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Displaced SoundScapes

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Title: Displaced SoundScapes


1
Displaced SoundScapes
  • Álvaro Barbosa abarbosa_at_iua.upf.es
    porto.ucp.pt
  • Music Technology Group, Audiovisual Institute
  • Pompeu Fabra University Barcelona, Spain
  • Department of Sound and Image
  • School of Arts Portuguese Catholic university

2
MOTIVATION
  • So far most systems explore communication via
    computer networks, for Music and Sonic Arts
    applications, approaching the possibilities of
  • Creating networks of users in which digital audio
    or symbolic documents can be exchanged amongst
    contributors
  • Providing a channel for Tele-presence or remote
    collaboration between performative spaces

3
MOTIVATION
  • The shared nature of the Internet suggests a
    different approach
  • To create community oriented Shared Virtual
    Environments (SVEs) in the context of Music and
    Sonic Arts.
  • Like in similar paradigms, oriented towards
    visual or textual communication, this concept
    tends to lead towards new mechanisms of
    interaction not usually found in a musical
    context. (Curtis, P. 1992)
  • It is an open area of research with many
    questions to be addressed.

4
MOTIVATION
  • What is the role of these systems creators?
  • Is community music an aesthetical meaningful
    Sonic Arts form?
  • How do the sonic results of these systems fit
    into time and space as we know it in the musical
    context?
  • Is the regular internet user ready to go beyond
    the role of a spectator and become a creator,
    composing, performing or improvising in a music
    piece?
  • What kind of constraints can, or should, be
    considered in the user interaction layer?
  • Is Multimodal interface design a possible
    approach for community music?
  • Should one aim for a visual environment
    interaction models that are driven by the
    Soundscape? Or the other way around?
  • What should be handled by the user and what
    should be handled by the system?
  • Could there be general-purpose models, at the
    architectural and acoustic communication level,
    that address the specificities of this paradigm?

5
RESEARCH WORK
  • Preliminary research on this topic was conducted
    in the context of the authors Doctorate studies
    at the UPF/MTG and was approached in four parts
  • A systematic study of Group Communication in
    Computer Networks and general systems for
    Computer-Supported Cooperative Work
  • Overview of the state of the art in collaborative
    systems for Music and Sonic Arts applications
  • Analysis and discussion of the experimental
    project Public Sound Objects
  • Proposals for general Architectures and Models

6
1. GROUP COMMUNICATION IN COMPUTER NETWORKS
7
1. GROUP COMMUNICATION IN COMPUTER NETWORKS
  • General study and discussion of
  • Common Network Protocols
  • (TCP, UDP)
  • Reliability and Quality of Service
  • (latency, jitter, packet loss and de-sequencing)
  • Network Communication Models
  • (centralized/distributed network model and the
    group communication paradigm)
  • Decentralized Communication Environments
  • (peer-2-peer and mixed topologies)

8
1. SYSTEMATIC STUDY OF CSCW SYSTEMS
  • Computer-Supported Cooperative Work
  • CSCW term was introduced in 1984 by Irene Greif
    from MIT and Paul Cashman from Digital to
    describe the object of interest for a small
    workshop about computer systems which would
    support people in their work activities (Bannon,
    J. 1992).
  • Today CSCW is recognized as a pertinent field in
    Computer Science and represent a major focus area
    of the Special Interest Group on Groupware
    (SIGGROUP), from the ACM Organization.
  • It is multidisciplinary field which brings
    together people from different backgrounds like
    computer science, psychology, sociology,
    organisational theory, and anthropology, just to
    mention a few.

9
1. SYSTEMATIC STUDY OF CSCW SYSTEMS
  • Computer-Supported Cooperative Work
  • 1992 Roddens Survey on CSCW systems introduces
    different operation modes
  • Message systems (ex. Email based systems)
  • Computer Conferencing (ex. Video/Audio Real Time
    conference)
  • Coordination Systems (ex. White boards)
  • Co-Authoring Systems (ex. Software development
    systems with updated version tracking)
  • And different environmental Facets
  • Synchronous / Asynchronous
  • Co-Located / Remote

10
1. SYSTEMATIC STUDY OF CSCW SYSTEMS
  • Shared Virtual Environments
  • Going beyond CSCW by creating a shared space in
    a computer network, inside which users can
    achieve a certain degree of immersion and
    flexibility in their behaviour.
  • MUD Early 80s by Richard Bartle and Roy Trubshaw
    at the University of Essex's in England
  • Moo (MUD Object Oriented) by Pavel Curtis 1996
    Xerox Park
  • Habitat game developed by Lucas Film in 1985
    (introduces the concept of Avatar)
  • Active worlds and DIVE use Sophisticated 3D, and
    the Habbo Hotel uses simple 2D graphics and its
    quite successful since January 2001, and many
    others.

11
2. COLLABORATIVE SYSTEMS FOR MUSIC AND SONIC ARTS
12
2. COLLABORATIVE SYSTEMS FOR MUSIC AND SONIC ARTS
  • The idea of musical computer networks is not new
  • Local Interconnected Musical Networks (INMs)
  • Early implementations (although on a local area
    scale) date back to the late 1970s with
    performances by the League of Automatic Music
    Composers (Bischoff, Gold and Horton, 1978).
  • First experimental systems go back to the early
    1990s with the NetJam System developed at
    Berkley University. This system allowed a
    community of users to collaborate producing music
    in an asynchronous way by automatically
    exchanging MIDI files trough internet e-mail
    (Craig R. Lattas, 1991).

13
2. COLLABORATIVE SYSTEMS FOR MUSIC AND SONIC ARTS
  • Typical Examples of musical collaboration over
    the Internet
  • Project oriented collaboration paradigms
  • 1994, The ResRocket Surfer - Rocket Network M.
    Moller, W. Henshall, T. Bran and C. Becker.
    (Video - rocketnetwork.mov)
  • 1999, Faust Music On Line (FMOL) S. Jordà.
  • 2001 Tonos - Online Musician's Network TC8 -
    Music Collaboration Tools (8 track recording
    Software, which allows users to use a centralized
    account with 40Mbytes of Hard-Disk Space).

FMOL Client Interface
FMOL On-Line Data Base
Tonos-TC8 Client Interface
14
2. COLLABORATIVE SYSTEMS FOR MUSIC AND SONIC ARTS
  • Typical Examples of musical collaboration over
    the Internet
  • Tele-Presence between performative Spaces
  • 1996, The Cassandra Project D. Ghezzo, J.
    Gilbert, A. Smith and S. Jacobson (NYU - Simon
    Fraser University Vancouver).
  • 1999, Piano Master Classes via de Internet J.
    Young and I. Fujinaga.
  • 2000, Real-Time Streaming of Multi-channel Audio
    Data over Internet. Demonstration concert at the
    108th Convention of the Audio Engineering Society
    Robert Rowe, Jeremy Cooperstock.
  • 2000 Montreal-Ottawa Teaching Trial (190 Km, 40ms latency) using Internet-2 over 1Gbps
    connection (SDI Video on a 50 plasma Screen and
    Multi-Channel 96KHz, 24bits audio), Pinchas
    Zukerman and Veronique. (Video - Zukerman1.mov,
    Zukerman2.mov)
  • 2000 New York-Ottawa Remote Master Class (540 Km,
    60ms latency) with mpeg2 compression at 10Mbps,
    Pinchas Zukerman and Wu Ji. (Video 3)
  • Milestones in Real Time Networked Media at Jeremy
    Cooperstocks Website http//www.cim.mcgill.ca/j
    er/research/rtnm/history.html

15
2. COLLABORATIVE SYSTEMS FOR MUSIC AND SONIC ARTS
  • Collective Creation or Remote Collaboration
  • Public on-line community involved in major events
  • 1996/2000 Brain Opera Brain Opera session in
    Viennas Haus der Musik Tod Machovers (on-line
    users intervention at the events by actuating on
    a web client).
  • 1999 Faust Music On Line (FMOL) Faust Opera by
    La Fura Dels Baus in Barcelonas Teatro del
    Liceu S. Jordà.

16
2. COLLABORATIVE SYSTEMS FOR MUSIC AND SONIC ARTS
  • Collective Creation or Remote Collaboration
  • Peer to Peer synchronous collaboration
  • 1997 Transmidi MIDI based synchronous
    interaction network system, where users can play
    together in sessions performing on their MIDI
    controllers/instruments D. Gang.
  • 2000 TransJam MIDI and Digital Audio (low
    quality) synchronous network system for jamming
    over the internet Phil Burk.
  • 2003 PeerSynth Real time P2P network
    communication through TCP/IP. High resolution
    musical parameters (not audio data) are sent and
    received in real time by the users software
    instances Jörg Stelkens.

TransMidi System and Possible Topologies

PeerSynth Interface
17
2. COLLABORATIVE SYSTEMS FOR MUSIC AND SONIC ARTS
  • Net Music what to do with network latency?
  • Internets latency can be seen as cyberspaces
    acoustic (Atau Tanaka)
  • Physical Model Synthesis with Application to
    Internet Acoustics (Chris Chafe)
  • Network latency is a technological condition that
    tends to be reduced to the point of not being an
    impediment for real-time music communication at
    medium distances (Broad Band connectivity, data
    compression, content based transmission)
  • However at a global level it will always exist.
  • For communication between two opposite points of
    the planet considering a best case scenario
    (light speed connection over the earth surface),
    the round-Trip Latency is about 42 ms.

18
2. COLLABORATIVE SYSTEMS FOR MUSIC AND SONIC ARTS
  • Latency Tolerance in Jazz Music
  • An experiment was conducted by the author during
    the months of June and July of 2004.
  • 4 musicians (Bass, Guitar, Piano and Percussion)
    performing Jazz Standard Tunes in duets
  • Studio simulated Network delay conditions on the
    acoustic interaction.
  • From this experiment resulted over 100 hours of
    recordings whish will be used in a user study to
    evaluate the effects of latency in jazz duets.

19
2. COLLABORATIVE SYSTEMS FOR MUSIC AND SONIC ARTS
Latency Tolerance in Jazz Music Several
Feed-Back setups, delay and tempo conditions
where tested including a Self-Delay Tolerance
test.
Preliminary results show that the latency
tolerance decreases with latency. The Higher the
Delay between musicians the slower must be the
tempo of the song to maintain synchronization.
20
2. COLLABORATIVE SYSTEMS FOR MUSIC AND SONIC ARTS
  • Shared Sonic Spaces on the Internet
  • Community oriented Shared Virtual Environments
    (SVEs) in the context of Sonic Arts.
  • An aspect of sonic collaboration over the
    internet, that goes beyond the idea of enhancing
    the established acoustic communication paradigms.
  • Issues can be raise regarding the time scale of
    shared events on the internet (permanent
    events???)
  • Examples of existing systems The WebDrum (Burk,
    P. 2000), MP3Q (Tanaka, A. 2000).

21
2. COLLABORATIVE SYSTEMS FOR MUSIC AND SONIC ARTS
Classification Space for network music
systems Based on Roddens environmental Facets
(Rodden, T. 1992)
22
3. THE PUBLIC SOUND OBJECTS PROJECT
23
3. THE PUBLIC SOUND OBJECTS PROJECT
  • The Public Sound Objects project and its context
  • Focus on Internet Collaborative Virtual
    Environments
  • for music and sonic arts.
  • A Web based Shared Sonic Environment and
    simultaneously an on site sound installation.
  • Connected users can control a server side
    synthesis engine through a web-based interface.
  • Each users input has a direct and immediate
    influence on the resulting soundscape, by the
    means of a Sound Object, as defined by Pierre
    Schaeffer in the 60s Any sound Phenomenon
    perceived as a coherent whole () regardless of
    its source or meaning .
  • The resulting sound is streamed back to each user
    and is also played back at the installation site.

24
3. THE PUBLIC SOUND OBJECTS PROJECT
  • An ongoing Public Event in the internet
  • Most public artistic proposals designed for
    community performance have been developed towards
    an event that takes place at a specific date
    during a certain period of time, in the presence
    of a physical and/or virtual audience in a
    theatre-like experience.
  • Internet provides permanent connectivity, thus a
    public Internet event can go on permanently.
  • In this system the audience and performers will
    be able to dynamically join and leave the
    performance at any time they want.
  • (Video - PSO-System.mov)

25
3. THE PUBLIC SOUND OBJECTS PROJECT
  • System Architecture
  • In the Preliminary Prototype the interaction
    feedback will be auditory only and it will convey
    the performance of all the connected users at a
    given moment with the respective latency due to
    network speed limitations.
  • In the Public installation Site the soundscape
    will have added spacialization, and visual
    representation of the users performance.

26
3. THE PUBLIC SOUND OBJECTS PROJECT
  • The Synthesis Engine
  • The Synthesis Engine for the prototype is
    developed in PD (Pure Data).
  • The synthesizer provides a sound generator which
    ranges from basic oscillators up to the use of
    digital sound samples.
  • This generator's waveform is then altered by a
    chain of modifiers, providing the transformed
    sound object to be included in the resulting
    Soundscape.

27
3. THE PUBLIC SOUND OBJECTS PROJECT
  • The Interface Layer
  • The user to contributes to the musical
    performance by transforming the characteristics
    of a visual Sound Object representation, sending
    normalized parameters over the network to the
    synthesis engines transformers.
  • The GUI should be a behaviour driven metaphorical
    interface, avoiding a flat mapping of parameters
    (inspired by Kiyoshi Furukawas Small Fish).
  • The Sound Object visual representation has an
    automatic periodical behaviour that is conducted
    by the user.

The ball is moving continuously and the user can
manipulate its size (1), its speed and direction
(2), each walls acoustic texture - Pitch (3),
Ball Tail -Delay (4) and Ball Speed Reduction
According to Network latency towards the server
(5).
28
3. THE PUBLIC SOUND OBJECTS PROJECT
The Public Installation Site
29
3. THE PUBLIC SOUND OBJECTS PROJECT
The Public Objects Trial Concert and
Installation From the 7th to the 13th of
October the system was fully installed with
on-line and on-site setups. During this trial
period it was tested by over 200 users and a
concert, featuring 6 simultaneous users, was
performed. (Video - PSO-Concert.mov)
30
3. THE PUBLIC SOUND OBJECTS PROJECT
The Public Objects Trial Concert and
Installation For this trial experiment the
interface was adapted for different platforms
(regular computer with mouse and keyboard
interface, Touch-Screen and PDA) in an
installation with wireless network access
(sponsored by KPN-Quest).
31
3. THE PUBLIC SOUND OBJECTS PROJECT
  • The design principles and concept for this
    collective composition environment are now quite
    clear.
  • The first system prototype is now working for
    nine simultaneous Sound Objects, and it has a
    good feel of playability even at highly remote
    locations, provided by the network adaptive
    tempo(speed).
  • http//www.iua.upf.es/abarbosa/ and
    http//soundserver.porto.ucp.pt/pso
  • From the trial installation in October 2004, over
    a 100 inquiries where obtained from system users,
    however the analysis and evaluation as not yet
    been done.
  • Future versions will include the possibility to
    upload user files and an optional client
    synthesis engine to provide local individual
    feed-back and individual sound level control.

32
4. PROPOSALS FOR GENERAL ARCHITECURES AND MODELS
33
4. PROPOSALS FOR GENERAL ARCHITECTURES AND MODELS
  • Interaction Model for an individual User
  • Virtual Music Instrument VS Decoupled VMIs

34
4. PROPOSALS FOR GENERAL ARCHITECTURES AND MODELS
General Purpose Centralized Architecture
35
4. PROPOSALS FOR GENERAL ARCHITECTURES AND MODELS
General Purpose Mixed Architecture (P2P
Centralized DB)
36
CONCLUSIONS AND FUTURE WORK
  • It is clear Shared Sonic Environments are quite
    an extremely promising area for research, not
    only by the fact that it allows the enhancement
    of known paradigms to make music, but also
    because it provides a context for stylistic
    novelty.
  • This Research work conveys relevant references
    and concepts for future work in this field.
  • Future work plans include further developments in
    the PSOs Project and in the ReactTable Project,
    both in the framework of the Interactive Systems
    Group at the MTG.

37
PUBLISHED ARTICLES
  • Barbosa, A. 2004 "Displaced Sondscapes over W3"
    W - Art Nº 003, Contemporary Art Magazine 2004,
    Nemesis Porto, Portugal.
  • Barbosa, A. 2003 Displaced Soundscapes A Survey
    of Network Systems for Music and Sonic Art
    Creation Leonardo Music Journal 13 - MIT
    Press, Cambridge MA.
  • Barbosa, A. Kaltenbrunner, M. 2002 Public Sound
    Objects A shared musical space on the web.
    Proceedings of International Conference on Web
    Delivering of Music 2002 Darmstadt, Germany,
    published by the IEEE Computer Society Press.
  • Jordà, S. Barbosa, A. 2001 Computer Supported
    Cooperative Music Overview of research work and
    projects at the Audiovisual Institute UPF.
    Proceedings of MOSART Workshop on Current
    Research Directions in Computer Music 2001
    Barcelona, Spain.

38
Acknowledgements
  • Álvaro Barbosas Thesis Advisor Xavier Serra
    (MTG Barcelona)
  • PSO Developers
  • Jorge Cardoso, João Seabra UCP Porto
  • Gunter Geiger, Martin Kaltenbrunner MTG
    Barcelona
  • Performers and staff at the PSO Concert
    (UCP-Porto)
  • Álvaro Barbosa, Carlos Caires, João Seabra,
    Jorge Cardoso, Marta Reis, Rodrigo Areias,
    Mariana Madail, Mafalda Barbosa.
  • Latency Tolerance experiment (UCP-Porto)
  • Alexander Carôt, João Seabra, Nuno Archer, Paulo
    Gonçalves
  • Thank You!!!!
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