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	<title>Create Digital Music &#187; kids</title>
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	<link>http://createdigitalmusic.com</link>
	<description>The latest gear, software, and techniques for electronic music production and performance</description>
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		<title>Super Cute: Indie Rock Coloring Book</title>
		<link>http://createdigitalmusic.com/2009/09/10/super-cute-indie-rock-coloring-book/</link>
		<comments>http://createdigitalmusic.com/2009/09/10/super-cute-indie-rock-coloring-book/#comments</comments>
		<pubDate>Thu, 10 Sep 2009 17:13:28 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<category><![CDATA[children]]></category>
		<category><![CDATA[coloring-book]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=7424</guid>
		<description><![CDATA[Super Cute Thursday (unplanned) continues, with an adorable indie rock coloring book. It&#8217;s hardly the first. STS9 and recently the lovely Riceboy Sleeps limited edition by Sigur Ros&#8217; Jonsi and Alex came with coloring books. Perhaps inspired by musicians entering parenthood, it&#8217;s all the rage.
If you can&#8217;t be pressured to select just one band for [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://createdigitalmusic.com/images/2009/09/page5.jpg" alt="page5" title="page5" width="450" height="563" class="alignright size-full wp-image-7425" /></p>
<p>Super Cute Thursday (unplanned) continues, with an adorable indie rock coloring book. It&#8217;s hardly the first. STS9 and recently the lovely <a href="http://www.sigur-ros.co.uk/board/viewthread.php?tid=28150">Riceboy Sleeps limited edition </a>by Sigur Ros&#8217; Jonsi and Alex came with coloring books. Perhaps inspired by musicians entering parenthood, it&#8217;s all the rage.</p>
<p>If you can&#8217;t be pressured to select just one band for your (or your kids&#8217;) coloring pleasure, here&#8217;s <em>The Indie Rock Coloring Book</em>, a project of the Yellow Bird Project, which gives to artists&#8217; charities. You get to not only color but solve mazes and connect-the-dots.</p>
<p>Hey, with music increasingly intangible in the digital age and record sales dropping, it seems the kids&#8217; activity book could be the future. And you get artists like MGMT, Iron &#038; Wine, Bon Iver, and &#8211; pictured here &#8211; Joseph Arthur with his various stompboxes. Other artists involved with the project include faves like Au Revoir Simone, Broken Social Scene, Of Montreal, Rilo Kiley, and &#8230; many other goodies.</p>
<p>Electronic artists have been having a wave of babies themselves, so it seems an all-electronic coloring book is next. Perhaps a maze in Ableton Live&#8217;s Clip View, color-the-oscilloscope, monome Sodoku, fold-your-own-Moog&#8230; I could go on, but I&#8217;ll let you suggest some ideas and artists. (CDM Activity Book, perfect for long tours?)</p>
<p><a href="http://flavorwire.com/37952/indie-rock-coloring-book">Daily Dose Pick: The Indie Rock Coloring Book</a> [Flavorpill]<br />
<a href="http://www.yellowbirdproject.com/products/indie-rock-coloring-book">Coloring Book</a><br />
<a href="http://www.yellowbirdproject.com/theme_song">Yellow Bird Themesong</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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		<guid isPermaLink="false">http://createdigitalmusic.com/2009/09/01/kids-making-music-interactive-music-box-draws-experience-from-games/</guid>
		<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>
<p><object width="580" height="435"><param name="flashvars" value="offsite=true&lang;=en-us&amp;page_show_url=%2Fphotos%2Fpixelsumo%2Fsets%2F72157621404410234%2Fshow%2F&amp;page_show_back_url=%2Fphotos%2Fpixelsumo%2Fsets%2F72157621404410234%2F&amp;set_id=72157621404410234&amp;jump_to="></param><param name="movie" value="http://www.flickr.com/apps/slideshow/show.swf?v=71649"></param><param name="allowFullScreen" value="true"></param><embed type="application/x-shockwave-flash" src="http://www.flickr.com/apps/slideshow/show.swf?v=71649" allowFullScreen="true" flashvars="offsite=true&#038;lang=en-us&#038;page_show_url=%2Fphotos%2Fpixelsumo%2Fsets%2F72157621404410234%2Fshow%2F&#038;page_show_back_url=%2Fphotos%2Fpixelsumo%2Fsets%2F72157621404410234%2F&#038;set_id=72157621404410234&#038;jump_to=" width="580" height="435"></embed></object></p>
<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>Generative Music Interfaces of the Future &#8211; Look to Games?</title>
		<link>http://createdigitalmusic.com/2009/01/08/generative-music-interfaces-of-the-future-look-to-games/</link>
		<comments>http://createdigitalmusic.com/2009/01/08/generative-music-interfaces-of-the-future-look-to-games/#comments</comments>
		<pubDate>Thu, 08 Jan 2009 17:25:24 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[ 
I&#8217;m going to make this a minimalist post because I&#8217;ve said what I&#8217;ll say about Kodu, the one really cool part of Microsoft&#8217;s keynote yesterday, on Create Digital Motion. (Am I the only person who wishes Sparrow had just done the whole keynote?)
But have a look at the shot above. One of the complaints [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://media.createdigitalmedia.net/cdmu/images/2009/01/kodu1.jpg" /> </p>
<p>I&rsquo;m going to make this a minimalist post because I&rsquo;ve said what I&rsquo;ll say about Kodu, the one really cool part of Microsoft&rsquo;s keynote yesterday, on Create Digital Motion. (Am I the only person who wishes Sparrow had just done the whole keynote?)</p>
<p>But have a look at the shot above. One of the complaints about generative and algorithmic music software (and music software in general) is that the interface has been so complex. Clearly, there are many other ways to design these interfaces, and in turn, to shape the way we use these to compose and perform music. Forget for a moment that games are &ldquo;games,&rdquo; and this this thing is &ldquo;for kids,&rdquo; and I think you&rsquo;ll agree &ndash; there are lots of areas to explore, and lots of potential.</p>
<p>It doesn&rsquo;t even require some futuristic music software. Imagine more complex rules in Ableton Live&rsquo;s follow actions, made graphically. </p>
<p>Excuse me, I&rsquo;m going to pick up some Tinker Toys to think about interactive design.</p>
<p><a href="http://createdigitalmotion.com/2009/01/08/you-know-for-kids-game-design-world-creation-as-microsoft-research-previews-kodu/">You Know, For Kids: Game Design, World Creation as Microsoft Research Previews Kodu</a> [Create Digital Motion]</p>
<p>PS, I believe now more than ever that Music and Motion deserve separate sites, but have a look and I think you will find some overlap.</p>
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		<title>Gestures, Mobile Music, and the &#8220;Low Floor&#8221; for Novices: ZooZBeat on iPhone, Nokia</title>
		<link>http://createdigitalmusic.com/2008/11/11/gestures-mobile-music-and-the-low-floor-for-novices-zoozbeat-on-iphone-nokia/</link>
		<comments>http://createdigitalmusic.com/2008/11/11/gestures-mobile-music-and-the-low-floor-for-novices-zoozbeat-on-iphone-nokia/#comments</comments>
		<pubDate>Tue, 11 Nov 2008 18:39:44 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=4456</guid>
		<description><![CDATA[

From the time we&#8217;re kids, we use gestures to make music &#8211; shaking, tapping, moving our bodies around, and connecting physical movement to sound. The idea of using these kinds of gestures to control digital music has been something researchers have worked on for many years. But with increasingly smart phones, equipped with mics, tilt [...]]]></description>
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</div>
<p>From the time we&rsquo;re kids, we use gestures to make music &ndash; shaking, tapping, moving our bodies around, and connecting physical movement to sound. The idea of using these kinds of gestures to control digital music has been something researchers have worked on for many years. But with increasingly smart phones, equipped with mics, tilt and acceleration sensors, cameras, and other inputs, it&rsquo;s possible to actually deliver these tools to average users.</p>
<p>The latest entry in the field is ZooZBeat. Its life as a mobile app is just a matter of months, but the research behind it involves years of work at Georgia Tech (which recently opened the Georgia Tech Center for Music Technology). The work comes from <strong>Gil Weinberg and and co-designers/programmers Andrew Beck and Mark Godfrey</strong>. We&rsquo;ve followed Gil&rsquo;s work with smart music apps for some time. I got the chance to talk to him about ZooZBeat.</p>
<p><a href="http://www.zoozmobile.com/beat/">ZooZBeat Website</a></p>
<p><a href="http://gtcmt.com/">Georgia Tech Center for Music Technology</a></p>
<p> <span id="more-4456"></span><br />
<h3>Shake it Like a Polaroid</h3>
<p>The idea behind ZooZBeat is to use gestures to build up music ideas. Shake and tilt, touchscreen taps, and (Nokia) keypad presses add rhythmic and melodic lines, as seen in the video. Now, if this seems to lack some of the precision of a musical instrument, it&rsquo;s not just you: the early apps are primarily built to be friendly to novices.</p>
<p>&ldquo;You can go and you can practice and be much better,&rdquo; says Weinberg. &ldquo;But &hellip; it helps you get started, even if you&rsquo;re a novice.&rdquo;</p>
<p>The free ZooZBeat Lite version already lets you play individually with up to 2 beats running in the background and 10 instrument sounds, and a full-blown version adds voice recording (minus the iPod touch), song saving, more customization, and more sounds. A &ldquo;Pro&rdquo; version is coming, too, for more serious use.</p>
<p>If you have an iPhone, an iPod touch, or a Nokia N95, you can try this out for yourself. (Interestingly, the Symbian-based N95 actually trumps the iPhone when it comes to wireless sharing.) The Apple-platform app is available now, with the Nokia app coming within the next few days.</p>
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<h3>Lowering the Floor, Raising the Ceiling</h3>
<p>I talked to Gil about the development process and the ideas behind the project.</p>
<p>&ldquo;The main issue is how to create low floor and high ceiling &#8212; how to allow everyone, kids to [older people] to make music they like and have a meaningful beginning,&rdquo; says Gil. &ldquo;People try a cello and it sounds terrible and they drop it. I&#8217;m trying to make it easier [to] connect to sound.&rdquo;</p>
<p>That idea is a familiar one, of course, and something that comes up regularly in new digital instrument design. (In fact, one might wonder if it causes people to neglect the potential of design with instruments intended for more depth.) But the interesting thing is always just how you go about it. Gil says this is the culmination of about ten years of research. For ZooZBeat, it involved doing a lot of testing and development, including interviews, surveys, and user testing.</p>
<p>&ldquo;Sometimes I did it with musicians, but with the cellphones we focused on novices,&rdquo; says Gil. &ldquo;We have kids &#8212; friends of my kids from school, a group of them played with [the instrument], and also students at Georgia Tech. observations were very useful, just watching as people used it.&rdquo;</p>
<p>And the idea wasn&rsquo;t just to focus on making the design novice-friendly. &ldquo;The low floor is easy if you just care about the low floor,&rdquo; Gil observes. &ldquo;The trick is how to make a high ceiling &#8212; once you start, you can also grow up in the house, become better musically.&rdquo;</p>
<p>As it happens, working with testing and allowing novices and kids to try the instrument yielded some surprises. &ldquo;The way I played it was tapping. I took it with one hand and tapped on the other hand, the way I thought it would be expressive. Kids came and preferred to shake it.&rdquo; </p>
<p>With shaking the primary interface, the question of how to accurately measure shakes becomes important. I note some of the challenges of using this as a input, as witnessed by early game development on the Nintendo Wii; recently Nintendo even announced it was adding additional hardware to allow the Wii remote to be more accurate. Gil answers that Georgia Tech is working with providers that may be able to add additional data.</p>
<p>Buzz around the iPhone aside, Gil had a lot of success working cross-platform. Both apps share a common engine for gesture recognition. Building specifics for the platforms wasn&rsquo;t such a major challenge, thanks to the work both Apple and Nokia have done. &ldquo;We did it pretty quickly,&rdquo; says Gil. &ldquo;We started with the Nokia, believe it or not.&rdquo; After Apple released the 2.1 SDK for its iPhone and iPod touch, Gil says the team got the work done in under a couple of months. They&rsquo;re examining other platforms, as well. (By the way, another reason to be interested in Nokia as a development platform: Nokia Labs has already completed a Symbian mobile library for <a href="http://opensource.nokia.com/node/38">computer vision applications</a> &#8212; read, easy camera analysis. Hear that, Gil and programmers?)</p>
<p>Gil promises more developments soon, including that Pro app. We&rsquo;ll be watching &ndash; and it&rsquo;ll be interesting to hear your feedback.</p>
<h3>Previous Research</h3>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/2008/11/gilresearch.jpg" /> </p>
<p>Mobile software is one delivery platform, but it&rsquo;s worth looking at some of Gil&rsquo;s previous research to see where this came from. I suspect some people may actually prefer the tangible objects to mobile phones.</p>
<p>For an overview of what Gil has done:</p>
<p><a href="http://www.cc.gatech.edu/~gilwein/Shapers.htm">Music Shapers</a>: These squeezable balls created soft, squishable musical inputs</p>
<p>Beatbugs: Networked physical objects for kids, the Beatbugs are intelligent &ldquo;rhythm computers&rdquo; &ndash; handheld percussion for the digital age</p>
<p><a href="http://www.cc.gatech.edu/~gilwein/iltur.htm">iltur</a>: Inventing is one thing &ndash; and some point, composition and performance matter, actually using those inventions. iltur is a series of compositions realizing musical applications of the Beatbugs.</p>
<p>Obviously, this is not a comprehensive guide to gestural music research, just Gil&rsquo;s own contributions. Doing that kind of round-up wouldn&rsquo;t be a bad idea, so if you have suggestions, I&rsquo;m all ears (or squeeze-ready fingers).</p>
<p>Stay tuned; more soon.</p>
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		<title>Kids Making Electronic Music, 60s-80s, on CD</title>
		<link>http://createdigitalmusic.com/2008/04/21/kids-making-electronic-music-60s-80s-on-cd/</link>
		<comments>http://createdigitalmusic.com/2008/04/21/kids-making-electronic-music-60s-80s-on-cd/#comments</comments>
		<pubDate>Tue, 22 Apr 2008 02:58:19 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
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		<description><![CDATA[ When did you make your first electronic composition? Andrew Cordani points us to a find on WFMU&#8217;s Beware of the Blog &#8212; a CD compiling high school students (and a seventh grader, in the first example) composing electronic music between 1968 and 1984. Brian Turner at WFMU notes that right now the way to [...]]]></description>
			<content:encoded><![CDATA[<p><img height="203" alt="image" src="http://media.createdigitalmedia.net/cdmu/images/2008/04/image7.png" width="240" align="right" border="0"> When did you make your first electronic composition? Andrew Cordani points us to a find on WFMU&#8217;s Beware of the Blog &#8212; a CD compiling high school students (and a seventh grader, in the first example) composing electronic music between 1968 and 1984. Brian Turner at WFMU notes that right now the way to get it is via Meat Beat Manifesto&#8217;s tour (the compilation is the work of Jack Dangers), but here are some youthful blips and bleeps in the meantime:</p>
<blockquote><p>Randy Kaplan <a href="http://blogfiles.wfmu.org/BT/Randy_Kaplan_-_Emission_Embossment.mp3">&#8220;Emission-Embossment&#8221; </a>(MP3)<br />David Brown <a href="http://blogfiles.wfmu.org/BT/David_Brown_-_Willy_Reverb.mp3">&#8220;Willy Reverb&#8221;</a> (MP3)<br />Kenneth Ranales <a href="http://blogfiles.wfmu.org/BT/Kenneth_Ranales_-_Mind_Clash.mp3">&#8220;Mind Clash&#8221;</a> (MP3) <br />Beth Bolton/Mag Johnson <a href="http://blogfiles.wfmu.org/BT/Beth_Bolton_Mag_Johnson_-_Vietnam_Love_It_Or_Leave_it.mp3">&#8220;Vietnam-Love It Or Leave It&#8221;</a> (MP3)</p>
</blockquote>
<p><a href="http://blog.wfmu.org/freeform/2008/04/high-school-pie.html">High School Pierre Schaeffers</a> [Beware of the Blog -- great headline, Brian!]</p>
<p>WFMU&#8217;s (and Engadget&#8217;s) Trent Wolbe also has a <a href="http://blog.wfmu.org/freeform/2008/04/tenori-on-the-n.html#comments">write-up of last week&#8217;s Tenori-On event</a>, for a take on it from a different angle. <a href="http://flickr.com/photos/tront/2420242913/in/set-72157604588392895/">Photo below</a> by Trent.</p>
<p><a href="http://flickr.com/photos/tront/2420242913/in/set-72157604588392895/"><img height="180" alt="image" src="http://media.createdigitalmedia.net/cdmu/images/2008/04/image8.png" width="240" border="0"></a> </p>
<p>For a walk down when-we-were-younger lane, got any youthful creations of your own? Went to high school between &#8216;68 and &#8216;84? In high school now (expect <em>some</em> of you are)?</p>
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