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Perspectives on music, sonification and augmented instruments

2014, NIME Proceedings

This paper discusses two composition works where real instruments have been augmented through a motion capture system (Phasespace). While playing his instrument using conventional techniques, the player is also controlling some other sound effects by moving his hands: the instrument becomes totally new increasing its expressive possibilities and opening new ways of thinking the composition to the au- thor. The relation between sonification and music will also be investigated through the above mentioned examples, in order to outline how the different functions and purposes of music and sonification can be preserved while operating in combination within the creation of music.

Perspectives on music, sonification and augmented instruments Abstract This paper discusses two composition works where real instruments have been augmented through a motion capture system (Phasespace). While playing his instrument using conventional techniques, the player is also controlling some other sound effects by moving his hands: the instrument becomes totally new increasing its expressive possibilities and opening new ways of thinking the composition to the author. The relation between sonification and music will also be investigated through the above mentioned examples, in order to outline how the different functions and purposes of music and sonification can be preserved while operating in combination within the creation of music. Keywords Performance, Sonification, Mapping, Electronic Music 1. INTRODUCTION The expansion of parametric control has a centuries-long tradition in musical composition. At the times of Bach, composers were mainly interested in defining pitches and rhythm: compositional ideas hardly encompassed other parameters - or not in a structured way to say the least. The development of music composition as an art form brought along an increased attention for other parameters: articulation first, then dynamics, then timbre - and more recently, space (Ref. XXX). Now composers are growing an interest in using performance gestures as a compositional device to expand the expressive capabilities of musical instruments (and performers) beyond what was commonly expected to date (Ref. YYY). As in all previous expansions, the inclusion of gesture as a compositional parameter has brought with itself a number of problems, both technical and aesthetic, to be tackled in order for works to reach an artistic maturity of some value. While the compositional use of performance gestures is still developing, some case studies carried out by the authors along with composers and performers can outline an early set of interesting results along with the issues that have accompanied them. A recent (and accurate) definition of sonification ((Walker and Nees, 2011, p.9)) reads Sonification . . . seeks to translate relationships in data or information into sound(s) that exploit Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, to republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. NIME’14, June 30 – July 03, 2014, Goldsmiths, University of London, UK. Copyright remains with the author(s). the auditory perceptual abilities of human beings such that the data relationships are comprehensible. Thus, sonification is a scientific activity which relates to auditory display picking up from this latter field all the research and analysis carried out on sound perception. Music is instead one of the oldest and most pervasive known artifacts of human kind. The questions concerning its origins and a precise definition for this activity have known many different stages and highs and lows in reputation among musicologists all along the twentieth century to end up confined in some very specialised branch of evolutionary musicology (Wallin et al. (1999)). While sonification is quite precisely defined, music’s characterisation boundaries are simply too loose to be of any help in trying to make some sense out of the relationship between the two. Given these definitions of course sonification can be intended as music – just as anything else can. While the creation of music that can be intended as sonification is more difficult to achieve, and indeed it is hard to find good reasons to do something like that (there are some, as we will see, but they are the exception rather than the rule). Perhaps a better solution is to resort to the different purposes of sonification and music. True, music may have very different purposes, but at least these can be confined into three broad categories: • rite, • entertainment, and • intellectual speculation. We are confident that these three categories encompass most, if not all, music activity. On the other hand, sonification has one very specific purpose: scientific analysis. A major difference appears at last: music is an arbitrary activity carried out in a generally playful way to stimulate our artistic inclinations (whatever those may be), while sonification implies a thoroughness which can be constantly scrutinised, amended and improved using all the scientific conceptual tooling that we have access to. That is to say, for example, that “bad sonification” will be easily spotted out by accurate scientific analysis, while “bad music” will always be a personal judgement matter. 2. PERFORMANCE EXAMPLES We took into account two musical works in which sonification through gesture control is part of the performance tools used by composers in a creative way. 2.1 Technical implementation Composition is not the only musical activity which has explored the possibilities of connecting data sonification with music production. Most notably, composers and performers have used data coming from 3D tracking of gestures and body postures during performance to contribute to the final musical output of a given pieces. We will synthetically describe a couple of cases in this area, emphasising their specific characteristics. Both works are described in XXXX and both were created using a motion capture system (Impulse Phasespace) to track the soloist movements. This system is made out of a variable number of infrared cameras which can detect the movements of the leds that are placed on the body part/object that is being tracked. Both works call for the tracking of hand movements; these happen to move laterally or vertically at both sides of the instrument. In both cases the performer had a pair of gloves, which featured 4 leds each. The so–called rigid body tracking modality was used: each hand was considered as a unique rigid body defined by a matrix of positions of every leds in relation to the first one inserted in the chain of leds. The system detects the center of gravity of that combination through a data triplet (the xyz coordinates) and the accidental occlusion of one of the leds does not affect the continuity of the tracking. The tracking is thus very robust and suitable for live performances. The system can be used with a variable number (> 2) of cameras. Generally speaking, the larger the number of cameras (and so the points of view) the better will be the robustness of the system which will be less sensitive to the particular position which the performer may assume. In live performances however it is necessary to find the best compromise that will allow this robustness without being too invasive from a scenic point of view. In the particular case of the hyperbass flute four cameras were used, placed on two stands placed symmetrically at each end of the instrument in use: one of them at 2.30m from the floor, looking at the performer’s hands from the top, the other on the ground looking at them from the bottom. 2.2 The psOSCd middleware daemon When considering the usage of the Phasespace Impulse motion capture system we thought that rather than writing plugins hooking up directly to the system server for every live–electronic software under the sun, we would be better off trying to generalize the hook up mechanism in order to facilitate the use of the system by different musicians and live–electronic crews. Thus, in order to build the simplest, easiest to use and more versatile connection between the motion capture server Phasespace Impulse and the software tipically used in live– electronics settings (such as Cycling74 ’s Max/MSP or Pure Data), we developed a small, self–contained piece of middelware whose basic (and only) function is to act as an iterface between between owld (this is the name of the server handling the input coming from the motion capture cameras) and the services provided by the OSC protocol which can be found on most professional music software. camera ring TCP/IP OSC psOSCd TCP/IP owld Figure 1: The placement of psOSCd in the live– electronics chain Lacking imagination, this middleware has been called psOSCd and its position in the live–electronics chain is represented in Fig.1. Technically speaking, psOSCd is a daemon 1 which can be compiled and run on any multi–tasking unix–like operating system. It acts as a double client, requesting connections to two servers at once: on one side it connects to the owld Phasespace server using the latter proprietary API library, on the other side it will try to connect to any existing OSC server running within any Max/MSP, Pure Data, csound or SuperCollider application. To connect to these applications it uses the API of the Free Software library liblo (the lightweight OSC library. psOSCd operates by means of a configuration file which is read upon startup and which defines: • service addresses and port numbers • Phasespace Impulse system configuration (n. of cameras, camera IDs, etc.) • OSC tags • single marker mappings • rigid body 2 mappings psOSCd may be run on the same server which runs the owld daemon, or on one of the computers which handle the live–electronics, or on a third separate computer (even in a remote location accessible through the internet, though the bandwith requirements may be quite heavy) — the TCP/IP connections give complete location transparence to its positioning. 2.3 Ogni Emozione dell’Aria , by Claudio Ambrosini Ogni Emozione dell’Aria (2011) is a work for clarinet and live–electronics by Italian composer Claudio Ambrosini. In Ogni Emozione dell’Aria, both hands of the clarinet performer are tracked by a real–time motion capture system in order to control the live electronics processing. The score calls for specific movements of the player (i.e. opening arms) and the movement data captured by the system is used to map the position of sound in space and to add expressive intentions and new layers to the composition. In this work, each hand is seen as a single independent body: the left hand controls the location and movement of sound in space while the right one is connected to timbral effects (i.e. harmonising, non–linear distortion, etc.). Performance gestures are thus available to the composer who selects them and notates them precisely in the score in order to replicate performances in a deterministic way. At the same time, these new compositional parameters (gestural movements) preserve the natural inclination of musical expression to be adapted to individual performance aesthetics (what is generally called musical interpretation). Delving into technical details, the live–electronics processing has been made using MAX/msp where two main signal processing strategies have been developed: Dissolution A and Dissolution B. Dissolution A refers to the spectral processing of the clarinet sound through a threshold FFT . Every spectral band is resynthesized when its amplitude is inside a given range delimited by two threshold values (upper and lower). The bands that are resynthesized can have an altered amplitude envelope (through the application of an attack and a decay transient); its pitch can be 1 A daemon is a software that, typically, runs as a background application by shutting down any standard I/O with the external world and establishing contact with other specific applications solely through network sockets. 2 rigid body constructs are a Phasespace abstraction which define a collection of four or more markers to be considered together always maintaining the same relative positions among them. This allows for better tracking of given body parts (hands, arms, legs). altered too through transposition. A ring modulation with a 3 kHz carrier can be further added to the altered sound, filtered with the same frequency cut–off through a second– order low pass filter. The sum of these two signals is then filtered by a high-pass shelving filter which can enhance or attenuate the high frequency zones. A particular example of Dissolution A is shown in Figure 2: in this case, the right hand is controlling while the left one is playing. The X value of the right hand is controlling Figure 2: Ogni Emozione dell’Aria, score at pag. 6. Dissolution A is used here: “The right hand seems to help the sound of the clarinet to come out and then back in again”. the output level, the Y value is controlling the transposition, the Z value is controlling the left-right spatialisation and the M value (its modulus) controls the front–rear spatialisation. The X value of the right hand is controlling the Figure 3: Ogni Emozione dell’Aria, score at pag 9. Dissolution B is used in this case. output level, In Dissolution B the clarinet sound is granularized through an FFT. The spectrum is first transposed and then reduced to a sequence of sound grains realised with an random selection of a few spectral bands which is renewed with a period of 72 ms (micro-Mel). An example of Dissolution B is shown in Figure 3. The movement of sound in space is also a really important part of the sound processing: the sound of the contrabass clarinet is placed in space as if it was a point on a Cartesian plane with axes left-right and front-rear. The right-left dimension is managed through a linear mapping between gesture and result, while the front-rear control is constructed with a so called “rubber band algorithm”. The gesture sends the sound away to the rear position; the sound comes back slowly to a rest position unless there are new upcoming sounds creating a new tension sending it again far away. Performance gestures are thus available to the composer who then selects and notates them precisely in the score in order to replicate performances in a deterministic way. Therefore, Ogni Emozione dell’Aria succeeds in transforming sonification in genuine musical processes (a complete video of the performance at the Sound and Music Computing conference in Padova can be found in Ambrosini (2011)). 2.4 Suono Sommerso by Roberto Fabbriciani The genesis of this work began when noted Italian flute player Roberto Fabbriciani intended to explore the expressive possibilities of the hyperbass flute. This instrument was invented by Fabbriciani in the eighties following suggestions by composer Luigi Nono. The peculiar property of the instrument is to be able to play very low frequencies, around 20-30Hz. It is a very large instrument made by plastic pipes and it can be tuned to just one note at a time. That is the main way it has been scored for in large orchestral works, where it was used as a sort of pedal note or choir (cf. for example La Pietra di Diaspro by Adriano Guarnieri). The player only needs to hold the instrument with his hands, all the sound he is producing is coming from the air of his lungs and can hardly be rapidly modulated. Roberto Fabbriciani wanted to explore the possibilities of having such an instrument as a solo player, able to be expressive and intense. In order to do so, a motion capture system has been used to detect the positions of the hands that could control some live processing which adds several layers of spectral expansion, distortion, and pitch transposition. Other specific gestures are used to move sound in space through a spatialisation system. (Fabbriciani et al. (2011)) is a short excerpt of this work which illustrates these concepts. In this case, data sonification represents a true instrumental extension which augments the capabilities of a specific instrument, thus making it suitable for solo performances and recitals. The hands movements have been associated with pitch, timbre and spatialisation controls. The right hand movement was associated to pitch and timbre control. The movement of the right hand along the X axis (high low pitch): sound transposition in a two-octave range. The played note can be transposed one octave up (the hand is moved to the right) or one octave down (the hand is moved to the left). The movement of the right hand along the Y axis (low-high) controls the timbral brightness. The played note is unchanged (low position) and becomes brighter if the hand is placed higher. The movement of the right hand along the Z axis (rear front): sound inharmonicity. The played note is unchanged (behind position) and becomes more inharmonic while moving the hand forward (towards the public). The movement of the left hand was associated to the control of the sound spatialisation. The movement of the left hand along the X axis (right-left) controls the leftright spatialisation (from the point of view of the listener). The movement of the left hand along the Z axis (rearfront) controls the front-rear spatialisation. The right foot is used to push a pedal that activates a bank of delay lines that extend and multiply the sounds. This bank is made by 5 delays with feedback with the following delay times: 3, 3.8, 4.7, 6.3, 7 seconds. (Fabbriciani et al. (2011)) is a short excerpt of this work which illustrates these concepts. In this case, data sonification represents a true instrumental extension which augments the capabilities of a specific instrument, thus making it suitable for solo performances and recitals. 3. DISCUSSION When it comes to performance, it should be noted that “true” sonification of instrumental gesture is already a well– established technique that is used for several applications, ranging from physiotherapy (cf.Rosati et al. (2012)) to instrumental pedagogy (cf.Ng and Nesi (2008); Bradshaw and Ng (2009)). However, when sonification is used in performance its usage boils down to three fundamental schemes: 1. the sonification of non–instrumental gestures which augments the actual playing 2. the sonification of extra–instrumental gestures, added by the composer to enhance the polyphony of the piece 3. the direct sonification of specific instrumental gestures The hyper–bass flute improvisations by Roberto Fabbriciani (cf.2.4) clearly fall into case n.1: the hyper–bass flute is an instrument than needs only the mouth to be played, while the hands remain free from (direct) performance duties. Fabbriciani can then use his hands (tracked by motion capture) to control the overall live–electronics processing of the sound. The sonification establishes here a strong visual (and causal) connection to the resulting sound which is a far better option both for the performer and the public than a separate live–electronics performer idly sitting at a console moving faders and pushing buttons. Ogni Emozione dell’Aria by Claudio Ambrosini belongs instead to category n.2. The form of the piece is divided in sections, and the instrumental writing is designed to allow the performer to take turns as to which hand is actually playing the keys of the instrument, while the other is kept free to add a further contrapuntal voice in the performance. In the last section the performer does not need the hands on the instrument at all, thus adding two other sources of voicing in the music. Of course, in this case sonification enables the composer to add a metaphorical and dramaturgical layer through these gestures; in the case of Ogni Emozione dell’Aria, the sonified gestures build up to represent the wings of a flying bird – while continuing to serve musically through the sonified capture of the wrists’ movements. The third case is more common in the music literature: it can be found, for example, in pieces by Adriano Guarnieri or in the improvisations by Giancarlo Schiaffini on trombone. This latter instrument actually provides a good case in point for case n.3, because the gestural component of its instrumental playing (i.e. the movement of the coulisse) is particularly well suited for tracking and successive processing. 3.1 Overall remarks The two works that we have analysed in this paper make use of sonification practices and tools but their purposes are strictly musical – they would not be used as a scientific display of any sort simply because they do not fit any particular scientific criterion in their construction. We could probably repeat the experiment with sonification displays which might have a “musical bend” but it is foreseeable that the end result would not change (though opposed in sign), because the purposes of music and sonification are substantially different. It is interesting to clarify, then, what it takes to obtain a successful result in combining together sonification and music: the data needs to have some “musical” qualities which must lend themselves to an easy mapping into a musical work; while just about anything today can be transformed into a sound event, the “archetypal“ characteristics of music (imitation, motivic development, counterpoint, etc.) and their proper ”musical timing“ are actually the critical aspects to make it ”palatable as music“ of some sort. If the mapping is not straightforward enough, it looses the possibility of being fed back into the sonification function. 4. CONCLUSIONS This paper intends to be a contribution to the controversial debate regarding the boundaries of two specific disciplines, namely sonification and music composition. Our intention was not to give a definitive answer to whether or not these two disciplines do actually have anything in common, but rather to try to enumerate the conditions under which such communion can take place replacing a naı̈ve generalisation with some sort of preliminary elaboration and observation. References Ambrosini, C. 2011. “Ogni Emozione dell’Aria.” http:// youtu.be/-1Ml9rPnbiY, retrieved May 24, 2013. Bradshaw, D., and K. Ng. 2009. “Motion Capture, Analysis and Feedback to Support Learning Conducting.” In Proceedings of the International Computer Music Conference (ICMC). Montreal, Quebec, Canada. Fabbriciani, R., A. Vidolin, and A. de Götzen. 2011. “Hyperbass flute improvisations.” http://www.youtube.com/ watch?v=Bty8KVf0Js8, retrieved May 24, 2013. Ng, K., and P. Nesi. 2008. “i-Maestro Framework and Interactive Multimedia Tools for Technology-Enhanced Learning and Teaching for Music.” In Proceedings of the International Conference on Automated Solutions for Cross Media Content and Multi-channel Distribution (AXMEDIS 2008). Florence, Italy: IEEE Computer Society Press, pp. 266–269. Rosati, G., S. Spagnol, F. Avanzini, F. Oscari, and S. Masiero. 2012. “Effect of task-related continuous auditory feedback during learning of tracking motion exercises.” Journal of neuroengineering and rehabilitation (9):79. Walker, B. N., and M. A. Nees. 2011. “Theory of Sonification.” In T. Hermann, A. Hunt, and J. G. Neuhoff, (editors) The Sonification Handbook. Berlin: Logos Verlag. Wallin, N., B. Merker, and S. Brown, (editors) . 1999. The origins of music. Bradford Books.