Francisco Zamorano

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Inspirations and Precedents

12.20.2011, Comments Off on Inspirations and Precedents, Journal, by .

SOCIAL ACTIVITIES
A great place where I can explore the social dynamics involved in these experiences are the leisure activities we perform in our regular life, particularly the ones performed in collaboration, like dancing, practicing collective sports or playing board games. All of them have common dynamics that can be applied to my own project. These activities and their dynamics will be further investigated throughout my research process.

 

IN THE ART REALM
I find the work of David Rokeby very interesting and I feel it is relevant for my research. Rokeby is an artist that has explored the relationships between body, sound and physical space. Since the eighties he has developed a series of installations that make use of technology to convey these ideas. One of his most interesting pieces is Very Nervous System [1], an installation that uses computer vision to interpret body movements into sound, creating very complex and expressive compositions. My interest in his work relies on how he uses the body as an expressive controller. Additionally, the technical aspects of this project are relevant too. Using camera vision techniques is something I feel valuable to explore.
In contrast to my own exploration, Very Nervous System is meant only for one participant, and mainly for experts–although experts in this case would be dancers and not necessarily musicians, which is interesting too–. I also would like to differ from the experience mood he presents, I’m not interested in introspective interactions, because I feel that is not the most adequate mood that best suits a collaborative experience.

 

SIMILAR PROJECTS
An inspiration from the realm of collaborative musical instruments is The Reactable [2], a tabletop synthesizer using physical objects as controllers. Although I’m sure is one of the most cited examples in these kind of research, a lot of that research con be incorporated to my own. In the Reactable project, the collaborative aspects are really well executed. The idea of a round table for instance, implies the idea of democracy, where all the participants have the same hierarchy.
Although the Reactable is pitched both as an instrument for novices and expert performers [3], it seemed to me–I had the chance to play it–that is more an instrument leaning towards expert performance. In the practice, the Reactable is not that easy to play o understand, and as any other traditional instrument, it requires considerable practice to be mastered. Also, the visual feedback is very seductive, making the participants be completely absorbed by the visual, not worrying too much about the human-to-human interaction.

 

THEO WATSON

I find the work of Theo Watson very inspiring. In particular the Vinyl Workout [4] and Audio Space[5] installations. Both make a use of space and sound in interesting ways. What I find remarkable about Vinyl Workout is its simplicity. It consists on a vinyl record image projected on the floor. Users walk inside the projection in circles, making the vinyl spin and play songs in different speeds depending on how fast or slow participants walk. The beauty of the system is that although it requires a very simple gesture, it generates interesting and expressive interactions. Unlike Rokeby’s Very Nervous System, Audiospace uses the three dimensions of space, where sounds are mapped to specific locations in a room. As users walk around the room with a pair of headphones, they can hear the different sounds and perceive their virtual position, as if they were floating in space. Again, the mood of the experience is introspective and very personal (users wear headphones), which is not exactly what I’m looking for.

 

___________________

[1] “Very Nervous System,” David Rokeby, accessed September 20, 2011, http://homepage.mac.com/davidrokeby/vns.html
[2] “The Reactable”, Reactable Systems, accessed September 21, 2011, http://www.reactable.com
[3] Kaltenbrunner, M., Jordà, S., Geiger, G., and Alonso, M.  The reacTable*: A Collaborative Musical Instrument.  In Proceedings of WETICE.       2006, 406-411.
[4] “Vinyl Workout,” Theo Watson, accessed September 22, 2011, http://www.theowatson.com/site_docs/work.php?id=39
[5] “Audio Space,” Theo Watson, accessed September 22, 2011, http://www.theowatson.com/site_docs/work.php?id=15

Defining Concepts

12.20.2011, Comments Off on Defining Concepts, Journal, by .

In this phase of the thesis, I decided to start with the main questions and goals. Questions as: Why? What is the problem? Who cares? Are the leading concerns at this stage. Taking the previous experience of Trinidad as a starting point, and revising the outcomes, in this section I try to define what are the main frameworks where my thesis and project will reside, with the aim to visualize a blueprint of the different areas I will be researching during the thesis year.

Daniel J. Levitin in his enlightening book This is Your Brain on Music [1] exposes the fact that in our times–specially in Western societies–music expression is most of the times exclusively reserved for experts:

“Only relatively recently in our own culture, five hundred or so ago, did a distinction arise that cut society in two, forming separate classes of music performers and music listeners. Throughout most of the world and for most of human history, music making was as natural an activity as breathing and walking, and everyone participated. Concert halls, dedicated to the performance of music, arose only in the last several centuries.” (p.6)

I don’t consider myself a virtuoso instrumentalist, or even a musician. Musical notation is as foreign as Russian language is to me, and I don’t really understand musical scales. Yet, I’ve been making music for more than fifteen years, and I’ve managed to play in some bands. My sense is that most of musicians don’t really care about the technical aspects of music, they make music because they like it, because it is a rewarding and pleasurable activity and playing with someone else just amplifies those feelings. So I wonder: why the distinction between performers and listeners is so prevalent, when making music is one of the things that fundamentally defines us as humans?

Although people without musical training experience flow in several other contexts, they usually don’t experience it around music creation. One of the main reasons for this is that the learning process of mastering an instrument requires practice, dedication, patience and time. A violin for instance, can take several years to be played with mastery. “I don’t know how to play an instrument, therefore, I can’t participate in music exploration” is the thought sequence that most people follow.
Around this idea, is where my thesis resides and builds the main concerns: How can novices get involved in collaborative musical expression? How can participants experience the state of flow around music creation? What role can play a Design and Technology thesis to address this issue? How can technology facilitate these experiences?

My thesis then will investigate the social interactions in collaborative sound environments, having as the main design question: How can technology facilitate collaborative sound experiences? The aim of the project that illustrates this thesis is to provide a structure where participants are encouraged to achieve a loose state of mind and openness towards sound exploration. This state of mind sets the basis for the development of collaborative behaviors, enhancing the social cohesion between participants that ultimately leading to experience group flow. Setting up small sets of rules for the interaction, the structure should allow emergent play and musical expression, but these should be considered only as means to achieve the desired social experience.

Consequently, the main conceptual framework will then be around these ideas. In the core of said framework is collaboration, where all the components such as the system that supports the experience will aim. Sound, in a second level, acts as one of the means to achieve the social experience. Play, on the other side, acts as a catalyst, and technology, acts as a facilitator for the interaction between people and the whole system.

Finally I outline here some of the key-points or goals for my project:

  • Facilitate playful interactions
  • Provide a platform for exploration
  • Provide a small set of rules
  • Allow low level-entry to the sound experience
  • Create a fertile ground for the sequence of exploration-discovery-learning-collaboration

_______________________

[1] Levitin, Daniel. This is your brain on music : the science of human obsession. New York  N.Y.: Dutton, 2006

Technical Module Presentation

11.22.2011, Comments Off on Technical Module Presentation, 5. Technical Module, Presentations, by .

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Social Module Presentation

11.22.2011, Comments Off on Social Module Presentation, Presentations, by .

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4_Sound Installation in Public Space

11.04.2011, Comments Off on 4_Sound Installation in Public Space, 4. Public Installation, Prototypes, by .

Test date : October 26, 2011
Location : MFA DT Lab, Parsons The New School for Design

Objective
Observe the level of attention, exploration and engagement with a sound installation.
Observe behavior of participants when confronted to a sound interface with no visual feedback.

Description
A computer sound interface is placed in a highly transited zone in an private open space. The interface uses a camera to sense movement and proximity and outputs sonic feedback based on those parameters. The camera and speakers were placed in a zone where people usually walk by (near a hallway), with the intention to see if the interface made them stop.

When users walk by the interface, depending on how much they move, a sound becomes louder, if the user freezes, the sound stops. A second control is provided depending on the proximity with the camera: as the user gets closer to the camera, a second sound (with different timbre and frequency) gets louder. Consequently, if the user walks away from the camera, the sound will decrease in loudness.
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3_Physical Sound Control – Two Modes

11.02.2011, Comments Off on 3_Physical Sound Control – Two Modes, 3. Gestural Sound Control User Testing, Prototypes, by .

Test date    : October 18, 2011
Location     : MFA DT Lab, Parsons The New School for Design

Objective
Observe how the interface can influence on user’s behaviors.

Description
As an extension of the previous prototype, this experience was built under the same basic principles: users standing in font of a camera connected to a computer that transforms the arm gestures into sound.

for this version, a more detailed and straightforward visual feedback was provided: every time a sound is triggered, a red dot appears indicating which side is activated. This proved to be more effective comparative to the previous experience.

For this version, two modes were supported in order to allow comparison between passive and active behavior from the interface:
Mode A : freestyle improvisation
Mode B : Users hear a base rhythm

Each one of the users tried both modes and at the end of the experience they were prompted to describe the differences between each mode. Basically they were asked to describe in what situation they felt more comfortable.
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Interview with Lucas Werthein

10.24.2011, Comments Off on Interview with Lucas Werthein, Interviews, by .

I. Introduction

On September 9, 2011, I conducted an online interview with Lucas Werthein. He is originally from Rio de Janeiro, Brazil, and he is currently living in New York. He holds a BA in International Politics from PUC-RIO University and an MPS from the ITP program at the New York University (2010). Werthein is interested in creative programming, physical interaction and electronics. He is the the co-creator of EletroAxé – an interactive wearable suit custom made for Carlinhos Brown, a famous Brazilian musician. He also co-created Boom Shakalaka, an electronic Rube Goldberg machine that requires physical pieces for viewers to play.

Werthein’s work –in particular the SambaSurdo project– is relevant to my own research because it deals with similar aspects and concerns: collaboration, music synthesis, the use of space and physical installation. Furthermore, I’m interested on his vision and experience tackling the process of making a thesis project.

 

II. Anticipated questions – Intended areas of conversation

This is the list of intended areas of conversation prepared prior to the interview:
Thesis process
Can you explain how your thesis idea evolved during the thesis year?
How different it ended up being from your what you first imagined?

User experience
What kind of experience where you envisioning for the participants?
Who was your main target? What kind of people?
How did people react when confronted to the installation? Was it how you expected? Any surprises?
How did you deal with different skills and levels of engagement?

Physical installation
What would be the perfect setting for the installation? Why?

Postmortem evaluation
Now after some time, how do you evaluate your project? Any improvements you would perform?
Why do you think that making a sound installation is meaningful?

 

III. Record

The thesis process

Werthein stated that although at the beginning he had no clue what direction he wanted to follow, he was clear about what the components of his project would be: exhibition work, programming and interactivity.

On the meantime of starting his thesis process he was working in collaboration with the Brooklyn-based artist Kyle MacDonald developing a project for Carlinhos Brown, a very popular Brazilian percussionist and singer. His performances are well known for being entertaining and for very large audiences. He has performed several times at the yearly Brazilian Carnaval.

They created an electronic percussion suit for Brown. The suit was equipped with pressure sensors that when hit they would act as percussion instruments, so his own body becomes an instrument when hit. Werthein evaluates this project as very successful as Carlinhos Brown was so pleased with the suit that he even used it in one of his performances at the Carnaval in front of thousands of spectators.

This project was relevant to his thesis project because it confirmed his interest in the cross of music and interactivity. Being faithful to his roots, he decided to work with Samba, the most popular music genre in Brazil, and how it could be re-interpreted through the use of technology.

Inspired by the work of Janet Cardiff –a sound installation artist– he proposed using a set of eight speakers placed in a circular configuration in a room where users could walk inside of the circle and hear a Samba composition. Each one of the speakers had assigned one of the eight tracks (eight instruments) used for the main composition. As users walked closer to a particular speaker (away from the center) all the other instruments would fade out, so they could hear the approached speaker-instrument in solo mode, as a way of understanding the building blocks of Samba.
As you walk around the room, you really became the instructor or master of percussion…The sounds of Samba are so interesting and very rich, so as you listen to each individual instrument of Samba you realize how really complex it is

Installation and user experience

According to Werthein, by putting this installation in New York, the reactions were a lot different from what he would get in Rio. Despite New York is a multicultural city, Samba and Brazil are still perceived as something exotic or uncommon, so it was in part a way of breaking the stereotypes associated to his country.

He didn’t think too much about how people would react to the installation before building it, he considers this iteration as a first prototype, a test that allowed him to see how people behaved.

When confronted to the installation, people had many different reactions, some people were interested in understanding the interactivity and how it worked, others were more interested in exploring each sound in more detail. He highlights an interesting phenomenon: “the speakers were hanging from the ceiling, and what happened is that everyone was looking up, looking at where the sound was coming from”.

What he observed here makes him wonder what would happen if the speakers were hidden and people had no visual feedback. He thinks that, as we are a very visual species, this would be very interesting to explore.

Werthein states that when watching people enjoy the installation he feels that he achieved his original intent. For instance, a lot of children interacted with it, and for him it was very interesting to see how kids that grow around technology were totally thrilled: “… for them it was almost like a magic show, they ran around like crazy and they controlled the sound and that was something novel for them. And it is cool to see these kids having this experience because, you know, these kids are already fully surrounded with iPads and technology from the consumer market, but when you put something in front of them that hides the technology and really brings out something they can do with their bodies, and augment the experience with their bodies, they usually go crazy about it”

In terms of scale, he believes that collaboration is very difficult to achieve in a public space, especially if people don’t know each other. In this sense he considers that the experience works much better when there’s a single person exploring it because they are more keen to explore the individual sounds.

When prompted to think about the perfect space for his installation, he states that a museum would be a very interesting place to put it. This would allow to work with better technology and to build a more customized environment to have more control over the physical qualities of sound like echo.

 

IV. Postmortem

Werthein thinks that that SambaSurdo was meaningful because it was a way to take reinterpret a music genre that was created many years ago. Although he didn’t had the direct experience, he is really curious about what the masters of Samba would think if they walked into an installation like this. The main objective was to use these new tools and try to create a different way to experience this wonderful music. He believes it is meaningful because of what it brings: music and cultural richness.

 

V. Conclusions

Interviewing Lucas Werthein was a great experience because I could get a completely different perspective from my own and from my previous interviewees about the process of making a thesis.

I was really intrigued when he stated that collaboration is almost impossible to achieve in the context of a public installation. Having this view from someone that has already tested it empirically sets up new goals for my own exploration and I realize that probably this is one of the main challenges for my project: providing an experience that operates, in some cases, around the boundaries of cultural and social rules.

 

Bibliography

Goins, Waine E. Emotional Response to Music: Pat Metheny’s Secret Story, (New york : The Edwin Mellen Press, 2001), 67-69.
Tisch ITP, < http://itp.nyu.edu/itp/ > Accessed October 20, 2011.
Lucas Werthein’s website < http://www.lucaswerthein.com/ > Accessed October 20, 2011.
Kyle McDonald’s website < http://kylemcdonald.net/ > Accessed October 20, 2011.
Janet Cardiff and George Bures Miller’s website. < http://www.cardiffmiller.com/ > Accessed October 20, 2011.

Evaluative Module presentation

10.21.2011, Comments Off on Evaluative Module presentation, 3. Evaluative Module, Presentations, by .

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Plink : collaborative music with strangers (online)

10.11.2011, Comments Off on Plink : collaborative music with strangers (online), Inspirations, by .

Nidhi Malhotra introduced me to this project. I think is really awesome. You just enter the website and start making music, supported by a very simple and intuitive graphical interface. When you log in, other random players appear in the same sound space as you. It is an interesting idea that you can explore music with someone you don’t even know, but it totally works, and this is totally relevant to my research. I’ve heard from some people that collaboration does not appear spontaneously, but this project is a proof of the opposite.

The balance of expressivity and complexity is very defined here: it is definitely a tool for primary exploration, mostly for novices, but a more experienced user (a musician for instance) can also have fun with the interface because the experience is very engaging.

Try it out : http://labs.dinahmoe.com/plink/

Note: works only on Google Chrome

Methodological Module Presentation

10.08.2011, Comments Off on Methodological Module Presentation, 2. Methodological Module, Presentations, by .

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