Transcript ISEA_final
Gestural Control of Sound Synthesis
Marcelo M. Wanderley
Ircam - Centre Pompidou
[email protected]
http://www.ircam.fr/gesture
http://www.notam.uio.no/icma/interactivesystems/wg.html
Interactive Systems
Topics:
Introduction/Terminology
Analysis of different systems from two points of
view:
Engineering
Human-Computer Interaction
Analysis of Instrumental interaction in music
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Interactive Systems
Interactive systems (installations, music and
dance) becoming increasingly popular:
Computers provide high computational power
real-time processing
Transducer technologies easily available
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Interactive Systems
Design of Interactive systems:
Requires multiple competencies:
Artists, craftsmen, engineers, programmers,
designers, performers, composers, choreographers,
dancers…
Huge amount of possibilities
Lack of a set of consolidated results
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Interactive Systems
Multiple roles:
Communication problems may arise (Camurri):
Approaches, goals and languages from different
domains.
Difficulties:
Evaluation of system performances
Reusability of results
System models/Taxonomy of interactive system
design
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Interactive Systems
How to evaluate an interactive system without
taking into account aesthetics?
How to commonly define gesture and interaction
across fields?
What is part of the composition and what is part of
the technology?
How to test the usability of the system? (available
results usually done by expert and motivated
performer)
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Terminology
Generically:
Interaction: mutual or reciprocal action or influence.
v. Interact: act upon one another.
Interactive System:
A system that allows mutual action or influence
between a user and a computer.
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Terminology - HCI
Human-Computer Interaction: (Dix)
Interaction: Process of communication or
information transfer between the user and the
computer.
Interactivity: defining feature of an interactive
system.
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Terminology - Music applications
Music - some examples:
Interactive Musical Systems (Rowe): Interactive
computer music systems are those whose behavior
changes in response to musical input.
Interactive vs. Reactive systems (Bongers)
Level of interaction
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Human-Machine Interaction Loop
Bongers (adapted)
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Interaction Contexts in Music (Bongers)
In three levels:
Performer-System interaction
performer playing an instrument
System-Audience interaction
Interactive sound installations
Performer-System-Audience interaction
Both the artist and the audience are active parts of the
interactive loop.
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Sound Generating Interactive Systems
Different possibilities:
New Instruments/Input Devices:
real-time control of sound synthesis;
“score-level” control;
compositional tool or post production.
Multimedia Installations
Dance-Music Interfaces
...
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Sound Generation in Interactive Systems
Three non-exclusive roles sound can play in
interactive systems (Pressing):
Artistic/expressive - all music and song;
Informational - speech, alarms, sonified data;
Environmental - animal calls, wind sounds,
noise.
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Different Sound Generating Interactive Systems
How to design interactive systems?
Various points of view:
Artistic
Engineering
Human-Computer Interaction
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A Technological Analysis of Interaction in
Sound Generating Systems
Basic features from a technological point of view:
Types of sensors - existing ones or new designs;
Sensor characteristics
Analysis/Conversion techniques for sensors outputs;
Input Device Design
Mapping strategies between control variables and
sound generation;
Sound synthesis methods.
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A Technological Analysis of Interaction in
Sound Generating Systems
Sensors and transducers:
transducer (principle); sensor (device)
Sensor characteristics:
sensitivity, stability and repeatability
Descriptive parameters: (Garrett)
Accuracy, error, precision, resolution, span,
range
Refs: Paradiso97, Bongers00, Infusion Systems, DIST Eyesweb, VScope
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A Technological Analysis of Interaction in
Sound Generating Systems
Analysis techniques for sensor outputs
Analog-digital conversion (usually MIDI, but
not necessarily)
Various analog-to-MIDI interfaces:
SensorLab (STEIM), i-Cube (Infusion), AtoMIC (IRCAM),
MIDICreator (York Music Tech. Centre), etc.
Features: input resolution, number of inputs,
outputs, speed, portability/size, price, etc.
http://www.ircam.fr/gesture
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A Technological Analysis of Interaction in
Sound Generating Systems
Mapping of gesture parameters to sound
parameters (Winkler, Hunt/Wanderley/Kirk...)
What is mapping? - Context dependent
Mathematics: to assign to every element (of a set) an
element of the same set or another set.
Mapping Strategies?
Simple (one-to-one) mappings? Neural networks?
Complex strategies?
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A Technological Analysis of Interaction in
Sound Generating Systems
Sound Synthesis:
Signal models
Physical models
Classification of synthesis methods (Choi)
Autonomy (degree of automation with respect to
stored data)
Indexicality (according to the variety of temporal
feature production)
Indirection (inverse of direct control)
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A Semantical Analysis of Interaction in
Sound Generating Systems
Basic features - communicational point of view:
Final goal of the interaction - role of the system:
A tool for expression/communication;
A means to explore an environment.
Required user expertise level.
Context of the Interaction - physical, social, etc.
Physical approach:
movements, gestures (gesticulation, signs), postures or
manipulation.
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A Semantical Analysis of Interaction in
Sound Generating Systems
Other features (see also Pressing):
Primary communication channel:
visual, aural, tactual
Role of Sound Output:
expressive, informational, environmental (others ?)
Body parts involved:
finger/hand, other limbs, whole body
movements/postures.
Degrees of freedom involved in each action;
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Semantical Analysis
Movement Sensing Installations (Winkler)
Analysis of participation and response in
movement sensing installations. Factors in
audience experience:
Digital factor
Physical factor
Social factor
Personal factor
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Semantical Analysis
Example of Feature: Movements and gestures
Movements: Actions/gestures/postures (?)
Concept of gesture in instrumental music?
Musical gesture movement of thought
Performance gesture playing technique
Gesture (computer music) related to specific
physical variables gestural primitives (Choi)
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Semantical Analysis
Example of Feature: Expertise level in music
performance (Lehmann)
Three levels of music performance expertise
according to training and practice:
Basic level: informal non musicians
Sub-expert level: varying degrees
amateurs
Expert level: extensive (at least ten years !)
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Semantical Analysis
A distinction based
on two features:
User expertise
level and physical
approach
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Semantical Analysis
Distinction based on
two features:
Extension to
other domains
Design
implications!
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Instrumental Interaction in Music
Focus on computer-based musical instruments
Based or not on traditional instruments
Expert interaction
Manipulation (mostly) - tactile/force feedback
Expressive intent
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Instrumental Model
A computer-based musical instrument model
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Instrumental Model
Basic topics:
Performer gestures/feedback
Input device (controller) design
Mapping
(Synthesis)
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Gestures in HCI (Kurtenbach/Hulteen90)
Continuum gesture as computer input:
Gestures that augment an information
received by another channel redundant.
Gestures conveying non-redundant, essential
information no single channel is sufficient.
Gestures as main input to the machine.
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Gesture Primitives (Choi)
Three types:
Force-based primitives
Trajectory-based primitives
Pattern-based primitives
Different gestures:
Gesture intensive (functional role)
Gesture extensive (expressive content)
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Example - I. Choi
Machine Child
Gestural Control :
tracker magnétique,
cyberboots (FSRs)
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QuickTime™ et un décompresseur
Cinepak sont requis pour visualiser
cette image.
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Instrumental Model
Feedback
Primary/passive feedback
Visual, auditory and tactile-kinesthetic
(tactual)
Secondary/active feedback
Auditory/force feedback
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Performer Gestures
F. Delalande : Analysis of the Instrumental gesture in
three levels (G. Gould):
Effective gesture - necessary to produce the sound
Accompanist gesture - associated body
movements
Figurative gesture - without direct
correspondence to a physical movement
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Performer Gestures
The actual way of playing an instrument:
Instrumental gestures (C. Cadoz) or Effective
Gestures (F. Delalande)
Gestures not directly linked to the
production of the sound
Non-obvious, accompanist or ancillary
gestures
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Modeling Performer gestures
Instrumental gestures (C. Cadoz)
Excitation
Modification
Selection
+ Biasing
Ancillary gestures
part of top performer ’s technique.
convey information!
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Instrumental Gestures (C. Cadoz)
Specific to the gestural channel
means of action on the physical world as well as
communication means in a double sense.
Instrumental Gesture Definition:
Applied to a material object
where physical interaction takes place
this interaction conveys some form of
information
mastered by the subject
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Instrumental Gestures (C. Cadoz)
Functions associated with the gestural
channel (e.g. hand)
Ergotic: material action and modification of
the environment;
Epistemic: perception of the environment;
Semiotic: communication of information
towards the environment.
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Instrumental Gestures
Three-tier layer:
Excitation provide the energy to be found in the
produced sound
Modulation:
Parametric continuous modulation
Structural change the structure of the
instrument
Selection
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Biasing Gestures
Suggestion of a fourth gesture type:
Biasing gesture
Complementary to the previous types in some
instruments.
Permanently required in order to put the system
in an initial state
May modify other gestures operation
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Non-obvious Gestures
Ancillary or accompanist gestures:
Not captured by traditional controllers (no
sound produced)
Not usually implemented as variables in
interactive systems.
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Non-obvious gestures (Wanderley)
Study of performer gestures
(clarinet)
Ancillary gestures (instrument
movement) GW99
Relation to other gestures
(non-verbal) ?
Possible inter-performer
gestural patterns ?
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Origin
Consciously
Composer’s explicit demand (e.g. Stockhausen)
Visual effect, synchronization between players
(e.g. chamber music)
Not completely
Mental representation of the piece (Delalande)
Communication of extra (redundant?)
information
Playing technique (?), breathing?
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Instrumental Model
Basic topics:
Performer gestures/feedback
Input device (controller) design
Mapping
(Synthesis)
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Gestural Acquisition
In instrumental music:
Direct acquisition: one captures the actual
physical gesture or movement through the use of
sensors (Bongers, Mulder, etc.)
Indirect acquisition: information obtained from
the analysis of the instrument’s sound
(Puckette and Lippe, Bailey, Egozy, Orio)
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Interfaces Analogique - MIDI
Different models (Sensorlab, iCube, AtoMIC Pro, etc.)
(démos Emmanuel)
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Interfaces A/M - Comparison
Gesture Research in Music (home - page)
http://www.ircam.fr/gesture
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Gestural Controllers
Instrument-like controllers: profit from highly
developed (expert) gestures.
Instrument-inspired controllers - SuperPolm (Goto)
Alternate controllers: design emphasis on
capturing “natural” gestures - opposed to a learned
gestural vocabulary - Hands (Waisvisz)
Hybrid controllers Intermediate options !
Extended instruments - hyperinstruments
(Machover)
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Controllers
Instrument-like
controller:
Saxophone MIDI YamahaWX7
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Instrument inspired controller
S. Goto - Superpolm
“Violin-inspired”
controller that intends to
capture part of the
gestural vocabulary of a
violin player in order to
control other sounds
(e.g. granular synthesis)
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Alternate controllers
Example of an
alternate controller:
Graphic drawing
tablet - WACOM
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Contrôleurs
Contrôleur alternatif :
The Hands (M.
Waisvisz - STEIM)
http://www.steim.nl
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Input Device Design
Choice of input device for sound synthesis
control
Design principles:
idiosyncratic (musical !?)
design methodology (engineering !?)
Round table - Trends in Gestural Control of Musical
(Wanderley and Battier)
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Input Device Design
Available methodologies?
Design of gestural controllers:
Pressing, Cariou, Mulder, Chu
Transducers, Feedback and Musical Functions
Vertegaal et al.
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User tests:
Choice of evaluation methodology:
Multi-parametric simultaneous control (expert)
Possible adaptation of motor control or HCI
test methodologies?
Role of musical context?
Role of training (games)?
Importance of statistical analysis?
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How to evaluate input device technologies?
Some evaluation tasks - HCI: (Buxton)
Target acquisition - pointing task
Constrained motion task - linear, circular ...
Pursuit tracking, tracing and digitizing ...
Application to a musical context:
Navigation in a timbre space - Vertegaal et al. ICMC94
Evaluation of input devices in a 4D timbre space.
(mouse, joystick and dataglove)
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How to evaluate?
Common performance evaluation methodologies :
Fitts’ law (Fitts)(MacKenzie)
Meyer’s law (Rosenbaum)
Steering law (Accot and Zhai)
A measurement of movement time and accuracy to
perform a task.
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The musical context?
Questions:
Is it important to evaluate the above methodology by
using a measurement of time or accuracy?
How to preserve a minimum musical context?
how to select a musical task?
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Transducers, Feedback and Musical Functions
Musical Functions:
Absolute dynamic functions: absolute selection of a pitch or
amplitude value
Relative dynamic functions: modulation of a given pitch
Static functions: selection of pitch range, duration or
transposition, etc.
Primary Feedback:
Visual
Tactile
Kinesthetic
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Transducers, Feedback and Musical Functions
- Vertegaal,
Ungvary and
Kieslinger
ICMC’96
Towards a
Musician’s Cockpit.
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Experiments - task
Application of modulation to the pitch of a
melody.
No substantial training period.
Warm up session plus 3 tries.
20 subjects - musicians and non-musicians
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Evaluation Experiment
Design
Choice of an alternate controller with different
transducer technologies
Evaluation
Definition of a musical task:
No long-term training
Possible application to other domains
Evaluation possibilities
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Input Device used
Available transducer types:
Position (linear or rotary) - stylus;
Isometric force (linear) - FSR’s and stylus;
Input Devices
Stylus
X, Y
X-tilt or Y-tilt
buttons
pressure
Puck
X, Y
buttons
Extra Sensor pressure
Extra Sensor position
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Transducer Type
position
rotary position
position
isometric force
position
position
isometric force
position
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Relation MF - Instr. Gesture
Fundamental frequency
Modulation of freq.
General Amplitude
Musical Function
absolute dynamic
relative dynamic
absolute dynamic
Instrumental Gesture Type
selection / parametric modification
parametric modification
excitation
Application:
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Application
Musical Function
Absolute dynamic
Best Transducer
position
Second option
isometric force
Third option
isometric force
(rotary)
Relative dynamic
Static
isometric force
isotonic force
(rotary or not)
(rotary or not)
or velocity
position
isotonic force
(rotary or not)
position
-
(rotary)
Thus, for the instrumented tablet:
X position of the stylus
Pressure sensor
Pressure of the stylus
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Fundamental frequency
Modulation
General amplitude
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Transducers, Feedback and Musical
Functions
Example position transducer
(linear and rotary)
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Input Device used
Wacom tablet
Instrumented with extra
sensors (MIDI):
Two round FSR’s (pressure)
One linear FSR (position &
pressure)
Synthesis software:
CHANT (Max/MSP)
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Experiments
Preliminary experiment:
• Melody performed by
moving the stylus in
clockwise direction.
• Modulation on
each second note.
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Experiments
Movement from one
position to another
(pointing task):
• Modulation applied on the
right rectangle.
• Analysis of the influence of the
movement direction on the
subjects’ evaluation.
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Results (Wanderley)
Subject’s evaluation:
Qualitative evaluation after
each try (7 levels).
Results for the third (and last)
try.
Results for both directions:
pressure sensor ranked best.
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Results (Wanderley)
Results / direction:
Pressure sensor always
ranks best.
Linear position sensor
ranks second.
Rotary position sensor
ranks better for the
horizontal direction
compared to the diagonal
one integrality.
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Conclusion
Design of input devices for sound synthesis control:
The match of transducer technologies and musical
functions - The technology predicted was confirmed by
user tests (in this case!).
Questions:
Role of musical context and the task definition.
Evaluation procedures.
Application to other domains:
Non-musical instrument manipulation
Semi-expert interaction
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Application example
The Cockpit - T. Hungvary/M. Kieslinger
QuickTime™ and a
Video decompressor
are needed to see this picture.
QuickTime™ and a
Video decompressor
are needed to see this picture.
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Instrumental Model
Basic topics:
Performer gestures/feedback
Input device (controller) design
Mapping
(Synthesis)
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Mapping
Different points of view:
Mapping is part of a composition
- idiosyncratic
Mapping is part of the instrument
- affects instrument effectiveness
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Mapping
Electronic musical instruments:
Input device is independent from the sound synthesis
device.
No implicit mapping of one to the other.
Too often: one single control device corresponding to
a single synthesis parameter.
one-to-one mapping.
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What do we mean by mapping ?
An electronic musical instrument model:
Mapping is the liaison or correspondence between
control parameters (derived from performer actions)
and synthesis parameters.
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Mapping
Mapping between controller outputs and
synthesis inputs (RWDD)(HK)
One-to-one;
Convergent (many-to-one);
Divergent (one-to-many);
Any mixture of the above (many acoustic
instruments)
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Review of previous works
General works (topology):
Bowler et al. - ICMC90
Mapping of N articulation parameters to M synthesizer
parameters.
Choi et al. - ICMC95
Manifold interface - mapping of a point in a control space to a
point in a phase space.
Simulation of instrumental performance:
Favilla - ICMC96, RWDD - Kansei97, MFM - Kansei97,
HUNT99
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Mapping
Acoustic instruments:
Sound generation device is
inseparable from the
human-control device.
Yielding complex control
relationships between
human performers and their
instruments
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Simulation of traditional instrument
performance
Rovan et al. 1997
Clarinet performance using
a MIDI controller - Yamaha
WX7 and additive
synthesis.
Clarinet
Reed behavior (Benade90)
Gestures are not independent
Embouchure is always
needed
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Simulation of traditional instrument
performance
WX7:
independent outputs
- fingering
- breath pressure
- lip pressure
Clarinet reed behavior
modeled in FTS to
simulate the
interdependence of
controller parameters.
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Simulation of traditional instrument
performance (RWDD)
Simple and complex mappings - pedagogy
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Complex Mappings (Hunt00)
Computer mouse controls on-screen
sliders
One parameter at a time
Most like common computer interfaces
4 physical sliders
Similar in concept to the mouse interface
Independent control of each parameter
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Uses same hardware
Multiparametric: Complex mapping
Requires energy (volume related to
speed of mouse movement)
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Example of Complex Mapping (Hunt00)
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Towards a model of Instrumental Mapping
Separation of mapping into two independent
mapping layers
Intermediate parameter layer:
- Perceptive parameters - timbre space (Wessel)
- Geometrical shapes - (Mulder et al.)
- User defined parameters
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Towards a model of Instrumental
Mapping (WRS98)
Two independent
layers - user definition of
abstract manipulation
parameters (WSR)
First layer - controller
dependent
Second layer - synthesis
dependent
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Conclusion
Need of a better understanding of the role of
parameter mapping in different interaction
contexts (instrumental).
Different mapping strategies affect the perceived
operation of the electronic musical instrument.
Use of complex mappings:
in the simulation of existing instruments;
may improve expert performance on general HCI!
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General Conclusions
Different aspects of interactive systems
depending of the analysis point of view
Influence on the design
Input from other fields - HCI, ergonomics,
experimental psychology, etc.
Need of a general corpus of knowledge:
Trends in Gestural Control of Music !
ICMA/EMF working group/Gesture Research
in Music Homepage
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Reference
Electronic
publication
Ircam
(March/00)
M. Wanderley
& M. Battier
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Working Group - www.kcng.org/wg/
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Web addresses
Gesture Research in Music homepage:
http://www.ircam.fr/gesture
Working Group ICMA/EMF
www.kcng.org/wg/