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	<title>Create Digital Music &#187; interaction</title>
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	<description>The latest gear, software, and techniques for electronic music production and performance</description>
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		<title>Music, Physics, Space in Perfect Fusion: Interview, Creators of Game Osmos</title>
		<link>http://createdigitalmusic.com/2009/09/24/music-physics-space-in-perfect-fusion-interview-creators-of-game-osmos/</link>
		<comments>http://createdigitalmusic.com/2009/09/24/music-physics-space-in-perfect-fusion-interview-creators-of-game-osmos/#comments</comments>
		<pubDate>Thu, 24 Sep 2009 16:33:53 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[ambient]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2009/09/24/music-physics-space-in-perfect-fusion-interview-creators-of-game-osmos/</guid>
		<description><![CDATA[ 
You&#8217;ll want superb music on loop, because it may &#8230; take some time to get out of this puzzle.
Musicians and artists now have the power to fuse visuals, sound, and interaction, to make a spectacle, an album, and a game all at once. But with the blank canvas of three different media before you, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images/2009/09/osmos1.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="osmos1" border="0" alt="osmos1" src="http://createdigitalmusic.com/images/2009/09/osmos1_thumb.jpg" width="580" height="435" /></a> </p>
<div class="imgcaption">You&#8217;ll want superb music on loop, because it may &#8230; take some time to get out of this puzzle.</div>
<p>Musicians and artists now have the power to fuse visuals, sound, and interaction, to make a spectacle, an album, and a game all at once. But with the blank canvas of three different media before you, what form should that fusion take?</p>
<p>Space shooters with pounding electronic beats behind them have cleared some of the way. Now it’s ambient music’s turn. In the game <em>Osmos</em>, you become a mysterious particle, floating amongst gravity wells in various fields of material. By carefully navigating, applying just the right vector force to move through the shifting landscape, you merge with other particles and escape to safety. </p>
<p><a href="http://www.hemispheregames.com/osmos/">http://www.hemispheregames.com/osmos/</a></p>
<p>The move from “shoot stuff” to “move” or “eat” seems to be rising in popularity, with games like fl0w and Spore’s initial “cell stage” encouraging nonviolent navigation. To me, there’s something happening to the <em>zeitgeist</em>, perhaps a renewed awareness of cosmic (micro- or macroscopic) being, and of movement that draws on free-floating physics.</p>
<p>Even amongst a wave of games in this mode,when you actually play Osmos, you realize that it is something different and special. The design makes ingenious use of different kinds of movement and pacing through its different modes, at one point calling upon you to hurtle around a black hole, then move at nearly imperceptible speeds through a seemingly impossible-to-traverse petri dish of massive particles. No less than a shooter, it connects to the id and survival instinct. <em>Pac-Man</em>, the most successful arcarde game of all time, and one of the few that sucked in men and women in equal measure, was noted for its emphasis on <em>eating</em> as the mechanic. Consuming stuff appeals to everyone.</p>
<p>Of course, this is on a music site, and with good reason: what makes Osmos work is that Osmos is musical. It’s immediately beautiful and delicate, a perfect aesthetic union of the texture of the music and the on-screen arrangements of particles. More importantly, the music is woven directly into game play, providing subtle cues for dangers, and underscoring the pace of gameplay. You can only solve a level by managing speed and motion, and the music helps provide both the literal indications of speed and help your head get into the right zone to lose yourself in the world. If blips in early arcade games helped create a zone of play trance, now we have spectacular ambient soundtrack of music by <a href="http://www.myspace.com/loscil">Loscil</a>, Gas/High Skies [<a href="http://microscopics.co.uk/">Microscopics</a>], <a href="http://profile.myspace.com/index.cfm?fuseaction=user.viewProfile&amp;friendID=71175222">Julien Neto</a>, and <a href="http://www.biosphere.no/">Biosphere</a>. </p>
<p>The music isn’t simply a beautiful soundtrack to the game. The game really feels like an extension of the world of the music. Put it all together, and something magical happens in this $10 game: you hear the music in a new way.</p>
<p>I spoke to the lead designer behind the game, programmer/animator Eddy Boxerman, along with musical-sonic collaborator Mat Jarvis aka Gas aka High Skies.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/biosphere.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="biosphere" border="0" alt="biosphere" src="http://createdigitalmusic.com/images/2009/09/biosphere_thumb.jpg" width="580" height="385" /></a> </p>
<div class="imgcaption">Osmos’ music reads like a who’s-who of intelligent ambient music, with artists like Norway’s Biosphere. Photo: Trine Falch.</div>
<p> <span id="more-7641"></span>
<p><strong>Peter: I found it amusing that some of the game press have stumbled around looking for a name for a new genre here, the &quot;eat other stuff&quot; category. To me, the basic game controls could be traced back to early titles like <em>Asteroids</em>. What are the games that have inspired you, either specifically or generally?</strong></p>
<p>Eddy: Some people are dubbing the gameplay type as &quot;eat &#8216;em up&quot;, as opposed to the classic &quot;shoot &#8216;em up&quot;. But it&#8217;s true, the physics/controls have more in common with classic games such as <em>Asteroids</em> and <em>Gravitar</em>. The only &quot;modern&quot; game that otherwise influenced me was <em>Katamari Damacy</em>. It&#8217;s funny: when I sent out the first prototype to friends, I was concerned they would think the game was too similar to <em>Katamari</em>. That&#8217;s when I heard about <em><a href="http://www.jenovachen.com/flowingames/flowing.htm">flOw</a></em>, which I&#8217;ve tried to steer stylistically clear of ever since. I guess it&#8217;s an archetype though, and the comparisons have been inevitable. As for <em>Spore</em>, Osmos was about one year into development when I saw the first preview footage of its &quot;cell stage&quot;. On top of that, I learned that Will Wright had hired Brian Eno to do the music! I definitely had a &quot;why should I bother?&quot; moment at that point. But here we are, a couple years later, and I think we&#8217;ve managed to put out a unique game with a great mix of gameplay, sound, and visuals.</p>
<p><strong>Peter: Ha – well, I’m glad you “bothered”! One thing that I think is really unique about Osmos is the gravitational mechanic. How did this come about?</strong></p>
<p>Eddy: I was (and probably still am) a sci-fi kid. And when I read about real phenomena like colliding galaxies, retrograde planets, and the like, my mind goes to stange and wonderful places. That said, the Spacecraft Dynamics course I took during my engineering degree definitely played a large part in putting those mechanics and levels together. Thanks, Professor Misra! :)</p>
<p><strong><a href="http://createdigitalmusic.com/images/2009/09/osmos2.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="osmos2" border="0" alt="osmos2" src="http://createdigitalmusic.com/images/2009/09/osmos2_thumb.jpg" width="580" height="455" /></a> </strong></p>
<p><strong>Peter: How are the physical mechanics of the game constructed? This is essentially two-dimensional vector math, yes? Were there refinements you needed to make in order to keep performance up, or to keep the levels playable?</strong></p>
<p>Eddy: That&#8217;s a big question! But yes, essentially it&#8217;s 2D vector math, though we make use of some 3D math (including quaternions) on the particle systems. The majority of the physics is quite simple though &#8212; first year bachelor&#8217;s stuff: F = ma, conservation of mass and momentum, gravitational laws, basic time integration, etc. We follow the spirit of the laws, but not always the letter. For instance, if you look at the Earth&#8217;s solar system in its entirety, you wouldn&#8217;t even see most of the planets; that doesn&#8217;t make for a very playable game though. As such, we took many liberties when it comes to scale, constants and exponents in the equations. The majority of the work was in the tweaking of those values to make the game /feel /good.</p>
<p><strong>Peter: How did you prototype the game? What was the process of evolution like? Were there any failed attempts along the way?</strong></p>
<p>Eddy: I put together the first prototype starting from a <a href="http://nehe.gamedev.net/">NeHe OpenGL tutorial</a>. I added some basic physics, mouse controls, some highly unoptimised collision detection code, and voila, I had something to play with. After that, I immediately integrated [cross-platform 3D audio API] <a href="http://connect.creativelabs.com/openal/default.aspx">OpenAL</a>, as the game was just begging for sound and music. I then hunted for some good sounds (discovering <a href="http://freesound.org">freesound.org</a> in the process), put together a simple looping song (my first rough and humbling attempt to create digital music), and sent it out to a few friends. I&#8217;ll make that version available for free someday&#8230; when I&#8217;m feeling brave.</p>
<p>As for failed attempts, there were tons of shelved experiments and features that were cut. One interesting problem was the difficulty curve of the gravitational levels. In fact, the first gravity levels looked a great deal like the &quot;Warped Chaos&quot; levels do today: several free-floating Attractors in a sea of regular motes. I found it incredibly difficult, however, to make a &quot;beginner&quot; version of those levels. If the gravity was too weak, the Attractors had little apparent effect; too strong, and the level became incredibly difficult. I stuggled with this for a long time, until I hit on the idea of putting one, immobile Attractor in the center, with everything else orbiting around it. This allowed for the creation of systems with strong gravity effects, but long-term stability. It seems so obvious now, especially given the example of our solar system, but it wasn&#8217;t back then. In the end, these are some of the coolest levels in Osmos &#8212; practically its &quot;signature&quot; level type. Moral of the story: necessity really is the mother of invention.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/kunchung.png" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="kunchung" border="0" alt="kunchung" src="http://createdigitalmusic.com/images/2009/09/kunchung_thumb.png" width="400" height="280" /></a> </p>
<div class="imgcaption">Hemisphere’s <a href="http://www.kunchang.net/">Kun Chang</a> has a resume that includes art direction and concept art for games (<em>Prince of Persia, Splinter CelI</em>) and games (<em>Gears of War</em>, <em>Unreal Tournament</em>) alike.</div>
<p><strong>Peter: What is the visual engine like? The sound engine?</strong></p>
<p>Eddy: As I mentioned, I bootstrapped from a NeHe tutorial, but that&#8217;s all been replaced at this point. It&#8217;s now a homegrown engine using OpenGL. It doesn&#8217;t make any use of pixel/vertex shaders, so it runs on a wide variety of hardware. The majority of our texture work is done in Photoshop.</p>
<p>[The sound engine is] a wrapper we&#8217;ve built around OpenAL. At a basic level, all we ever do is mix and adjust the gain and pitch of our sounds and music. This allows us to run on generic sound hardware. But we do make extensive use of those &quot;effects&quot;, and it&#8217;s possible to get a great deal of variety and feedback with them. In the end, it&#8217;s all about the quality of our sound sources, and the algorithms that adjust and smooth the gain and pitch of each.</p>
<p><strong>Peter: For pitch shifting, were you able to do that natively in OpenAL?</strong></p>
<p>Eddy: Yes, OpenAL supports pitch shifting at the software level. I ported our sound engine to use DirectSound at one point, and found that it&#8217;s pitch shift range is rather limited. We reverted back to OpenAL.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/daveatwork.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="daveatwork" border="0" alt="daveatwork" src="http://createdigitalmusic.com/images/2009/09/daveatwork_thumb.jpg" width="580" height="506" /></a> </p>
<div class="imgcaption">This is what indie game development looks like. Dave Burke left projects like Gears of War and Unreal Tournament to program the core of Osmos. And this is, I guess, biz-caz-Fri?</div>
<p><strong>Peter: One thing that really strikes me about the game that is its use of pacing. Even without the obvious technique of allowing the user to control speed, there&#8217;s this extraordinary contrast between levels that require you to move quickly, that require you to anticipate the rate of movement along a vector of other objects, or that require you to move almost imperceptibly slowly. Was this an early goal, or something that evolved out of developing the game concepts?</strong></p>
<p>Eddy: It evolved from the game concepts themselves. We tried to fully explore the fundamental controls and game space of Osmos, and converged on a number of interesting regions and structures that were fun to play with/in. Some people actually &quot;complain&quot; that the pacing of the game isn&#8217;t consistent across levels &#8212; some are fast, some slow &#8212; but that wasn&#8217;t our goal. In a sense, we&#8217;re merely presenting the results of a great deal of research and exploration into the space, with our sole requirement being that the levels are fun and interesting. We wanted it to be a game of concepts and understanding, not speed. The addition of time-warping allowed us to break free from that, expand our scope, and include a much larger variety of levels, as some have both fast and slow moments in them; we wanted the player to be able to control the pace and difficulty to their level of comfort.</p>
<p><strong>Peter: Connecting the action to music, how important is the use of music in conveying time?</strong></p>
<p>Eddy: I think pitch-shifting the music and sound effects helps players track time-warping in an inutitive way. Without these aural cues, the mental connection would be incomplete. That said, I sometimes test the game without sound, and it&#8217;s totally playable &#8212; just much less immersive.</p>
<p><strong>Peter: At what stage did you involve the musical element? How was that relationship established?</strong></p>
<p>Mat: Eddy first contacted me two or three years ago about using one of my tracks on Osmos (“Gas – Discovery”). He sent me a basic alpha version where the game was literally flat circles on a plain background, but even back then with the simple graphics and no sound it was compelling. I think it was at this early stage that I sent him a copy of another High Skies track, “The Shape of Things to Come,” which he also used a section from. It wasn&#8217;t too long later that he sent me a version of Osmos with most of the music that made it to the release version and it all just complimented each other beautifully.</p>
<p>Eddy has done a great job choosing music that compliments the game and graphics, and they also compliment the music. I think he&#8217;s done a great job overall as well, keeping his vision consistent for the look and feel of the Osmos world. Even though some of the levels are quite varied; some are quite chilled, others fast paced, nothing seems out of place. He has created a new world that&#8217;s both microscopic and macroscopic.</p>
<p><a href="http://createdigitalmusic.com/images/2009/09/gas0095.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="gas0095" border="0" alt="gas0095" src="http://createdigitalmusic.com/images/2009/09/gas0095_thumb.jpg" width="400" height="355" /></a> </p>
<p><strong>Peter: The musical and sound effect elements really do blend effortlessly. Mat, I know you made substitute sounds – how did this help blend the aesthetic?</strong></p>
<p>Mat: I made the rebound noise when you bounce off the walls/ boundary. The original sound was quite hard and metallic with a lot of reverb, and I suggested a softer echoey sound. There was nothing wrong with the original, but it made the boundary feel quite hard and cold like being in a metal tank. I sent Eddy some analogue samples, using a [vintage Roland keyboard] Jupiter 6 with varying delays/ echoes. Because the tones are so pure and tuned, Eddy pitched them slightly to fit with the various keys of the different music. </p>
<p>Eddy: In general, it was a matter of searching and experimentation for the &quot;right&quot; set of sounds that fit well together &#8212; which can be a lengthy but rewarding process. Once integrated, minor gain and pitch adjustments helped fit it all together.</p>
<p>Mat provided the bounce sound, as well as the continuous absorb/being-absorbed sounds. The other sounds were created/shared on freesound by the users Elektrocell, fran_ky and Jovica. (Check out the Osmos credits in the readme.html for details.)</p>
<p><a href="http://www.flickr.com/photos/sklathill/3386979773/"><img src="http://farm4.static.flickr.com/3567/3386979773_944b8217c9.jpg" /></a></p>
<div class="imgcaption">Eddy and design team member Andy Nealen (whose interests span physics and modeling) accept an award at the Independent Games Festival. Photo (<a href="http://creativecommons.org/licenses/by-nc/2.0/deed.en">CC</a>) <a href="http://www.flickr.com/people/sklathill/">Vincent Diamante</a>.</div>
<p><strong>Peter: I recently spoke to Crystal Method, and while they&#8217;ve done some notable game scores, they actually said they wouldn&#8217;t want their music to be placed in a game context at which the speed changed, that it&#8217;d lose something. This seems like the opposite of that. Now, maybe it&#8217;s easy to take for granted with ambient music as opposed to something beat-driven like Crystal Method, but do you think there&#8217;s something special that allows this music to be adaptive in that way?</strong></p>
<p>Mat: I think that in the right circumstances music with drums could work well and may even highlight the time-shifting more. Of course with the wrong game and wrong music it could sound terrible too.</p>
<p>Eddy: It&#8217;s a delicate issue. Out of the context of the game, I think it would seem wrong. There were also some pieces of music I tried which didn&#8217;t lend themselves well to this kind of manipulation, and which didn&#8217;t get included as a result. But with these songs, and everything working together in-game, I feel the whole experience is stronger as a result. I&#8217;m just glad Mat and the other artists agreed &#8212; or at least&#8230; didn&#8217;t object. ;-)</p>
<p><strong>Peter: Hey, I think if you can write music that sounds good played at a different speed, that’s nice. </strong></p>
<p><strong>Osmos seems to me a musical experience, in that the sense of the music is transformed by the visuals and the interaction with them. Do you think it&#8217;s possible that audiovisual interfaces could go even further in terms of their impact on the music? </strong></p>
<p>Mat: Yes, it almost seems as though Osmos creates a world for the music to exist.</p>
<p>I&#8217;ve always liked music visualisers like the <a href="http://createdigitalmotion.com/tag/processing.org">Processing</a> and Cymatics stuff, they&#8217;re quite compelling to watch how they react to the music, so it would be interesting to go the other way; by manipulating/ sculpting abstract shapes which then modify or even create sounds and music, especially using the new controllers like the Wii, [Microsoft’s] Project Natal and Sony&#8217;s Motion Controller instead of the mouse.</p>
<p>Eddy: I totally agree with Mat. Yes, please! More feedback between music, visuals and interactivity &#8212; in all directions. I&#8217;d love to experiment more on all of these fronts. In general, I think games such as Audiosurf and Auditorium, while great, have only begun to scratch the surface of what&#8217;s possible. Interactive musical &quot;toys&quot; such as [Nintendo/Toshio Iwai’s ]ElectroPlankton or <a href="http://www.infinitewheel.com/dubselector8.html">Dub Selector</a> are another great direction; and <a href="http://createdigitalmusic.com/2009/08/27/inside-the-rock-band-network-as-harmonix-gives-interactive-music-its-game-changer/">Rock Band Network</a> is about to expand the market in a huge way. It&#8217;s exciting!</p>
<p><strong><a href="http://createdigitalmusic.com/images/2009/09/osmos3.jpg" rel="lightbox"><img style="border-right-width: 0px; display: inline; border-top-width: 0px; border-bottom-width: 0px; border-left-width: 0px" title="osmos3" border="0" alt="osmos3" src="http://createdigitalmusic.com/images/2009/09/osmos3_thumb.jpg" width="580" height="470" /></a> Peter: Along those lines, this is obviously a new take on music distribution in a way that goes well beyond what titles like Rock Band have done. Are there other cases in game history that to you have done that? Is there potential in these new outlets, outlets that are more accessible to independent developers (Steam, Direct2Drive, Xbox Live Arcade, iTunes App Store), to really change game development?</strong></p>
<p>Eddy: Wow, that&#8217;s another big question. Really, I just felt the music was such an important part of the experience in Osmos that we should show the artist and track names during the game. But now that you mention it, I can&#8217;t think of another game that has done this, besides games like Rock Band where the song /is/ the game/level. That said, one way I&#8217;d love to push this evolution is to &quot;augment&quot; music videos with interactivity: ie. into music video-games. (The term &quot;game&quot; could be used rather loosely here.) Everyday Shooter does this, though Jon Mak actually created the music /for/ the game in that case &#8212; which rocks &#8212; but collaborations could lead to some really amazing things in this direction.</p>
<p><strong>Peter: Eddy, Mat, thank you. </strong>Whether it’s in the form of a game or an audiovisual performance, we’ll certainly continue to explore these areas. And – hint, hint – Osmos 2, with multiplayer? Just a thought.</p>
<p><object width="580" height="435"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=5892502&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=5892502&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="435"></embed></object>
<p><a href="http://vimeo.com/5892502">Osmos Trailer</a> from <a href="http://vimeo.com/user989434">hemisphere games</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
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		<title>Kids Making Music: Interactive Music Box Draws Experience from Games</title>
		<link>http://createdigitalmusic.com/2009/09/01/kids-making-music-interactive-music-box-draws-experience-from-games/</link>
		<comments>http://createdigitalmusic.com/2009/09/01/kids-making-music-interactive-music-box-draws-experience-from-games/#comments</comments>
		<pubDate>Tue, 01 Sep 2009 15:57:00 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[Ten minutes. Four or five kids (or adults). Make a song. Go.
That’s the idea behind the Youth Music Box, developed by Silent Studios and Chris O’Shea. (Our friend Chris you may recall from various interactive projects and the blog pixelsumo; he sends this project our way.) The software is build in openFrameworks, the C++-based creative [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/silentstudios/3856790030/in/set-72157622017398407/"><img src="http://farm4.static.flickr.com/3548/3856790030_fa279837bd.jpg" /></a></p>
<p>Ten minutes. Four or five kids (or adults). Make a song. Go.</p>
<p>That’s the idea behind the Youth Music Box, developed by Silent Studios and Chris O’Shea. (Our friend Chris you may recall from various interactive projects and the blog <a href="http://www.pixelsumo.com/">pixelsumo</a>; he sends this project our way.) The software is build in <a href="http://www.openframeworks.cc/">openFrameworks</a>, the C++-based creative coding environment for artists.</p>
<p>With keys, drums, and yes, even a scratching DJ-style interface, the music box brings together kids for quick music making, inspired by the phenomenon of musical games. The experience is guided by genre, with some effort to make sure whatever they do sounds good, but it’s extraordinary how effective it is at conveying the experience of the successful jam. It’s a bit of a confidence builder, in other words, for a group musical experience, perhaps more so than those ear-splitting, cheap plastic recorder consorts I recall from my youth.</p>
<p>And oh yeah, those kids look super cute once they get rocking out. (See video below.)</p>
<p> <object width="580" height="334"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6210259&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=6210259&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="580" height="334"></embed></object>
<p><a href="http://vimeo.com/6210259">Youth Music Box Experience</a> from <a href="http://vimeo.com/silentstudios">Silent Studios | Resonate</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>All of this raises some fascinating questions, and not always with the answers you might expect. In a normal musical ensemble, you begin sounding like crap, amp up difficulty, and eventually sound something like this – at least as far as coherence goes, assuming you’re not aiming for experimental free jazz. But with the addition of technology, whether musical games or the presets on our favorite synths or the quantization and beat-synced loops of our sequencers, it goes something in reverse. You start out sounding like this, pull apart the mechanisms that make you sound a certain way, and eventually find your way to your own personal approach. (And at some point, you get some of the readers on this site, writing code to produce their own sounds and musical structures line by line.) In fact, one could imagine scaling difficulty of even this particular setup, gradually adding greater musical freedom and taking away the “training wheels” of all the rules-based restrictions that make the results sound a particular way.</p>
<p> <span id="more-7240"></span>
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<p>Skeptical about the connection of music-based games and actual music making? Think again – even as music education unravels worldwide, games are actually encouraging real music. That revelation was the <a href="http://musicispower.youthmusic.org.uk/blog/24/youthmusicboxlaunchesatlondonssouthbankcentre/">impetus of the music box project</a>: </p>
<blockquote><p>Research commissioned by Youth Music found that up to 2.5 million young people in the UK – or 1 million aged between 12 and 18 – have been inspired to progress into &#8216;real&#8217; music-making because they have played music-based console games.</p>
</blockquote>
<p>You got it – they hit those plastic buttons, got inspired, got bored, then decided to go to the real thing. And otherwise, they might have remained passive musical consumers: the game was a gateway drug. Of course, that means that any such interactive experience has to stand up to polished <em>Guitar Hero</em> and <em>Rock Band</em>-style games. But anyone who believes the music games genre has peaked and is on its way out may be dead wrong on many, many levels. On the contrary, this may only be getting started – and the real growth could come in music beyond the realm of games, as people graduate to the unlimited set of possible music experiences.</p>
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<p>Chris sends lots more documentation of this project, if you’d like to learn more:</p>
<blockquote><p>by silent studios and me for uk charity youth music to get kids turned on to music      <br /><a href="http://www.vimeo.com/6210259">http://www.vimeo.com/6210259</a></p>
<p>watch some bbc coverage here      <br /><a href="http://news.bbc.co.uk/cbbcnews/hi/newsid_8160000/newsid_8168800/8168881.stm">http://news.bbc.co.uk/cbbcnews/hi/newsid_8160000/newsid_8168800/8168881.stm</a>       <br /><a href="http://news.bbc.co.uk/1/hi/technology/8154449.stm">http://news.bbc.co.uk/1/hi/technology/8154449.stm</a></p>
<p><em>Ed.: The video at top doesn’t play outside the UK, because we don’t pay BBC license fees. What, all those Doctor Who videos I bought in the 80s and 90s didn’t make up for it?</em></p>
<p>here is a press release from roland. the box is &#8216;powered by roland&#8217;      <br /><a href="http://www.audioprointernational.com/news/1329/Roland-unveils-Music-Box-for-Youth-Music">http://www.audioprointernational.com/news/1329/Roland-unveils-Music-Box-for-Youth-Music</a></p>
<p>some launch pics      <br /><a href="http://www.flickr.com/photos/pixelsumo/sets/72157621466657993/">http://www.flickr.com/photos/pixelsumo/sets/72157621466657993/</a></p>
<p>making of pics      <br /><a href="http://www.flickr.com/photos/pixelsumo/sets/72157621404410234/">http://www.flickr.com/photos/pixelsumo/sets/72157621404410234/</a></p>
<p>this goes into some of the ideas and details about the musical kit      <br /><a href="http://musicispower.youthmusic.org.uk/blog/24/youthmusicboxlaunchesatlondonssouthbankcentre/">http://musicispower.youthmusic.org.uk/blog/24/youthmusicboxlaunchesatlondonssouthbankcentre/</a></p>
<p>on the website there is a very simplified flash version you can try out on a mini timeline, just click play online :)</p>
<p>its quite funny to read these comments on it      <br /><a href="http://www.hypebot.com/hypebot/2009/07/youth-music-box-democratizes-music-creation.html">http://www.hypebot.com/hypebot/2009/07/youth-music-box-democratizes-music-creation.html</a></p>
</blockquote>
<p>And yes, you can try this yourself and play online! The official site:</p>
<p><a href="http://musicispower.youthmusic.org.uk/youth_music_box/">http://musicispower.youthmusic.org.uk/youth_music_box/</a></p>
<p>The production company:</p>
<p><a href="http://www.silentstudios.co.uk/">http://www.silentstudios.co.uk/</a></p>
<p>And Chris’ own site:</p>
<p><a href="http://www.chrisoshea.org/">http://www.chrisoshea.org/</a></p>
<p>Roland is involved, and donated an E-09 Interactive Music Arranger to give kids some toys to explore.</p>
<p>And yes, I did notice a certain kindred spirit in the form of Moldover’s <a href="http://moldover.com/collaborations/collab_om.php">Octamasher</a>. The underlying technology and its results are different, but to me what’s most interesting isn’t the superficial similarity of these projects, but the fact that they array the instruments in a circle. Computer production often simply orients a single person to a screen – not so ideal for collaboration. And even <em>Rock Band </em>and <em>Guitar Hero</em>, like an onstage band, line up artists for a (now nonexitent) audience. Perhaps the circle is about to make a comeback as music restores its social aspect.</p>
<p>Curious to hear other thoughts on these projects as they evolve.</p>
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		<title>Updated Lemur Touchscreen Display Coming</title>
		<link>http://createdigitalmusic.com/2009/07/30/updated-lemur-touchscreen-display-coming/</link>
		<comments>http://createdigitalmusic.com/2009/07/30/updated-lemur-touchscreen-display-coming/#comments</comments>
		<pubDate>Thu, 30 Jul 2009 23:18:55 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[displays]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[Lemur]]></category>
		<category><![CDATA[multi-touch]]></category>
		<category><![CDATA[OSC]]></category>
		<category><![CDATA[stantum]]></category>
		<category><![CDATA[touch]]></category>
		<category><![CDATA[touchscreen]]></category>
		<category><![CDATA[trends]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=6810</guid>
		<description><![CDATA[It&#8217;s still anyone&#8217;s guess exactly what fruit parent technology maker Stantum may soon ship, but the JazzMutant Lemur touchscreen is getting a component update soon. Nat Lecaude points to a quiet MySpace post from JazzMutant with the details of a coming manufacturing change.
&#8220;&#8230;the next batch of Lemur will feature the latest generation of our multi-touch [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/p_kirn/441509629/"><img src="http://farm1.static.flickr.com/170/441509629_e772dc0650.jpg"></a></p>
<p>It&#8217;s still anyone&#8217;s guess exactly what fruit parent technology maker <a href="http://www.stantum.com/">Stantum</a> may soon ship, but the <a href="http://jazzmutant.com/">JazzMutant Lemur</a> touchscreen is getting a component update soon. <a href="http://studioimaginaire.com/en/blog/">Nat Lecaude</a> points to a quiet <a href="http://www.myspace.com/jazz_mutant">MySpace post</a> from JazzMutant with the details of a coming manufacturing change.</p>
<blockquote><p>&#8220;&#8230;the next batch of Lemur will feature the latest generation of our multi-touch technology: better optical performances, higher precision, greater accuracy and responsiveness. It will be clearer and have brighter colors. We plan on launching the new Lemur in early October, and of course we will keep you updated as we get closer to launch date. We once again thank you for your patience, and look forward to sharing the excitement early October!&#8221;
</p></blockquote>
<p>It&#8217;s actually quite remarkable to me that JazzMutant remains alone in this market &#8211; and with Stantum focused on the mass market, that could be the case in the future, too. The issue is that doing multi-touch well still costs some money. There are basic implementations on computers that are cheaper, but that restricts you to a few computer models, because slapping multitouch overlays on displays remains pricey. So HP can get a few computers to the mass market, but not without cutting some corners and not even on that company&#8217;s full range. The iPhone has brilliant multi-touch control, but a mobile form factor makes this much easier.</p>
<p>I&#8217;ve got some videos demonstrating what&#8217;s possible with the Lemur coming soon, as well as some notes on how the software has evolved since I first saw it in its initial release. Even if you don&#8217;t want or can&#8217;t afford a Lemur, it&#8217;s a fascinating demonstration of interaction design and OSC, with lessons (inspiring and tough alike) for other interfaces.</p>
<p>Photo by Rainer Knobloch for CDM.</p>
]]></content:encoded>
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		<title>Music on the Game Grid: Interactive Arpeggiators Al-Jazari, reacTogon</title>
		<link>http://createdigitalmusic.com/2009/01/15/music-on-the-game-grid-interactive-arpeggiators-al-jazari-reactogon/</link>
		<comments>http://createdigitalmusic.com/2009/01/15/music-on-the-game-grid-interactive-arpeggiators-al-jazari-reactogon/#comments</comments>
		<pubDate>Thu, 15 Jan 2009 05:05:53 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[alternative-sequencers]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[downsampled]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[grids]]></category>
		<category><![CDATA[hexagonal]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[interaction-design]]></category>
		<category><![CDATA[multi-touch]]></category>
		<category><![CDATA[open-source]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[sequencers]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[Tables]]></category>
		<category><![CDATA[tangible]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=4740</guid>
		<description><![CDATA[The step sequencer. The sixteen-pad drum machine. The piano roll. The step sequencing piano roll. The waveform editor. The multi-track recording. Live music is a dynamic and changing phenomenon, but much of our technology assumes fairly predictable interfaces with time. Elysium, which we saw early this week, breaks out of that mold by defining generative [...]]]></description>
			<content:encoded><![CDATA[<p>The step sequencer. The sixteen-pad drum machine. The piano roll. The step sequencing piano roll. The waveform editor. The multi-track recording. Live music is a dynamic and changing phenomenon, but much of our technology assumes fairly predictable interfaces with time. <a href="http://createdigitalmusic.com/2009/01/13/alternative-sequencers-elysium-generative-mac-app-and-the-joy-of-hex/">Elysium</a>, which we saw early this week, breaks out of that mold by defining generative systems that live on a hexagonal grid or &ldquo;honeycomb.&rdquo; There&rsquo;s lots of great <a href="http://createdigitalmusic.com/2009/01/13/alternative-sequencers-elysium-generative-mac-app-and-the-joy-of-hex/#comments">reader feedback on that story</a>, and Elysium&rsquo;s creator wrote in to talk a bit about what influenced him.</p>
<p>I want to highlight two sequencers that you play as if they&rsquo;re games. (Just don&rsquo;t play a Vulcan &ndash; they always win.)</p>
<h3></h3>
<h3>Robots on a Grid</h3>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/Uve4qStSJq4&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Uve4qStSJq4&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>Al-Jazari is named for a 13th-Century scholar and musician who apparently invented an entire band of water-powered hydraulic robotic musicians with more than fifty facial and body movements per song. (Okay, that clearly deserves a separate post later. So, our Western education is so eager to avoid the achievements of Arabs that we skipped over the fact that he basically invented Disneyland in the Middle Ages.)</p>
<p>Al-Jazari in the 21st Century iteration takes the idea of robotic agents and builds a sequencer around them. Creator Dave built a grid on which you can give the robots symbolic instructions (like up, right, down, left), selected from a gamepad. Each grid square represents a note, with pitch modulated by moving bricks up and down. Like Elysium, the music is generated as events are triggered on the grid. And like Microsoft Research&rsquo;s (non-musical) game <a href="http://createdigitalmusic.com/2009/01/08/generative-music-interfaces-of-the-future-look-to-games/">Kodu</a>, the gamepad and a set of symbols make what is essentially scripting easy and transparent. (Few would likely call this &ldquo;programming&rdquo; because it doesn&rsquo;t look scary, but that&rsquo;s what it actually is.)</p>
<p>Al-Jazari is open source, built in the elegant coding language Scheme (a Lisp dialect) atop a game engine called Fluxus. Dave has extensive documentation on its development, and not only the code but even the textures and models. You can use this yourself on Mac and Linux, but it&rsquo;ll require some messy compiling. (Thanks for this link, MattH &ndash; this is layered with things that blow my mind!)</p>
<p><a href="http://www.pawfal.org/dave/index.cgi?Projects/Al%20Jazari">Al Jazari</a> [pawful.org]</p>
<h3>reacTogon</h3>
<p><object width="580" height="469"><param name="movie" value="http://www.youtube.com/v/14H1-en6Wrc&#038;hl=en&#038;fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/14H1-en6Wrc&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="469"></embed></object></p>
<p>Mark Burton&rsquo;s reacTogon was the influence for Elysium. It&rsquo;s a &ldquo;chain reactive performance arpeggiator&rdquo; &ndash; that is, it takes the usual, static, repeating patterns of an arpeggiator and turns them into something altogether different, by allowing events to transform dynamically in two dimensions across a hexagonal grid. The interface is a multi-touch controller with physical objects, so there&rsquo;s a tangible element, as well. </p>
<p>Looking at reacTogon alongside Al-Jazari really demonstrates some of the advantages of a hexagonal grid versus the more traditional square grid. (And if you think about most musical applications, most of what we have is relatively non-dynamic right-angle grids. There&rsquo;s movement, but only left to right, with start/stop or loop points. One exception: Follow Actions in Ableton Live.)</p>
<p>Al-Jazari requires movement only to tiles with adjacent edges. reacTogon, since it tiles hexagons, has six adjacent tiles instead of four. It can also map a harmonic table, as other musical hexagonal grids do. Now, that&rsquo;s not to say reacTogon is better than the other &ndash; on the contrary, it demonstrates that <em>just one choice</em> &ndash; a grid of squares or a grid of hexagons &ndash; can create very different musical possibilities. So even if you&rsquo;re not musically impressed by these examples just yet, think about the possibilities here. We&rsquo;re still early in software design and musical interface, so early that something as simple as a simple geometric pattern can become an entire composition.</p>
<p>That&rsquo;s something to ponder on the eve of the music manufacturers&rsquo; trade show.</p>
<p>(If anyone has more documentation on Mark or his creation, let me know.)</p>
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		<slash:comments>12</slash:comments>
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		<title>Video Demo: Pages in Monome</title>
		<link>http://createdigitalmusic.com/2009/01/09/video-demo-pages-in-monome/</link>
		<comments>http://createdigitalmusic.com/2009/01/09/video-demo-pages-in-monome/#comments</comments>
		<pubDate>Fri, 09 Jan 2009 15:26:37 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[alternative-controllers]]></category>
		<category><![CDATA[controllers]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[Hardware]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[monome]]></category>
		<category><![CDATA[OSC]]></category>
		<category><![CDATA[Software]]></category>
		<category><![CDATA[videos]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/2009/01/09/video-demo-pages-in-monome/</guid>
		<description><![CDATA[  pauk on pages from Pauk on Vimeo.
Part of what sets apart the open source monome controller instrument (cdm tag &#124; site) is that, despite its minimalist grid of pads, it really behaves like an extension of software. That grid can be thought of as touch-ready pixels. Using Pages, an app developed by phortran [...]]]></description>
			<content:encoded><![CDATA[<p><object width="579" height="434"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=2707155&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=2707155&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="579" height="434"></embed></object>  <br /><a href="http://vimeo.com/2707155">pauk on pages</a> from <a href="http://vimeo.com/pauk2001">Pauk</a> on <a href="http://vimeo.com">Vimeo</a>.
<p>Part of what sets apart the open source monome controller instrument (<a href="http://createdigitalmusic.com/tag/monome">cdm tag</a> | <a href="http://monome.org">site</a>) is that, despite its minimalist grid of pads, it really behaves like an extension of software. That grid can be thought of as touch-ready pixels. Using Pages, an app developed by phortran that allows you to overlay different, switchable functions on the same controls, you can navigate through different capabilities or move through the structure of a composition.</p>
<p><a href="http://www.myspace.com/pauk2001">Pauk</a> has put together a video showing what this feature is all about. He&rsquo;s got quite a bag of tricks taking advantage of Pages, including:</p>
<ul>
<li>Skipping clips in Ableton Live</li>
<li>Sequencer controlling effects</li>
<li>Sequencer controlling a RhythmBox, with two levels of velocity, a la vintage Roland gear</li>
<li>As a MIDI keyboard controlling effects or a soft synth instrument</li>
<li>Running external applications, including a Tenori-On-inspired &ldquo;Boing&rdquo; app</li>
</ul>
<p>So, that&rsquo;s the technology involved. But watching the video got me thinking &ndash; what is he really doing? That&rsquo;s a deeper question raised by a lot of what&rsquo;s going on in computer music. In some ways, there&rsquo;s a parallel to DJing, in that he&rsquo;s manipulating music at a large scale. But, of course, the musical result is different, because of the array of techniques &ndash; well beyond what most DJs would use. It&rsquo;s sort of like live composition, at a higher level. It is a performance, but it&rsquo;s not a performance at the level traditionally associated with playing an instrument &ndash; we&rsquo;re controlling more elements at once, by making them as a set of interactive compositions.</p>
<p>In other words, this is &ldquo;interactive music,&rdquo; the term most associated with game music. </p>
<p>Food for thought. (Hey, people did beg for something to take their mind off that demo video.)</p>
<p>For more monome video goodness, here&rsquo;s the awesome Edison:</p>
<p> <span id="more-4710"></span>
<p>&#160;</p>
<p><object width="579" height="326"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=2655887&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=2655887&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=1&amp;color=CC0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="579" height="326"></embed></object>    <br /><a href="http://vimeo.com/2655887">damn hoss</a> from <a href="http://vimeo.com/user413206">edison</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<blockquote><p>64 buttons&#8230;..     <br />63 sounds&#8230;.      <br />1 stop button&#8230;&#8230;      <br />no quantize&#8230;&#8230;      <br />no loops&#8230;&#8230;.</p>
</blockquote>
<p>Nice.</p>
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