Title: Displaced SoundScapes
1Displaced 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
2MOTIVATION
- 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 -
3MOTIVATION
- 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.
4MOTIVATION
-
- 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?
5RESEARCH 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
-
61. GROUP COMMUNICATION IN COMPUTER NETWORKS
71. 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)
81. 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.
91. 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
101. 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.
112. COLLABORATIVE SYSTEMS FOR MUSIC AND SONIC ARTS
122. 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).
132. 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
142. 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
152. 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.
162. 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
172. 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.
182. 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.
192. 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.
202. 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).
212. COLLABORATIVE SYSTEMS FOR MUSIC AND SONIC ARTS
Classification Space for network music
systems Based on Roddens environmental Facets
(Rodden, T. 1992)
223. THE PUBLIC SOUND OBJECTS PROJECT
233. 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.
243. 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)
253. 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.
263. 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.
273. 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).
283. THE PUBLIC SOUND OBJECTS PROJECT
The Public Installation Site
293. 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)
303. 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).
313. 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.
324. PROPOSALS FOR GENERAL ARCHITECURES AND MODELS
334. PROPOSALS FOR GENERAL ARCHITECTURES AND MODELS
- Interaction Model for an individual User
- Virtual Music Instrument VS Decoupled VMIs
344. PROPOSALS FOR GENERAL ARCHITECTURES AND MODELS
General Purpose Centralized Architecture
354. PROPOSALS FOR GENERAL ARCHITECTURES AND MODELS
General Purpose Mixed Architecture (P2P
Centralized DB)
36CONCLUSIONS 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.
37PUBLISHED 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.
38Acknowledgements
- 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!!!!