaluate the "outputs"
from the technology. But in music, the composer's intentions and judgement,
and the listener's interpretations are not a means to an end - they
are everything there is . It is not a case of making it
easier to get things done - more a case of enriching the experience
of doing things.
Arguably, the rigidity of distinctions between composer, performer and
listener has only hardened this century following the development of
recording technology. However, new technologies are certainly breaking
down these distinctions again. The bare bones of making music can now
be made very simple: the aesthetics of major elements of music seem
to be more tractable to algorithmic representation than in other artforms.
As it becomes easier to automate the physical process of making music,
more people are shifting their focus to a broad range of re-mixing activities.
They take a "raw" piece of music, interpret it aesthetically
and then modify it with various treatments. This is something that composers,
DJs in dance clubs, and now listeners with technologies like the Header
CD-ROM all have in common.
Just as the definition of intelligence has been reframed in the light
of what artificial intelligence can and cannot do, the essence of music
may become defined by what the technologies cannot do. As harmony, rhythm
and tempo can be turned into algorithms and computed, music composers
may turn to the currency of more abstract textures and soundscapes that
are harder to "automate". One of the hardest musical forms
to automate should be the group improvisation, because it involves a
complex mix of cognitive processes
- listening to music and interpreting what you hear
- using this interpretation to frame your own spontaneous composition
- playing this composition
(The complexity is amplified if we accept improvisers' experience that
these are not sequential processes, but are all bound up together.)
Technologies for intelligent accompaniment and generative composition
can emulate some of these processes but not all of them together. And
group improvisation is more than just stitching them together. It may
involve complex social interactions between musicians which are not
solely musical. Working on the premise that this process may be similar
to the negotiation of turn-taking in conversation, Bill Walker at Apple
has developed a research prototype, known as ImprovisationBuilder
, which models how jazz players trade solos between each other. Walker
seeks to apply some of the findings from conversation analysis studies
to improvisation, in the same way that they have been applied to more
traditional HCI domains. These models appear to work reasonably well
in contexts where the musical rules are quite tight. So ImprovisationBuilder
might work well for the bebop jazz - where the sequence of head, soloing
and trading fours is fairly fixed. It is less clear how you would model
the freer mutations of jazz and other improvisational forms that have
evolved since the '60s.
Future Directions
Music technology is currently confined to a small range of
applications and outlets, and poses little threat to established traditions
of musical activity. But new ways of thinking about music and composition
are already creeping in at the margins - the DJ remix culture or dance
music being the most obvious example. Rave culture has already found
applications for technologies that create synaesthetic cocktails of
music and graphics. The new "crossover" technologies like
the Header CD-ROM are extending these trends, and also
providing new means to reframe the experience of listening (actively)
to music. Their use of graphic manipulation to give the listener varying
degrees of control to modify the music points to future instruments
which might be genuinely worthy of the term "multimedia".
Instead of audio and graphics running in parallel but independently,
we may be able to talk about "painting with sound" as a reality
rather than a metaphor. This would be one of a wide range of tools aimed
at a spectrum of musical contexts, requiring varying kinds of compositional,
arrangement and production skills from users. They may also require
new ways of thinking about interaction with technology.
Resources
Research and Development
Centres
Birmingham Electro Acoustic Studio (BEAST) - http://sun1.bham.ac.uk/a.j.moore/docs/beast2.html
Centre for New Music and Audio Technologies, Berkeley, California -
http://www.cnmat.berkeley.edu/
Studio for Electro Instrumental Music (STEIM), Netherlands - http://www.dds.nl/~steim/
MIT Media Lab, Brain Opera - http://brainop.media.mit.edu/
Music Technology Group, University of York - http://www.york.ac.uk/inst/mustech/
Electronic Studio, University of Leeds - http://www.leeds.ac.uk/music/Studio/es.html
Institut de Récherche et Coordination Acoustique/Musique - http://www.ircam.fr/
Music Technology
Products
Generative Music: SSEYO's Koan software - http://www.sseyo.com/
Header - http://www.tui.co.uk/header/
AudioROM - http://www.audiorom.com/
Modified - http://www.compulink.co.uk/~modified/
MixMan - http://www.mixman.com/
Music Technology
Theory
Algorithmic Composition - http://www.bath.ac.uk/~mapjll/algo-comp.html
ImprovisationBuilder - http://www.atg.apple.com/personal/Bill_Walker/
MIDI
Introduction into MIDI (by Eric Lipscomb) - http://www.eeb.ele.tue.nl/midi/intro.html
Interactive MIDI environments: iCube - http://www.infusionsystems.com/
; Resrocket - http://www.resrocket.com/
; comMIDI - http://www.voicenet.com/~bkirsch/comMIDI.html
Other References
Axel Mulder's list of web pages (HCI, music and much more besides -
recommended!) - http://fas.sfu.ca/cs/people/ResearchStaff/amulder/personal/
webpages.html
Deutsch, S. (1996) The Composer in the Age of the Internet (http://mac.bournemouth.ac.uk/dms/articles/art1.html)
Norman, D. A. (1986). Cognitive engineering. In D. A. Norman & S.
W. Draper (Eds.), User centered system design: New perspectives
on human-computer interaction . Hillsdale, NJ: Erlbaum Associates.
Copyright
© David Jennings
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