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	<title>Create Digital Music &#187; physics</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>A Gramophone that Plays the Earth Instead of Vinyl, and a Sonic iPhone Epidemic</title>
		<link>http://createdigitalmusic.com/2009/11/09/a-gramophone-that-plays-the-earth-instead-of-vinyl-and-a-sonic-iphone-epidemic/</link>
		<comments>http://createdigitalmusic.com/2009/11/09/a-gramophone-that-plays-the-earth-instead-of-vinyl-and-a-sonic-iphone-epidemic/#comments</comments>
		<pubDate>Mon, 09 Nov 2009 18:55:01 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[biology]]></category>
		<category><![CDATA[environmental]]></category>
		<category><![CDATA[inspiration]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=8290</guid>
		<description><![CDATA[Images courtesy Olle Cornéer. Used by permission.
If you think culture has become too disconnected from the Earth, &#8220;Harvest&#8221; and the Terrafon instrument surely count as a shock to the system. A traditional ensemble picks up an enormous tone arm and transducer and, through back-breaking labor, drag it across arable fields. It&#8217;s part sound art and [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images/2009/11/terrafon1.jpg"><img src="http://createdigitalmusic.com/images/2009/11/terrafon1.jpg" alt="terrafon1" title="terrafon1" width="580" height="387" class="alignright size-full wp-image-8292" /></a></p>
<div class="imgcaption">Images courtesy Olle Cornéer. Used by permission.</div>
<p>If you think culture has become too disconnected from the Earth, &#8220;Harvest&#8221; and the Terrafon instrument surely count as a shock to the system. A traditional ensemble picks up an enormous tone arm and transducer and, through back-breaking labor, drag it across arable fields. It&#8217;s part sound art and performance, part agriculture. But it certainly counts as a gramophone &#8211; it&#8217;s just a really big one that reads the grooves of the earth.</p>
<p>Beat juggling with two of these I&#8217;m guessing is largely out of the question.</p>
<p>One half of the artistic creative team, Olle Cornéer, writes with a description:</p>
<blockquote><p>Harvest (2009) is a new art piece for the new instrument terrafon, traditional ensemble and cropland &#8211; by Olle Cornéer and Martin Lübcke.</p>
<p>In this performance Alunda Church Choir, conducted by Cantor Jan Hällgren, plays the soil of northern Uppland (in Sweden) on terrafon. Harvest by Alunda Kyrkokör was exhibited at the Volt Festival in Uppsala the 6th of June 2009. Terrafon is a large agricultural version of the horn gramophone, amplifying the sounds in the track it ploughs.</p>
<p>There is more to come. There are still many croplands still untouched by terrafon. The only thing needed is a powerful local musical ensemble that can sweat it out. This is indeed a demanding piece.</p></blockquote>
<p><a href="http://createdigitalmusic.com/images/2009/11/terrafon2.jpg"><img src="http://createdigitalmusic.com/images/2009/11/terrafon2.jpg" alt="terrafon2" title="terrafon2" width="580" height="356" class="alignright size-full wp-image-8293" /></a></p>
<p>Video illustrates what this all means in practice:<span id="more-8290"></span></p>
<p><object width="580" height="326"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=5075042&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=5075042&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="326"></embed></object>
<p><a href="http://vimeo.com/5075042">Harvest by Alunda Kyrkokör (2009)</a> from <a href="http://vimeo.com/user459660">Olle Corneer</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>The artistic duo behind the work is a fascinating collaboration. Olle is a producer and musician, while partner-in-crime Martin Lübcke has a PhD in theoretical physics, specializing in superstring theory. That has been the grounds on which their other work, Bacterial Orchestra, explores ideas both of biological epidemics and multi-celled organisms and neural networks. Of course, to make it truly multi-celled, they&#8217;ve made the piece an iPhone creation. (I think some folks have found the iPhone phenomenon to be viral as is, so this seems somewhat appropriate.)</p>
<p><object width="580" height="326"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3453748&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=3453748&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="326"></embed></object>
<p><a href="http://vimeo.com/3453748">Public Epidemic No 1</a> from <a href="http://vimeo.com/user459660">Olle Corneer</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<blockquote><p>Every cell listens to its surroundings and picks up sounds, trying to play together in a musical way. The musical material comes from the background noise, people talking or sounds played by other cells.</p>
<p>Every cell has a unique DNA. Only the ones that are musical fit enough survives. If<br />
the surroundings doesn’t meet up to its conditions &#8211; too noisy, too quiet or no distinct<br />
pulse &#8211; the cell dies and is reborn with a new, hopefully better, set of DNA.</p>
<p>The result is a musical organism adapting to and changing its environment, growing and evolving with other cells and spectators.</p></blockquote>
<p>More on that piece:<br />
<a href="http://www.bacterialorchestra.com">http://www.bacterialorchestra.com</a></p>
<p>It&#8217;s nice to me that, while these works are both conceptual, you might not guess they came from the same team. I wonder what will come next.</p>
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		<title>Immersive Music: Revo:oveR Installation, Lightbent Synth, Max + Unity</title>
		<link>http://createdigitalmusic.com/2009/04/06/immersive-music-revoover-installation-max-unity/</link>
		<comments>http://createdigitalmusic.com/2009/04/06/immersive-music-revoover-installation-max-unity/#comments</comments>
		<pubDate>Tue, 07 Apr 2009 03:21:29 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[composition]]></category>
		<category><![CDATA[computer-music]]></category>
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		<category><![CDATA[downsampled]]></category>
		<category><![CDATA[experimental]]></category>
		<category><![CDATA[game-development]]></category>
		<category><![CDATA[generative]]></category>
		<category><![CDATA[generative-music]]></category>
		<category><![CDATA[immersive]]></category>
		<category><![CDATA[installations]]></category>
		<category><![CDATA[Max/MSP]]></category>
		<category><![CDATA[physical-modeling]]></category>
		<category><![CDATA[physics]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[sound-art]]></category>
		<category><![CDATA[surround]]></category>
		<category><![CDATA[unity]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=5556</guid>
		<description><![CDATA[As an addendum to the last story, Ivica Ico Bukvic sends along an example of the [myu] Max/MSP + Unity game engine combination in action. Here&#8217;s the surprise: Unity isn&#8217;t generating visuals. Instead, Unity simulates ripples created by movement in the space, and builds physical models that are sonified and spatialized by Max/MSP. 
Speaking of [...]]]></description>
			<content:encoded><![CDATA[<p><object width="580" height="465"><param name="movie" value="http://www.youtube.com/v/PA-9BOgc1gk&#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/PA-9BOgc1gk&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="580" height="465"></embed></object></p>
<p>As an addendum to the <a href="http://createdigitalmusic.com/2009/04/06/more-maxunity-game-engine-goodness-with-powerful-toolkit-for-max-jitter-pd/">last story</a>, <a href="http://www.music.vt.edu/faculty/bukvic/">Ivica Ico Bukvic </a>sends along an example of the [myu] Max/MSP + Unity game engine combination in action. Here&rsquo;s the surprise: Unity <em>isn&rsquo;t</em> generating visuals. Instead, Unity simulates ripples created by movement in the space, and builds physical models that are sonified and spatialized by Max/MSP. </p>
<p>Speaking of work involving art museums and the combination of Max and Unity, <a href="http://vjanomolee.com/">VJ Anomolee</a> notes in comments his own work with the pairing. <a href="http://web.me.com/vjanomolee/VJ_Anomolee/Blog/Entries/2009/3/6_max_msp_to_unity_.html">Lightbent Synth</a> is an in-progress piece with alternative controllers and sensors that produces sound with a novel visual representation (sound&#8217;s very quiet in this preview &#8212; more hopefully once it progresses):</p>
<p><object width="579" height="232"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3503932&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=3503932&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="232"></embed></object><br /><a href="http://vimeo.com/3503932">Lightbent Synth</a> from <a href="http://vimeo.com/vjanomolee">VJ Anomolee</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>Ivica explains the top work:</p>
<p><span id="more-5556"></span><br />
<blockquote>
<p>This past fall [myu] had seen its first real-world implementation in an exhibit that was a part of the grand opening of the Taubman Museum of Art in Roanoke, VA (<a href="http://www.taubmanmuseum.org/">http://www.taubmanmuseum.org/</a>). The exhibit utilized [myu] as part of an interactive aural installation titled &quot;elemental.&quot; An online tech      <br />demo video of the installation, including written synopsis is available also via Youtube at <a href="http://www.youtube.com/watch?v=PA-9BOgc1gk">http://www.youtube.com/watch?v=PA-9BOgc1gk</a>. Below is a brief synopsis of the installation:</p>
<p>&quot;elemental&quot; interactive communal soundscape premiered in November 2008 as part of the Revo:oveR collection commissioned for the grand opening of the Taubman Museum of Art in Roanoke, VA. The Youtube video focuses primarily on the technical aspects of the installation. Using Max/MSP/Jitter, a homebrew IR webcam with fish eye lens and a LED-based IR spotlights, entire 24&#215;36-foot exhibit space is converted into an aural sandbox giving visitors an opportunity to generate and shape the     <br />ensuing soundscape. Positional data of up to 20 visitors is forwarded to Unity3d using [myu] Max-Unity interoperability toolkit developed at DISIS (<a href="http://disis.music.vt.edu">http://disis.music.vt.edu</a>). Unity is used for physical simulation of ensuing ripples and the resulting data is sent back to Max for spatialization across a 12-channel (4&#215;3) ceiling-mounted speaker array. Driven by communal interaction, virtual ripples refract from each other spawning an algorithmically generated aural fireworks. The exhibit ran non-stop for approximately 5 months until March 2009.</p>
</blockquote>
<p>Bonus video below: an early prototype that did include visuals. After days of looking at emulated knobs and faders, it certainly does speak to some of the possibilities for musical interface and expression.</p>
<p><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/qBCY6pCnqCw&#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/qBCY6pCnqCw&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object></p>
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		<title>Making Music with Fractals</title>
		<link>http://createdigitalmusic.com/2009/03/03/making-music-with-fractals/</link>
		<comments>http://createdigitalmusic.com/2009/03/03/making-music-with-fractals/#comments</comments>
		<pubDate>Tue, 03 Mar 2009 21:33:38 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[algorithmic]]></category>
		<category><![CDATA[composition]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[fractals]]></category>
		<category><![CDATA[generative-music]]></category>
		<category><![CDATA[math]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/?p=5232</guid>
		<description><![CDATA[Photo: Lara Sobel plays with naturally-synthesized fractals by burning into wood via high voltage.
Fractals, those wacky self-similar, rough geometries that resemble so many patterns in nature, were once all the rage. Ravers and digital artists embraced them, only to get bored with them, apparently. To billions of years of evolution and natural phenomena, they&#8217;re still [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://flickr.com/photos/ladysafety/3189730876/"><img src="http://farm4.static.flickr.com/3482/3189730876_0709a5d0d2.jpg?v=0"></a></p>
<div class="imgcaption">Photo: <a href="http://www.flickr.com/people/ladysafety/">Lara Sobel</a> plays with naturally-synthesized fractals by burning into wood via high voltage.</div>
<p>Fractals, those wacky self-similar, rough geometries that resemble so many patterns in nature, were once all the rage. Ravers and digital artists embraced them, only to get bored with them, apparently. To billions of years of evolution and natural phenomena, they&#8217;re still cool. And to me, there&#8217;s still plenty to talk about when it comes to thinking how fractals might be all the rage.</p>
<p>Composer <a href="http://www.halfcadence.net/">Terran Olson</a>, a musician with a long resume that includes work with the Ives Quartet and Quartet San Francisco, takes on the idea of fractals in a new article. Writing for our friends at Rain Pro &#8211; makers of music and visual pro PC laptops &#8211; Terran explores how fractal patterns could be applied to sound.</p>
<p><a href="http://rainrecording.com/pro/experimental/audio-fractals/">Exploring Audio Fractals</a></p>
<p>The results are fascinating: they&#8217;re a kind of fractal synthesis. Of course, that gets at the heart of the question: just how do you map a visual pattern like a fractal &#8211; or anything else visual &#8211; to music? The answers aren&#8217;t always intuitive. The biggest question is whether to work at the scale of sound (Terran focuses on individual samples and impulses), or to deal with musical patterns. I knew I had read a fractal article in Electronic Musician; sure enough, in 1999 EM did a story on fractals that focused instead on pitch mappings. (Bonus: Bach even comes up.)</p>
<p><a href="http://emusician.com/mag/emusic_fractals_music/">Fractals and Music</a></p>
<p>Composer Gustavo Diaz-Jerez penned that story, and the results tend toward algorithmic music. Many of the tools are now gone, though some survive (Csound) and other tools (Max/MSP, Pd, SuperCollider, Reaktor, ChucK) could certainly fill in.</p>
<p>And, of course, for a <em>truly</em> high-level musical approach to fractals, skip the individual sounds or individual notes and write a whole song, like Jonathan Coulton&#8217;s brilliant fractal ode, &#8220;Mandelbrot Set.&#8221; (It should also help anyone needing to, erm, brush up on their fractal theory.)</p>
<p><object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/ES-yKOYaXq0&#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/ES-yKOYaXq0&#038;hl=en&#038;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object></p>
<p>Sadly, neither of these articles is especially useful as how-to &#8211; great on theory, but not so practical if you haven&#8217;t tried these things before. That begs for a new tutorial. Are you working with fractals these days? I&#8217;d love to hear what you&#8217;re doing.</p>
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		<title>Tiction: Animated, Nodal Generative Music App in Progress, in Processing</title>
		<link>http://createdigitalmusic.com/2008/09/19/tiction-animated-nodal-generative-music-app-in-progress-in-processing/</link>
		<comments>http://createdigitalmusic.com/2008/09/19/tiction-animated-nodal-generative-music-app-in-progress-in-processing/#comments</comments>
		<pubDate>Sat, 20 Sep 2008 04:07:16 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[alternative-interfaces]]></category>
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		<category><![CDATA[processing.org]]></category>
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		<category><![CDATA[sequencers]]></category>

		<guid isPermaLink="false">http://createdigitalmusic.com/?p=4140</guid>
		<description><![CDATA[Electronic music is filled with grids and repeating loops. But get off that grid, and you can quickly wind up, well, floating in space. The challenge of marrying music that&#8217;s pre-sequenced with music that can generate itself, between self-evolving music and music that you can control live, is the challenge a lot of people are [...]]]></description>
			<content:encoded><![CDATA[<p>Electronic music is filled with grids and repeating loops. But get off that grid, and you can quickly wind up, well, floating in space. The challenge of marrying music that&#8217;s pre-sequenced with music that can generate itself, between self-evolving music and music that you can control live, is the challenge a lot of people are exploring right now. Hans Kuder has been sharing a promising-looking project on the CDM forums, built in the code-sketching tool Processing (<a href="http://processing.org">site</a> | <a href="http://createdigitalmusic.com/tag/processing.org">CDMu</a> | <a href="http://createdigitalmotion.com/tag/processing.org">CDMo</a>). The idea: explore nodes live and let your sequences float free on the screen.</p>
<p>Hans writes:<br />
<object width="581" height="438"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=1756994&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=BD0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=1756994&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=BD0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="581" height="438"></embed></object><br /><a href="http://vimeo.com/1756994?pg=embed&amp;sec=1756994">tiction &#8211; early prototype 1</a> from <a href="http://vimeo.com/user760854?pg=embed&amp;sec=1756994">Hans Kuder</a> on <a href="http://vimeo.com?pg=embed&amp;sec=1756994">Vimeo</a>.</p>
<blockquote><p>tiction is a sequencing / performance application that tries to bridge generative music with live improvisation. With it you can create looping (or one-shot) sequences whose pitch and controller values change based on screen position. When a node fires its event, subtle or not-so-subtle physical interactions take place, giving life to the system.</p>
<p>Tiction v0.1 is now available as a free download for Mac, Windows, and Linux. I&#8217;ll be adding updates over the next couple weeks, but most of the useful features are already in place.</p></blockquote>
<p>This is just a graphical interface; actual sound happens elsewhere, via MIDI. (Hans includes instructions for inter-app MIDI on Mac. On Windows, you should try <a href="http://www.midiox.com/">MIDI-Yoke</a> or <a href="http://members.nextra.at/hubwin/midi.html">Hubi&#8217;s MIDI Loopback</a>.) </p>
<p>The video above is slightly older than the release you get, so there&#8217;s an extra reason to go grab it. </p>
<p><strong>Free software + code + description/instructions</strong> for Mac, Windows, Linux. Version 0.1; expecting more soon!</p>
<p><a href="http://www.tinkthank.net/software/tiction/">Tiction @ Tink Thank Software</a></p>
<p>Before someone else says it, no, the idea here isn&#8217;t <em>entirely</em> new. It&#8217;s especially reminiscent of the work done by Toshio Iwai, best known recently for his <a href="http://createdigitalmusic.com/tag/tenori-on">Tenori-On hardware</a> and <a href="http://createdigitalmusic.com/tag/electroplankton">ElectroPlankton DS software</a>, who had experimented with similar interfaces &#8212; though generally minus some of the physics here. But then, we got a lot of mileage out of simple step sequencers, and they&#8217;ve evolved a lot. It&#8217;ll be interesting to see what new interfaces people can cook up.</p>
<p>Those of you Processing users, one tip. Hans is using the ProMIDI Java library, but there&#8217;s a better library evolving called <a href="http://ruinwesen.com/support">RWMidi</a> from our friends over at Ruin &#038; Wesen, plus a driver that will fix problems with MIDI support and Java on some Macs &#8212; check out <a href="http://ruinwesen.com/support-files/osxmidispi-0.1a.zip">OSXMidiSPI for OS X</a> (direct download).</p>
<p>Brilliant work, Hans! Readers with feedback, please pipe up since Hans asked for it; otherwise, I&#8217;ll be interested to see how this evolves!</p>
<p>One more video:<span id="more-4140"></span><br />
<object width="581" height="438"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=1757232&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=BD0000&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=1757232&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=BD0000&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="581" height="438"></embed></object><br /><a href="http://vimeo.com/1757232?pg=embed&amp;sec=1757232">tiction &#8211; early prototype 2</a> from <a href="http://vimeo.com/user760854?pg=embed&amp;sec=1757232">Hans Kuder</a> on <a href="http://vimeo.com?pg=embed&amp;sec=1757232">Vimeo</a>.</p>
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		<title>Indie Developers Show Fanciful Music Games, Interfaces at GDC</title>
		<link>http://createdigitalmusic.com/2008/03/07/indie-developers-show-fanciful-music-games-interfaces-at-gdc/</link>
		<comments>http://createdigitalmusic.com/2008/03/07/indie-developers-show-fanciful-music-games-interfaces-at-gdc/#comments</comments>
		<pubDate>Fri, 07 Mar 2008 16:30:00 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Features]]></category>
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		<category><![CDATA[design]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gaming]]></category>
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		<category><![CDATA[harmonix]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[interaction-design]]></category>
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		<description><![CDATA[<img src="http://createdigitalmusic.com/images/featured/0308_gaming.jpg">]]></description>
			<content:encoded><![CDATA[<p><a href="http://createdigitalmusic.com/images//2008/03/fez-screenshot-2-by-phishy.jpg"><img height="362" alt="fez_screenshot_2_by_phishy" src="http://media.createdigitalmedia.net/cdmu/images//2008/03/fez-screenshot-2-by-phishy-thumb.jpg" width="580" border="0"></a>
<p>Imagine this: you have a real-time interface that must be responsive and satisfying, simple enough to be approachable, but sophisticated enough that you&#8217;ll want to finely hone your skills over time. You&#8217;ll juggle a variety of elements to control with split-second accuracy, but even with elaborate mechanics under the hood, the whole thing, above all, <strong>has to be fun</strong>.</p>
<p>Sound familiar? It&#8217;s a description that&#8217;s equally apt for traditional music instruments and modern music software, as much as it is for games. The fact that, once they&#8217;re done, a game is often very <em>not</em> like familiar music software and instruments suggests the range of possible solutions to these design challenges. And suddenly, after years in which the games industry clung conservatively to tied and tested models, indie game designers with oddball game designs are grabbing the headlines. Some continue to tackle the meeting point of game and music making. Others offer inspiration for what futuristic 3D musical interfaces might look like.</p>
<p>I unfortunately didn&#8217;t make it to the game developer pow-wow that is GDC, but our friend Josh Randall at Harmonix tipped us off with these top picks. Given the blog buzz they&#8217;re earning, you may have seen some already, proving great independent game design may not be constrained to obscurity any longer.</p>
<p>Some games are playable on Windows now; Mac users may want to hit up Boot Camp, or watch for release on a console near you. (The pattern seems to be, prototype on PC but ship on consoles where better money can be made.)</p>
<p><span id="more-3120"></span></p>
<p><strong>Fez</strong>, pictured above, is here for two reasons. One, it promises some brilliant game mechanics. The Wii addition to the <em>Paper Mario</em> series from Nintendo suggested some of the game play mechanics of switching from 2D to 3D. Most of the actual execution only hinted at the possibilities. Fez goes further, with mind-bending shifts from two to three dimensions. Rather than see the lack of depth perception in imagined game worlds as a limitation, it makes it part of the game play &#8212; and reminds us of the gap in perception in 2D and 3D worlds, something that should raise the attention of anyone doing interface design (musical, sonic, or otherwise). The second reason is simple &#8212; the retro-tinged music score, apparently from producer/musician Jason DeGroot, <a href="http://www.kokoromi.org/fez/fez-live/" target="_blank">sounds brilliant</a>. Follow the game&#8217;s development at Kokoromi&#8217;s site:</p>
<p><a href="http://www.kokoromi.org/fez" target="_blank">Fez @ Kokoromi</a></p>
<p><a href="http://createdigitalmusic.com/images//2008/03/synesthete.jpg">&nbsp;<img height="363" alt="audiosurf" src="http://media.createdigitalmedia.net/cdmu/images//2008/03/audiosurf-thumb.jpg" width="580" border="0"></a></p>
<p><strong>Audiosurf</strong> perhaps got the most attention in the music games category. Pop in music from your collection, and race through a score generated by the music. It&#8217;s tough to resist this one at US$9.95 from Steam, especially for game music fans &#8212; the soundtrack from The Orange Box is included. The game is described thusly:</p>
<blockquote><p>Audiosurf is a music-adapting puzzle racer where you use your own music to create your own experience. The shape, the speed, and the mood of each ride is determined by the song you choose. You earn points for clustering together blocks of the same color on the highway, and compete with others on the internet for the high score on your favorite songs.</p>
</blockquote>
<p>And it&#8217;s got lots of extras: characters, strategy, and Steam Acheivements support. My only disappointment in this game is that the actual gameplay mechanic doesn&#8217;t deviate much from games we&#8217;ve already seen &#8212; though, then again, if you miss the design of Harmonix&#8217;s earlier <em>Amplitude</em> or <em>Frequency</em> from the days before <em>Guitar Hero</em> and <em>Rock Band</em>, this brings back the fun &#8220;interactive racer.&#8221; But I do hope that as indie developers come up with a truly interactive music remixer for the age of Ableton Live &#8212; and perhaps some fly mechanics that don&#8217;t come straight out of Wipeout XL. Not that either of those is likely to stop me from playing with Audiosurf, mind you.</p>
<p><a href="http://www.steampowered.com/v/index.php?area=game&amp;AppId=12900" target="_blank">Audiosurf @ Steam</a></p>
<p>PS &#8211; Audiosurf wins major extra points for being available now, which a lot of this other, tantalizing stuff is not.</p>
<p><a href="http://createdigitalmusic.com/images//2008/03/fret.jpg"><img height="419" alt="fret" src="http://media.createdigitalmedia.net/cdmu/images//2008/03/fret-thumb.jpg" width="573" border="0"></a></p>
<p>With so many games focusing on making music into games, Fret Nice takes a different approach: it&#8217;s a platformer that allows you to play the game &#8220;as if it was a rock song.&#8221; Currently in prototype phase, it already looks terrific visually. Unlike Nintendo&#8217;s somewhat flawed attempt to do platformers with its bongo controller, the physical movement looks satisfying. And back to what this could mean for musicians, it is evocative of what could be possible with futuristic, interactive music scores.</p>
<p><a href="http://www.fretnice.com/" target="_blank">Fret Nice</a></p>
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<p>Available now in an early-ish build for Windows, the frenetic <a href="https://typo3.digipen.edu/index.php?id=986" target="_blank">Synesthete</a> is perhaps the most ambitious of the games here as far as mechanics. Yes, some of the conventions of rhythmic music games are there &#8212; synchronized motions and falling bricks. But rather than resist that convention, Synesthete explodes it onto an isometric-projection gameboard, with power-ups and magical charm blasts and &#8230; well, have a look at the video. It looks as though you&#8217;ve jacked into the brain-powered computer system in <em>Ghost in the Shell</em>.</p>
<p><a href="https://typo3.digipen.edu/index.php?id=986" target="_blank">Synesthete</a></p>
<p><a href="http://createdigitalmusic.com/images//2008/03/crayonphysics.jpg"><img height="419" alt="crayonphysics" src="http://media.createdigitalmedia.net/cdmu/images//2008/03/crayonphysics-thumb.jpg" width="559" border="0"></a></p>
<p><strong>Crayon Physics</strong> is not a music game, but I&#8217;ll close on it because, like Fez, it&#8217;s notable for its soundtrack and its gameplay / interface design. The design has you solving puzzles by drawing physics-driven illustrations, as the name suggests &#8212; if you enjoyed our look at <a href="http://createdigitalmusic.com/2008/03/03/strange-new-musical-interfaces-built-in-processing/" target="_blank">new music interfaces built in Processing</a>, you&#8217;ll draw (ahem, sorry) plenty of inspiration from this. And, of course, it&#8217;s very possible to do stuff like this in Processing, Flash, and the like, and make a game that&#8217;s a musical or sonic interface. The music in question in this game demonstrates the potential of Creative Commons music, making use of a non-commercial license for the lovely <a href="http://ccmixter.org/media/files/_ghost/3631" target="_blank">Lullaby</a> by _ghost on open music site ccMixter. Think that&#8217;s just giving your money away? Think again: many bands actually <em>pay</em> for exposure in big-budget games. In this case, the artist just got a load of publicity along with the game &#8212; and since it&#8217;s a non-commercial license, such things could lead to commercial collaborations in the future.</p>
<p>Oh, and most importantly, the game is fun. (The prototype is available, but a higher-quality game is forthcoming)</p>
<p><a href="http://www.kloonigames.com/blog/games/crayon" target="_blank">Crayon Physics @ Kloonigames</a> (original prototype)</p>
<p><a href="http://www.kloonigames.com/crayon/" target="_blank">Crayon Physics Deluxe</a> (the version shown at the Independent Game Festival)</p>
<p>Got some indie &#8212; or vintage, or otherwise &#8212; games that inspire you musically / interactively? Let us know.</p>
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		<title>Free Gravity-Simulating Music Generator, Built in Java</title>
		<link>http://createdigitalmusic.com/2007/07/25/free-gravity-simulating-music-generator-built-in-java/</link>
		<comments>http://createdigitalmusic.com/2007/07/25/free-gravity-simulating-music-generator-built-in-java/#comments</comments>
		<pubDate>Wed, 25 Jul 2007 17:48:50 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[alternative-interfaces]]></category>
		<category><![CDATA[ambient]]></category>
		<category><![CDATA[code]]></category>
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		<description><![CDATA[It&#8217;s the music of the spheres. Or at least, the music of the various, floating geometric shapes, bouncing around a virtual galaxy with gravity simulation. Kepler&#8217;s Orrery is a (newly) open-sourced generative music maker, based on a gravity simulation algorithm. As bodies collide, they make sound; it&#8217;s a bit like what would happen if you [...]]]></description>
			<content:encoded><![CDATA[<p><img title="" id="image2360" src="http://media.createdigitalmedia.net/cdmu/images//2007/07/kepler.jpg" alt="Free, Web-Based Music Generative Applet Built in Java" /></p>
<p>It&#8217;s the music of the spheres. Or at least, the music of the various, floating geometric shapes, bouncing around a virtual galaxy with gravity simulation. Kepler&#8217;s Orrery is a (newly) open-sourced generative music maker, based on a gravity simulation algorithm. As bodies collide, they make sound; it&#8217;s a bit like what would happen if you crossed a music box with a snow globe. Different worlds represent different songs. You can reach in and grab some of the objects, so it&#8217;s possible to &#8220;perform&#8221; with the project.</p>
<p>The application runs directly in a web browser (assuming your Java is up to date), and since it&#8217;s open source, digging around in the code could inspire your own Java-based musical environment.</p>
<p><a href="http://www.art.net/~simran/GenerativeMusic/kepler.html">Kepler&#8217;s Orrery Project Page</a>, with notes, source code, and a live applet<br />
<a href="http://today.java.net/pub/a/today/2007/07/20/j1-2k7-mtW06.html">Creator Simran Gleason Talks About the Project</a> on java.net in a podcast (MP3)</p>
<p>And yes, there are some similarities here to the generative music of Brian Eno (soon to be heard in the upcoming Will Wright game Spore) and sound artist/composer Toshio Iwai&#8217;s ElectroPlankton game. Perhaps we have a whole genre of musical creation in the works here.</p>
<p><B>Related:</b></p>
<ul>
<li><a href="http://createdigitalmusic.com/2006/12/29/flash-powered-animated-musical-painting-visual-acoustics/">Flash-Powered, Animated Musical Painting: Visual Acoustics</a></li>
<p><lI><a href="http://createdigitalmusic.com/2006/10/05/kvr-contest-developers-get-prize-money-you-get-free-music-plug-ins-with-unusual-interfaces/">NuSofting&rsquo;s Collide and Play plug-in</a> uses a similar, physics-inspired interface</li>
<li><a href="http://createdigitalmusic.com/2006/06/23/new-videos-blog-for-toshio-iwais-imaginative-musical-creations/">Videos and more featuring Nintendo ElectroPlankton and Tenori-On creator Toshio Iwai</a></li>
<li><a href="http://createdigitalmusic.com/2006/06/07/nintendo-day-how-to-make-electroplankton-rock-a-wishlist/">Why ElectroPlankton is wonderful &#8212; but falls short of being the music tool it could have been</a></li>
<li><a href="http://createdigitalmusic.com/2007/06/15/brian-eno-with-wright-on-spore-and-generative-systems-sound-and-paintings/">Brian Eno, with Will Wright on Spore and Generative Systems, Sound, and Paintings</li>
</ul>
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		<title>Physics for Music, Visuals: Free pmpd Patch for Pd, Max/MSP, SuperCollider</title>
		<link>http://createdigitalmusic.com/2006/07/14/physics-for-music-visuals-free-pmpd-patch-for-pd-maxmsp-supercollider/</link>
		<comments>http://createdigitalmusic.com/2006/07/14/physics-for-music-visuals-free-pmpd-patch-for-pd-maxmsp-supercollider/#comments</comments>
		<pubDate>Fri, 14 Jul 2006 19:42:57 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
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		<description><![CDATA[As we continue physical modeling month, here&#8217;s a free piece of software that lets you create music and sound (and visuals) using real-world physics:
pmpd, free external for Pd
Johan Strandell writes:
It&#8217;s not physical modeling in the usual sense; pmpd simulates things like friction, acceleration/deacceleration etc.; i.e., more useful for control of parameters rather than synthesis in [...]]]></description>
			<content:encoded><![CDATA[<p>As we continue physical modeling month, here&#8217;s a free piece of software that lets you create music and sound (and visuals) using real-world physics:</p>
<p><a href="http://drpichon.free.fr/pmpd/">pmpd, free external for Pd</a></p>
<p>Johan Strandell writes:</p>
<blockquote><p>It&#8217;s not physical modeling in the usual sense; pmpd simulates things like friction, acceleration/deacceleration etc.; i.e., more useful for control of parameters rather than synthesis in itself. Some of the examples are really intriguing, but I&#8217;ve only scratched the surface on it. An article about it would be great, to see what other people are doing with it.</p></blockquote>
<p>Consider your challenge accepted. May take me a while, but I&#8217;m doing some other work modeling physics, so this could segue nicely. As you can see in the visual below, you can use this to model fluids, matter, particles, and other substances. That could be easily applied to sound synthesis (and they include a number examples) as a way of making control less mechanical and more dynamic and organic. Since environments like GEM run 3D visuals on your graphics card, there&#8217;s nothing stopping you from dedicating your graphics card GPU to visual feedback while the CPU plugs away on the sound.</p>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/stories/2006/July2006/particlesonball.png"><br />
<span id="more-1491"></span></p>
<p>To run this, you&#8217;ll need the free <a href="http://puredata.info">Pure Data (Pd)</a> environment for visually programming sound and multimedia. There is a <a href="http://www.cnmat.berkeley.edu/%7Eali/share/max/pmpd/">Max/MSP port for OS X</a>, and since he&#8217;s included source code I&#8217;ll try to compile for Windows, but since Pd is free and the examples and illustrations are in Pd, you&#8217;re better off starting there and worrying about porting to Max later.</p>
<p>There&#8217;s also a library for <a href="http://swiki.hfbk-hamburg.de:8888/MusicTechnology/802">SuperCollider</a>; I know there are some SuperCollider-using readers out there so let us know how this works out for you. Visual below.</p>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/stories/2006/July2006/supercollidergrid.jpg"></p>
<p>Yeah, I know, it&#8217;s summer vacation &#8212; so, music technology faculty, I fully expect you to give us some examples, since you&#8217;re out in your summer cabin with no students to bother you. (I had a teacher once who said the one that would make teaching a perfect profession is if there were no students.)</p>
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		<title>Happy Birthday, Doppler! Sounds, Sights, and Software of the Doppler Effect</title>
		<link>http://createdigitalmusic.com/2005/11/29/happy-birthday-doppler-sounds-sights-and-software-of-the-doppler-effect/</link>
		<comments>http://createdigitalmusic.com/2005/11/29/happy-birthday-doppler-sounds-sights-and-software-of-the-doppler-effect/#comments</comments>
		<pubDate>Tue, 29 Nov 2005 05:00:00 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[acoustics]]></category>
		<category><![CDATA[birthdays]]></category>
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		<description><![CDATA[November 29 is the 205th birthday anniversary of Christian Doppler, the Austrian mathematician and physicist who hypothesized what&#8217;s now called the Doppler Effect. (You know, that effect when an ambulance or other fast-moving vehicle flies by and the perceived pitch changes.) That calls for Doppler trivia, astrophysics, audio software, and a drink.
In celebration, go check [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://media.createdigitalmedia.net/cdmu/images/storiespre2k6/Doppler_sound.jpg">November 29 is the 205th birthday anniversary of <a href="http://en.wikipedia.org/wiki/Christian_Doppler">Christian Doppler</a>, the Austrian mathematician and physicist who hypothesized what&#8217;s now called the Doppler Effect. (You know, that effect when an ambulance or other fast-moving vehicle flies by and the perceived pitch changes.) That calls for Doppler trivia, astrophysics, audio software, and a drink.<br />
<P>In celebration, go check out the excellent Wikipedia page on the <a href="http://en.wikipedia.org/wiki/Doppler_effect">Doppler Effect</a>, including one of my favorite Physics equations (while I <I>wasn&#8217;t</I> failing.) And if the idea isn&#8217;t sinking in, there are plenty of <a href="http://www.jburroughs.org/science/mschober/soundmusic/applets.htm">online demonstrations</a> of why this effect occurs. (Science aside, I also recommend celebrating by imitating the <a href="http://upload.wikimedia.org/wikipedia/en/8/8d/Doppler_sound.jpg">sound </a> of an English police car driving by in a movie. It works best if you simultaneously run by your significant other at high speeds.)<P><br />
<img src="http://media.createdigitalmedia.net/cdmu/images/storiespre2k6/CDoppler.jpg">Because light can be a wave as well as a particle, the Doppler effect applies to light as well as sound. An increase in the observed wavelength of light emanating from a star is called a <a href="http://en.wikipedia.org/wiki/Redshift">redshift</a>. The principle is the same: as the source gets further from you, the wavelength (what it sound we perceive as pitch) shifts; in the case of a star, that translates to observed color.<P><br />
Here&#8217;s the mind-bending caveat: there&#8217;s a misconception that Doppler-like redshifts are what allow astrophysicists to measure the expansion of the universe. <B>Wrong!</b> Why? Because it&#8217;s not the stars moving away from you (a la the Doppler ambulance); it&#8217;s the <I>intervening space <a href="http://en.wikipedia.org/wiki/Cosmological_redshift">stretching</a></I>, as per the understanding of General Relativity. There you go; if that hasn&#8217;t convinced you to go have a drink in honor of Christian Doppler, nothing will. (Heck, it&#8217;d probably convince him to have a few drinks, were he alive.)<P><br />
<B>Back to digital audio:</b> If you want to reproduce the Doppler effect accurately, <a href="http://www.grmtools.org/">GRM Tools Classic</a> has one of the best Doppler plug-ins I know of, available for both Pro Tools (RTAS/TDM) and VST. See the detailed <a href="http://emusician.com/dsp/emusic_inagrm_grm_tools/">review</a> from Electronic Musician of a few years ago. GRM Tools is a great collection of plug-ins, but if you&#8217;re on Windows you can also opt for the much-cheaper GBP 15 a la carte option, <a href="http://createdigitalmusic.com/index.php?option=com_content&#038;task=view&#038;id=1022&#038;Itemid=44">Spacestation</a> (VST). (Thanks, Afro!)<P><br />
Or just go have that Dopplertini. (Anyone got a good recipe? I think it involves throwing the drink at high velocity . . .)<P><br />
<img src="http://media.createdigitalmedia.net/cdmu/images/storiespre2k6/dopplertdm.gif"></p>
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		<title>Digitally Modeling Percussion: DJ/Scientist Cynthia Bruyns</title>
		<link>http://createdigitalmusic.com/2005/10/06/digitally-modeling-percussion-djscientist-cynthia-bruyns/</link>
		<comments>http://createdigitalmusic.com/2005/10/06/digitally-modeling-percussion-djscientist-cynthia-bruyns/#comments</comments>
		<pubDate>Thu, 06 Oct 2005 05:00:00 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[acoustics]]></category>
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		<category><![CDATA[DJ]]></category>
		<category><![CDATA[Mac]]></category>
		<category><![CDATA[physical-modeling]]></category>
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		<guid isPermaLink="false">http://createdigitalmusic.com/2005/10/06/digitally-modeling-percussion-djscientist-cynthia-bruyns/</guid>
		<description><![CDATA[[Updated: Had the wrong record label -- it's not Muti, it's Pretension. Though Pretension is also cool.]
I asked readers to brag about their work, and, wow, does Cynthia Bruyns have amazing things to brag about:

She&#8217;s a DJ &#8212; check out her mixes
She&#8217;s working part-time with Apple&#8217;s Interactive Media group
She&#8217;s involved with a really cool electronic [...]]]></description>
			<content:encoded><![CDATA[<p><I>[Updated: Had the wrong record label -- it's not Muti, it's <a href="http://www.pretension.com">Pretension</a>. Though Pretension is also cool.]<P></I><br />
I asked readers to brag about their work, and, wow, does <a href="http://sukeban.code404.com/">Cynthia Bruyns</a> have amazing things to brag about:<P><br />
<blockquote>
<LI>She&#8217;s a DJ &#8212; check out <a href="http://sukeban.code404.com/audio/mixes.html">her mixes</a></LI><br />
<LI>She&#8217;s working part-time with Apple&#8217;s Interactive Media group</LI><br />
<LI>She&#8217;s involved with a really cool <a href="http://www.pretension.com">electronic record label</a></LI><br />
<LI>She&#8217;s been busy <a href="http://sukeban.code404.com/audio/projects.html">modeling instruments in 3D</a></LI></p></blockquote>
<p><img src="http://media.createdigitalmedia.net/cdmu/images/storiespre2k6/cynthia1.jpg"><P><br />
The Vibration Lab is a sophisticated 3D modeling app for the Mac that accurately models percussive sounds. (<a href="http://createdigitalmusic.com/index.php?option=com_content&#038;task=view&#038;id=235&#038;Itemid=44">Digitally-modeled cowbell?</a> Not so far-fetched, after all!) See the <a href="http://sukeban.code404.com/audio/">project page</a> for audio samples. She presented the work as part of a three-member team at SIGGRAPH and recently completed her Master&#8217;s thesis on new instruments. And yes, she&#8217;s looking at commercializing the technology.<P><br />
Still more information:<P><br />
<a href="http://www.coe.berkeley.edu/labnotes/0905/bruyns.html">Lab Notes: Modeling the Sound of Music</a> [Research from Berkeley Engineering]<P><br />
<a href="http://www.dailycal.org/article.php?id=19800">Vibration Lab Models Music</a> [Daily Californian; though see <a href="http://sukeban.code404.com/">her site</a> for corrections]<P><br />
Thanks, Cynthia. Now . . . uh . . . I&#8217;ll have whatever coffee you&#8217;re having.<P><br />
<img src="http://media.createdigitalmedia.net/cdmu/images/storiespre2k6/cynthia2.gif"></p>
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		<title>Rope and Sound: Tensegrity as Musical Instrument [Updated]</title>
		<link>http://createdigitalmusic.com/2005/07/07/rope-and-sound-tensegrity-as-musical-instrument-updated/</link>
		<comments>http://createdigitalmusic.com/2005/07/07/rope-and-sound-tensegrity-as-musical-instrument-updated/#comments</comments>
		<pubDate>Thu, 07 Jul 2005 05:00:00 +0000</pubDate>
		<dc:creator>Peter Kirn</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[alternative-controllers]]></category>
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		<description><![CDATA[Rope and Sound is an installation that uses rope tension to control sound. Pull on a cord, and the change in tension triggers electronic thuds and mellow chimes. The trick is conductive fibers braided into the rope; as the tension changes, the conduction of the rope changes, as well.
I got a chance to try out [...]]]></description>
			<content:encoded><![CDATA[<div class="legacyimage"><img src="http://media.createdigitalmedia.net/cdmu/images/storiespre2k6/tensegrity10.jpg"></div>
<p><a href="http://www.squid-labs.com/projects/tensegrity/index.html">Rope and Sound</a> is an installation that uses rope tension to control sound. Pull on a cord, and the change in tension triggers electronic thuds and mellow chimes. The trick is conductive fibers braided into the rope; as the tension changes, the conduction of the rope changes, as well.<P><br />
I got a chance to try out the installation at New York&#8217;s <a href="http://ndm.si.edu/">Cooper-Hewitt National Design Museum</a>. The show is up through October 30 and well worth a visit if you&#8217;re passing through town. The installation is beautiful and the concept brilliant, but the sound aspect was somewhat disappointing. The sounds themselves were compelling, but the ropes act like simple buttons: sounds are triggered as you cross a set threshold. If the whole point is the ability to monitor stress, why doesn&#8217;t that translate into sound? A velocity-sensitive keyboard is more expressive. That said, I think the underlying concept is terrific, so expect to see more use of conductive fibers in new sound interfaces.<P><br />
<B>If you&#8217;re near Emoryville, California</b>, you can meet up with the <a href="http://www.mitcnc.org/www/Events_Single.asp?eventID=1130">Squid Labs folks</a> who built this and other projects. (<a href="http://radar.oreilly.com/archives/2005/07/mad_scientists.html">via</a> O&#8217;Reilly Radar) And you can even one-up them by showing your own project. If you go, let me know what goes down!<P><br />
<B>[UPDATE:]</b> I went to the source and asked Ben Recht (MIT Media Lab) about why the strings weren&#8217;t sensitive. In fact, they were! The reason they modulated timbre and not velocity was that he felt velocity was too hard to calibrate for different visitors. (And, obviously calibration is an issue, since I didn&#8217;t notice the timbre modulation.) This certainly demonstrates the challenges in designing new interfaces. And it also suggests that even with new designs, you need musicians to become adept at using the interface expressively.</p>
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