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Generate and Test at QUT
ACMA Conference, Brisbane July 2005
[This article appeared in "Chroma", Newsletter of the Australasian
Computer Music Association, vol 37 (2006), 12-16.]
Introduction
This is a report on the 2005 Australasian Computer Music Conference
(ACMC05), held on 12-14 July at the Creative Industries Precinct, Queensland
University of Technology; the conference theme was Generate and
Test. The conference was ably organised by Greg Jenkins, assisted
by Andrew Brown and Tim Opie (responsible for the conference proceedings),
Jason Zadkovich (resident technician), and a team of about 20 student
volunteers. Usual disclaimer: what follows is a personal view of a complex
event.
In the three days we heard about 30 presentations and 30 pieces of
music; in addition there were installations, a poster session, a forum
about computer labs, and the after-hours Conference Club. After the
conference finished, there was a day of workshops, which I did not stay
on for. The conference was well attended, and there were quite a number
of new faces as well as the usual regular attendees.
Papers
Keynote addresses
There were three keynote addresses. The first was by Paul Doornbusch,
outgoing ACMA President. He started by describing his work on reconstructing
the music of the Australian CSIRAC computer, probably the first in the
world to play music. Paul went on to discuss the work of various composers,
including Hiller, Brün and Xenakis, from the point of view of generate
and test. He made a plea for artists not to get completely wrapped
up in the algorithms (generate), but to develop their aesthetic
judgement as well (test).
The second keynote address was by Katharine Neil, who has spent the
last seven years as a computer game sound designer and programmer. She
pointed out that avant-garde compositional practices such as aleatoric
music and music that responds to the environment are common in game
music, and reach a huge audience. The artistic and technical challenges
are considerable, and sometimes bizarre: one game music composer spends
his time creating bridge passages linking any one theme from the Star
Wars movies to any other, to allow for fluid gameplay. Katharine's
entertaining talk was the first of a small group with a commercial focus,
something fairly new for ACMA. In this context it occurred to me that
the Sydney Conservatorium of Music, where I am currently a student,
has what amount to strong commercial links, as it is closely connected
with the orchestras and the opera.
The third keynote address, from Ross Bencina, came right at the end
of the conference. Ross started by giving a short performance using
a glove and his well-known AudioMulch software. He then gave a thoughtful
discussion of the process of developing software for creative purposes.
Ross's software was written to support his own artistic practice, but
it contains close to 100,000 lines of code; a project of this size requires
a disciplined engineering approach, and much of the code
is either implements the user interface or provides more or less general
infrastructure. The DSP code is only a small part of AudioMulch.
Any piece of music software imposes some stylistic bias and constraints
(despite aspirations to the contrary); Ross said that Miller Puckette
has recently called for the models and abstractions used in music software
to be made explicit and documented. Incidentally, the tension between
creativity and disciplined production is not specific to music software,
but surely has been around at least as long as the craft workshop.
Contributed papers
These comments do not attempt to cover all the papers order
the conference proceedings for your library! The conference covered
a wide range of topics; the papers did not fall neatly into subject
groups, though many had some connection with performance. Those papers
with a potential commercial connection were concerned either with computer
games or with ways to help non-musicians or beginners to make music.
There was one survey paper, Jim Barbour's timely account of the current
state of delivery methods for multi-channel audio.
Steven Livingstone, Ralf Muhlberger and Andrew Brown presented an ambitious
scheme to mark up music with emotional metadata, used to
influence MIDI playback. The ultimate aim is for the emotional state
of the listener to influence the emotional tone of the playback, with
the main intended application being computer games, though Steven hoped
the project might be useful for educational purposes as well.
Garth Paine (in joint work with Ian Stevenson) talked about mappings
for a new performance controller, the Thummer, being developed
by Jim Plamondon. Jim was at the conference and ran a post-conference
workshop on the Thummer. Unfortunately Garth could not be specific about
the Thummer, as Jim wants to protect its details for the time being
(I assume that the workshop attendees had to sign a non-disclosure agreement).
So Garth's talk was rather too abstract. We do know that the Thummer
has a large number of buttons, concertina-style, laid out so that the
fingering is the same in any key. It also has 10 or so continuous controllers,
but what they are remains a mystery, and therefore so does the potential
of these controllers for expressive performance. Although the Thummer
is a controller, it is not restricted to MIDI; I understand that the
controller sends raw data to an attached computer, from whence it can
be sent on in various formats, of which MIDI is only one. The Thummer
is also claimed to be well adapted to microtonal music. Unfortunately
Ian Stevenson wasn't at the conference to present his more general paper
on Design issues for new performance systems; it is in the
conference proceedings.
A paper by Greg Schiemer and Mark Havryliv described a system for using
mobile phones as musical performance instruments, via Bluetooth and
Java applications running on the phones. Performers can modify the sounds
coming from their own phones of from other participants' phones, including
changing the tuning system. Greg and Mark have developed a PD to Java
conversion tool, allowing PD patches to run on the phones. In this context
Warren Burt commented on the perverse tendency of electronic musicians
to continually revert to using crappy-sounding devices.
Rene Wooller and collaborators described their work on a participatory
electronic dance music environment. built on Rene's LEMu program
for generating electronic dance music in real time. Rene's group have
built various controllers, including robust floor mats and the Seuss
Stick, an instrument with a telescopic action like a bicycle pump,
the ability to rotate one part relative to the other, and three pressure-sensitive
pads. Rene discussed the problems involved in having a group of people
collaboratively controlling a dance music engine.
Some other papers concerning performance are mentioned below in connection
with the concerts. I would also like to mention briefly Alistair Riddell's
inspiring talk about a performing ensemble he was involved in, using
glove-like sensors, and Steven Campbell's talk about PlaY+SPaCE, a system
similar to Rolf Gehlhaar's long-established SOUND=SPACE in that it uses
multiple ultrasonic sensors, but having the advantages of being much
cheaper and of being controlled from Max/MSP.
A small group of papers concerned algorithmic or generative composition.
Luke Harrald presented his work on using the Iterated Prisoner's Dilemma
as a compositional engine. In the Prisoner's Dilemma, two (guilty) prisoners
are interrogated separately. If both remain silent they each receive
1 year in jail. If one confesses and dobs his mate in, the dobber gets
a pardon, and the other prisoner gets 5 years. If they dob each other
in, they both get 3 years. In the Iterated Prisoner's Dilemma, this
is repeated many times, and the prisoners can make choices
based on what happened to them in previous rounds. Luke has made several
pieces using the actions of simulated prisoners to control musical material
in various ways.
Other papers involving algorithms were Dave Burraston's paper presenting
his ongoing work with cellular automata as compositional generators,
and the paper by Francis Soddell and Jacques Soddell, who are respectively
a computer scientist and a microbiologist, on using L-systems to make
music for an installation. L-systems produce tree-like structures, and
in this case an L-system was constructed to make branching shapes like
those generated by a particular fungus. Traversing the structure produced
a MIDI file; the choice of timbres was made freely for aesthetic reasons.
In this context Warren Burt commented that in general sonifications
succeed or fail as artworks according to the choice of timbres, and
this work was no exception: an example with a piano timbre was unimpressive,
but the final result sounded good, and well-suited to the environment
of the installation (a botanical conservatory).
Peter McIlwain presented a paper (joint work with Jon McCormack) on
a deceptively simple network traversal algorithm for generating melodies.
An activation point moves around the network according to
some simple rules, triggering a note at each node. The time interval
between two notes depends on the the length of the line joining the
nodes. The idea has some possibilities for analysis as well as melody
generation, which Peter demonstrated with a discussion of Three
Blind Mice. A couple of the papers discussed below in connection
with the concerts were also related to generative composition.
There were three papers on analysis. Tim Opie presented a paper on
aspects of sound amplitude as part of an ambitious study of the various
attributes of natural sounds, with a goal of compositional applications.
Barry Hill compared and contrasted two contemporary electronic genres,
Trance and Drum n Bass, backed up by transcriptions. Unfortunately David
Hirst was unable to attend the conference to present his work on computerised
study scores for electro-acoustic music. This work represents a practical
outcome of David's earlier more theoretical work on the analysis of
electro-acoustic pieces. David's study score for a piece (Denis Smalley's
Wind Chimes) consists of two spectrograms at different levels
of detail together with a meticulously marked diagram showing all the
significant sonic events. The whole thing is interactive, being realised
in Flash, so one can listen to a section of the piece at the same time
as scrolling through the corresponding visual representation.
Forum on computer music laboratories
There was a forum on computer music laboratories, with Alistair Riddell,
Garth Paine, Tim Kreger and Andrew Brown, and contributions from the
audience. The question of the role computer music labs play in an era
when most students have their own machines has been around for some
time. A partial consensus did seem to be reached by the forum, along
the following lines. (Apologies: most of the time I didn't note who
said what.)
A computer music lab will be needed for non-specialists who may only
take one or two courses. Students who are specialising in computer music
can be expected to buy their own machines. Garth Paine indicated that
in the UK, Apple have a leasing scheme for students, and there are some
moves towards setting up such a scheme here. Garth also said that the
University of Western Sydney is looking at licensing deals so that students
can be provided with a CD-ROM of appropriate software. This would answer
a comment of Alistair's, that students needed to be weaned off simple-minded
software, and fits with a general view that a common environment makes
for a more cohesive student group. (Though someone defended having a
multiplicity of software.)
Alistair also commented that students undertaking animation or other
digital arts projects may still need more powerful computers than they
can be expected to buy; in general there may be a need for some special-purpose
dedicated computers. The convergence of sound and vision will need to
be addressed, if that is the way our community is moving.
Given that students can do most of their work at home, why would they
come in to Uni? There was a strong consensus that they should come in,
as they do learn from one another. The consensus was that the money
saved by having fewer lab machines should be used for facilities which
the students cannot easily replicate at home, such as good recording
facilities and a high-quality multi-channel playback space. It was also
suggested that the typical computer lab is a fairly unpleasant environment,
and that the shared spaces for students should be made as pleasant as
possible. Someone also suggested that students should be given team
projects, which means that they have to collaborate.
The participants said that getting centralised IT support to understand
the needs of computer music was very difficult; for example IT is likely
to object to computers with CD burners because of piracy concerns. Good
tech support is very important, and it is not clear what the responsibilities
are if students are required to provide their own machines, as opposed
to choosing to provide them. The legal issues also need to be well sorted
out.
Installations and Performances
Installations
There were several installations, but I only engaged with two, Amanda
Cole's Sine of the Tones, a Max/MSP audio-and-video piece
with changing coloured stripes, and Michael Yuen's Atrium
in a foyer, where small speakers caused the glass walls to emit soft
hissing and scratching sounds. At least one of the others wasn't working
when I was free to see it.
Concerts
By my count there were thirty pieces in the six concerts; 11 were live
performances, two were abstract videos and the rest were tape pieces.
Most of these were multi-channel works (for between four and eight channels),
but there were several stereo pieces, showing that the genre is not
as extinct as it appeared to be a couple of years ago. Only one piece
was diffused live, Camilla Hannan's soundscape of apparently
unpeopled factories.
The highlight among the tape pieces was Robin Fox's The Third
Space in three movements. The second movement consisted of a pulsing
sound which was swept around the ring of speakers, at first slowly and
then faster and faster. Some strange phasing effects resulted. The outer
movements consisted of small fragments of sound carefully arranged and
spatialised. Navin Dolosawa's short tape piece Elevator Music
was made using a gadget, designed for paragliders and the like, which
gives out beeps which indicate whether it is rising or falling. Navin
gave a talk about this, in which he explained that the aural cues from
such a device are essential for paragliding.
Warren Burt's piece Beneath the Slopes of Mt Corrimal was
a recording of a live performance by several computer-controlled microtonal
instruments located at the Logos Foundation in Ghent, Belgium, and designed
by Godfried-Willem Raes. Warren composed this piece by remote control,
sending MIDI files to Belgium and receiving recordings back, The effect
was of many music-box-like sounds arranged in a dense texture, with
occasional clangs from a computer-controlled piano. The strange, almost
wooden sounds in the piece came from a quarter-tone pipe organ with
one bellows per pipe, which only gives out a short puff of air per note.
Warren talked about this piece, and indicated that although the remote
composition process was successful for the instruments he used, he felt
unable to use the instruments in the collection that have freely variable
pitch, namely sirens and a computer-controlled musical saw. Warren considered
that to learn how to use these instruments successfully it would be
necessary to actually go to Ghent.
Of the live performance pieces, the highlight for me in terms of artistic
quality was Brigid Burke's Grit. Brigid is a composer, performer
and visual artist, and she combined all of these talents in this piece,
playing her clarinet through an effects unit along with a DVD with recorded
processed clarinet sounds and visuals consisting of largely of semi-abstract
collages, together with a video of a wave ebbing and flowing over sand.
Several of the pieces raised questions about performance practice.
The piece Invisible Territory by Mark Pedersen, with Ralf
Mulhberger on shakuhachi, was a sonification of a historic game of Go.
Mark and Ralf gave a talk explaining the principles of the sonification,
which used spatialised shakuhachi samples to indicate the distribution
of the pieces, and other information. The live shakuhachi controlled
the tempo of the playback of the game, but the game was not projected
during the performance. Several people asked Mark why not; the reply
was that this was an experiment to see if the piece had a strong enough
structure without such a projection. The answer would appear to be no.
Greg Schiemer (who unfortunately couldn't be at the conference) had
his piece involving mobile phones (mentioned above) performed, the performers
swinging the phones around their heads. For me this piece didn't work:
it lacked the elegance of its distant predecessor, Greg's UFOs,
small sinewave oscillators also swung around the performers' heads.
There all the interest came from the effects generated by the swinging,
while with the phones it was difficult to tell what was happening. The
start of the performance was delayed because it turned out there was
another Bluetooth phone active in the room (belonging to Greg Jenkins).
New to ACMA was the practice of live coding or live
programming, the creation of the algorithm for the piece during
the actual performance. This was bravely demonstrated during the last
concert by the Andrews Sisters (Andrew Sorensen and Andrew
Brown), using an environment developed by Andrew Sorensen. We saw Andrew
Sorensen's Scheme code projected up as he typed it in, complete with
syntax errors. Only basic constructs were used (no high-level predefined
functions). Nonetheless the two Andrews constructed a complex ostinato,
with some evolving structure. Opinions differed as to the point of the
exercise; at least with this audience a substantial proportion of it
could more or less follow the computer code.
Also new to ACMC (I think) is the practice of on-the-fly score generation,
where the players (of conventional instruments) are sight-reading the
material as the computer creates it. Two such pieces were performed.
The first was by Andrew Brown, for five players. Each performer was
reading standard notation from a computer screen, with the computer
generating material a few bars ahead. Andrew acted as page turner,
periodically pressing a button to display the next phrase; necessary,
as the tempo was set by the performers. The actual piece was boring,
being produced by a process with essentially no memory. The piece should
perhaps have been held over until a more convincing compositional algorithm
is developed.
The second piece with a score generated in real time was Community
Aid: Resonant Energy, by American David Birchfield. It was brought
to us by David's collaborator, percussionist Robert Esler. The composition
process was much more sophisticated, involving a multi-level genetic
algorithm generating a complex-looking graphic score. As well as Robert's
live playing, the computer was playing back percussion samples. Robert
was seated with a large cymbal on his lap and a collection of smaller
instruments (shakers, bowls, etc.) at each side. This particular performance
was fairly relentless, with little obvious variation. Robert, who gave
an informative talk about this piece, said that the algorithm can produce
a much more varied result. He also indicated that he had quite a degree
of interpretative freedom, in particular regarding choice of instruments.
I thought that the performance looked like someone trying to solve the
Towers of Hanoi puzzle, involving moving objects among three piles,
and perform a ballet at the same time.
The Conference Club
This year there was an off-campus Conference Club. Held in a small
inner-city space, with wine and beer available, it provided a venue
for laptop improvisation, starting at 8 pm or so, and kicking on to
late. On the first night people did more or less listen, but as the
conference went on the crowd and, in reaction, the playing got successively
louder. My own laptop performance, which was intended to be mostly quiet,
took place straight after the free drinks that marked the end of the
conference proceedings. The crowd was on an end-of-conference high,
the noise from the room poured into my mike, and my performance ended
up completely derailed. Fittingly, the night ended with an ear-splitting
feedback performance by Cat Hope from Perth. It actually sounded good
from my position, outside the door wearing earplugs.
So this year ACMC offered us two different performance contexts, a
concert-hall sit-quiet-and-listen and a noisy club. Some of the laptop
gigs I have been to in Sydney offered an intermediate environment, moderately
quiet, but with some freedom to move around and talk softly. Several
of the ACMC club performances would have been suited to
such an environment, my performance and that of Simulus (Steve Adam
and Tim Kreger on this occasion) for two. On the other hand two of the
concert performances didn't really fit in the concert-hall
environment, namely the laptop impro by Aaron Hull and the performance
by Botborg (Scott Sinclair and Joe Musgrove) involving audio and video
feedback, treating audio signals as video and vice versa.
These comments about venues are not intended as a criticism of the
conference organisers. The Conference Club generated its raucous dynamic
spontaneously, and the provision of more than one performance environment
reflects the broadening of the ACMC in recent years to include more
than just traditional academic computer music. (This notion
of academic needs revision; now, the more adventurous popular
genres are comfortably accommodated in at least some academic environments.)
Certainly, we were presented with a quite a range of performance practices
at the conference, from playback of acousmatic tape music to through to
Cat Hope's feedback performance. Some of these performance practices have
more or less established social conventions surrounding them. Two certainly
do not, the live coding of Andrew Sorensen and Andrew Brown,
and the two performances where the score was generated in real time. Since
in these last two pieces the performer(s) had no influence over the score,
it is a fair question to ask what the difference would have been if the
score had been generated in advance; in other words, what the point of
this performance practice is. The answer, if there is one, must come from
the social relations surrounding the performance. Maybe the natural home
for this practice is the computer game, not the concert hall.
Conclusion
Greg Jenkins and his team are to be congratulated on a very successful
conference, the third ACMC to be held at Queensland University of Technology.
QUT's support for ACMC, and for computer music in general, is something
to be very grateful for.
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