Vocal Vibrations: A Multisensory Experience of the Voice

I chose the article ‚Vocal Vibrations: A Multisensory Experience of the Voice‘ because I was doing my design&research on multi-sensory experiences in my first semester. The project’s emphasis on enabling participants to uniquely and interactively explore their voices through sound and touch aligns closely with my interest in creating immersive sensory experiences that bridge the gap between technology and human expression.

Vocal Vibrations Installation

One of the most fascinating aspects of the article is the introduction of the ORB device, which converts vocal input into tactile vibrations, providing participants with a tangible and engaging way to connect with their voices. This innovative technology not only improves understanding of vocal production, but also provides a new platform for individuals to explore the nuances of vocal sounds in a hands-on way. For example, ORB allows users to feel the physical vibrations of their voice in their hands, creating a direct and intimate connection to the act of vocalization.

The ORB

Additionally, the positive response of participants, with 83% reporting feeling calm, exploratory, and deeply connected to the musical experience, highlights the installation’s profound impact on personal well-being and self-expression. Comments such as „Reminds me of when I was a little girl, sitting on my mother’s lap with my ear against her chest“ and „I want one of these ORBs to help me relax at work or before bed“ underscore the emotionality. The resonance and transformative potential of the Vocal Vibrations project. By encouraging participants to pay attention to the range of vocal sounds and vibrations, the installation encourages rich musical experiences that focus on the individual voice.

In conclusion, „Vocal Vibrations“ not only demonstrates the power of technology to enhance personal well-being and creative expression, but also lays a strong foundation for future research and applications in the field of expressive interfaces and interactive installations. Combining art, technology and human emotion, the project offers a compelling glimpse into the possibilities of using sound and touch to deepen our connection with our voices and explore new dimensions of self-expression.

Exploring the Intersection of Voice and Health

A Review of „Vocal Musical Expression with a Tactile Resonating Device and Its Psychophysiological Effects.“ 1

In an intriguing study presented by Rébecca Kleinberger from the MIT Media Lab, the potential psychophysiological impacts of vocal practices are explored in the context of a multisensory installation named Vocal Vibrations. The study delves into whether specific vocal practices can influence one’s health by affecting mental and physical states.

The Experiment’s Core
The experiment took place in a setting called „the cocoon“, where participants engaged with music and vocalization while holding a device called „the orb“ that translates voice into tactile vibrations. This novel approach allowed participants to experience their voice in a unique, almost tangible manner. The study measured various physiological parameters, such as heart rate and electrodermal activity, alongside self-reported mental states to ascertain the impact of these vocal exercises.

Insightful Findings and Their Implications
One of the most captivating aspects of this study is its significant results, suggesting that certain vocal practices could indeed correlate with psychophysiological states when considering biographical data. For instance, participants who expressed a positive relationship with their voice tended to experience lower arousal levels during richer vocal practices. This insight not only opens new avenues in therapeutic practices but also underscores the potential of vocal exercises in enhancing mental well-being.

A Step Towards Holistic Health Approaches
This research emphasizes the need for a more holistic view of health, where vocal practices might play a role in managing or even improving certain health conditions. The connection between voice and physiological responses highlighted in the study could lead to innovative therapeutic tools that use voice as a central element.

A Few Considerations
While the study presents pioneering data, it also acknowledges the need for more extensive research to fully understand and utilize these findings. The sample size and the diversity of participants could be expanded in future studies to generalize the results more robustly.

Concluding Thoughts
Kleinberger’s work is a commendable step towards integrating voice-based practices into health and wellness regimens. It invites us to reconsider the potential of our voices not just as tools for communication but as instruments for health and well-being. As we advance, it’s clear that interdisciplinary approaches like this could be key to unlocking new forms of healing and self-exploration.

Overall, the paper not only contributes valuable insights into the intersection of acoustic science and health but also opens intriguing questions about how we might further harness the inherent power of our voices for better health outcomes.

  1. https://www.nime.org/proc/kleinberger2018/index.html ↩︎

Catch Your Breath: A Musical Approach to Improving CT Imaging and Relaxation

„Catch Your Breath“ is a novel interactive audiovisual biofeedback system developed at Stanford University’s Center for Computer Research in Music and Acoustics (CCRMA). Initially designed to assist patients during 4D computed tomography (CT) scans, this system uses musical cues to help regulate breathing, thereby reducing motion-induced image distortion.

Bridging Music with Medical Technology
This system originated from a collaboration with Stanford’s Department of Radiation Oncology. It aims to mitigate the imaging artifacts in lung cancer diagnostics caused by irregular breathing patterns. By tracking the patient’s breathing through a webcam and a reflective cube, the system synchronizes a musical accompaniment to the patient’s breath cycle. The music adjusts in real time, encouraging patients to breathe steadily to harmonize the melody with the accompaniment. This method has shown potential in increasing the accuracy of 4D-CT scans.

From Medical Equipment to Museum Installation
Adapting the technology for public interaction, the project evolved into a museum installation. Here, visitors wear a pendant embedded with an IR sensor that tracks their breathing. The system adjusts the tempo of a stored musical piece—selected from classical and Baroque repertoire—according to the wearer’s breathing pattern. This setup not only makes the installation accessible but also engaging, allowing users to control the music with their breath, promoting relaxation and slow, regular breathing patterns.

Technical Insights and Future Directions
The hardware of „Catch Your Breath“ includes an inexpensive webcam modified with a slide film as an ambient light filter, highlighting the simplicity and accessibility of the technology. The software, developed in Max/MSP with Jitter, calculates the breathing cycle, adjusting the music’s tempo in real-time through MIDI sequencers.
As the project moves forward, the team at CCRMA plans to refine the system’s responsiveness and explore its potential on portable devices, making relaxation and therapeutic techniques more accessible to a broader audience.

Conclusion:
„Catch Your Breath“ is more than a technical innovation; it’s a bridge between art and science, making complex technology accessible and useful in everyday settings. This project not only exemplifies interdisciplinary collaboration but also illustrates how creative applications of technology can have broad and meaningful impacts, from medical diagnostics to public installations that enhance well-being.

13. Erste Schritte

Detaillierte Einblicke in die ersten sechs Steps

In diesem Blogbeitrag wird der Fortschritt des Semesterprojekts „Motion Design mit After Effects“ ausführlich dargelegt. Die ersten sechs Steps, die erfolgreich gemeistert wurden, werden detailliert beschrieben und ein Ausblick auf die nächsten Schritte gegeben.

Step 1: Benutzeroberfläche und Transformationseigenschaften

  • Umfassende Einarbeitung in die Benutzeroberfläche von After Effects: Nach einem Überblick über die Arbeitsumgebung wurden die wichtigsten Werkzeuge und Funktionen wie die Erstellung von Projekten, die Verwaltung von Composings und die effektive Nutzung der Zeitleiste im Detail erlernt.
  • Vertiefung in die Transformationseigenschaften von Layern: Diese Eigenschaften ermöglichen die präzise Positionierung, Skalierung, Rotierung und Animation von Layern, wodurch eine flexible und zielgerichtete Gestaltung möglich wird.

Step 2: Shape-Layer und Masken

  • Erstellung und Bearbeitung von Formen mit Shape-Layern: Die vielseitigen Shape-Layer bieten vielfältige Möglichkeiten zur Erstellung von Vektorformen, die beliebig angepasst und animiert werden können.
  • Präzise Selektion von Bereichen mit Hilfe von Masken: Masken ermöglichen die gezielte Auswahl von bestimmten Bereichen innerhalb von Layern, um diese hervorzuheben, freizustellen oder mit Effekten zu versehen.

Step 3: Shape-Modifikatoren

  • Anwendung von Shape-Modifikatoren zur Veränderung von Formen: Shape-Modifikatoren erweitern die Gestaltungsmöglichkeiten von Shape-Layern erheblich. Sie ermöglichen die Verzerrung, Verrundung, Wölbung und weitere Transformationen von Formen, wodurch einzigartige visuelle Effekte erzielt werden können.

Step 4: Easings

  • Anwendung verschiedener Easing-Funktionen zur Steuerung von Bewegungsabläufen: Easing-Funktionen spielen eine entscheidende Rolle für die Qualität und Ausdruckskraft von Animationen. Durch die gezielte Steuerung der Beschleunigung und Verlangsamung von Bewegungen können dynamische und ästhetisch ansprechende Animationen erstellt werden.

Step 5: Effekte & Stylisierung Teil 1

  • Anwendung grundlegender Effekte wie Glühen, Schatten, Verzerrung und Farbkorrektur auf Layer: Effekte ermöglichen die kreative Gestaltung von Layern und die Schaffung einzigartiger visueller Looks und Stimmungen.
  • Unterstreichung der Aussagekraft der Animationen durch Stylisierung: Die gezielte Anwendung von Effekten und Stylisierungstechniken kann die Aussagekraft und Wirkung von Animationen deutlich verstärken.

Ausblick auf die nächsten Steps

In den kommenden Wochen werden folgende Themenbereiche vertieft:

  • Loops: Animationen wiederholen und nahtlose Loops erstellen: Loops ermöglichen die Wiederholung von Animationen in einem geschlossenen Kreislauf, wodurch hypnotische und dynamische Effekte erzielt werden können.
  • Textanimation: Texte lebendig gestalten und mit Animationen versehen: Textanimationen bieten kreative Möglichkeiten, um Texte dynamisch und aufmerksamkeitsstark zu präsentieren.
  • Morphing: Formen nahtlos ineinander übergehen lassen: Morphing ermöglicht die flüssige Transformation einer Form in eine andere, wodurch beeindruckende visuelle Effekte entstehen können.
  • Effekte & Stylisierung Teil 2: Fortgeschrittene Effekte und Techniken für kreative Looks: In diesem Bereich werden fortgeschrittene Effekte und Techniken zur kreativen Gestaltung und Stylisierung von Animationen erlernt.

Fazit

Die ersten sechs Steps haben ein solides Fundament in den grundlegenden Techniken des Motion Designs mit After Effects gelegt. Das Erlernen der wichtigsten Werkzeuge, Funktionen und Techniken ermöglicht die Erstellung kreativer und ausdrucksstarker Animationen. Die vielfältigen Möglichkeiten der Software bieten ein großes Potenzial für die visuelle Kommunikation und das Storytelling.

COSMIC: AI music generation

COSMIC, described in a 2021 NIME publication, is a music tool that
brings the concept of AI-assisted creativity into the field of
music, much like ChatGPT does for text. It's designed to make music
composition more accessible, including those who may not have a lot
of knowledge around creating music. By using natural language
processing, COSMIC understands user inputs and converts them into
music in a generative way.
The tool's functionality is similar to that of ChatGPT in several
ways. Both are powered by AI to interpret human input and generate
creative output, though COSMIC solely focuses on music. This
parallel raises important considerations about the future of
creative professions. As AI technologies like COSMIC and ChatGPT
become more advanced, they could potentially change traditional
roles in their respective fields.
One key aspect of COSMIC is its potential to create a new type of
musician — one who can use AI to bring unique ideas to life without
needing to master instruments or composition theory. This could lead
to more innovative and diverse musical creations, since individuals
from various backgrounds could contribute their unique view and
creativity to music.
However, the rise of AI tools in creative industries also opens up
discussions about the authenticity of art. When an AI contributes
significantly to the process, it may challenge our traditional views
on authorship and creativity. Are the final products really human
creations, or are they collaborations between humans and machines?
And if it's a collaboration, how should we credit each contributor's
role?
Despite these points, the integration of AI like COSMIC in music
creation also sounds exciting. It gives a glimpse into a future
where anyone with an idea can explore music creation, potentially
leading to a richer, more varied musical landscape. Also, it might
inspire similar innovations in other creative fields.

In my exploration of further research topics, I delved into a compelling paper titled „Enhancing design thinking approaches to innovation through gamification“

by Rui Patrício, Antonio Carrizo Moreira, and Francesco Zurlo.

This paper sheds light on the relationship between gamification and design thinking in the early stages of the innovation process (ESoIP). Design thinking, known for its applicability in complex and uncertain environments, faces challenges such as lack of structure and goal clarity.

The authors argue that gamification can enrich and complement design thinking practices, making tasks more organized and enhancing employee engagement in innovation. This study offers valuable insights for managers seeking to leverage gamification to enhance traditional design thinking approaches in innovation management.

(Reference: Patrício, R., Moreira, A. C., & Zurlo, F. (Year of publication 2020).


  1. ntroduction

This paper examines the relationship between gamification and design thinking in managing the early stage of the innovation process (ESoIP). Design thinking, known for its effectiveness in promoting innovation, faces challenges in providing structure and clarity during this phase. The study argues that gamification approaches can enhance design thinking by improving organization, coordination, and employee engagement. By conducting case studies in firms like Trivalor, Novartis, and Microsoft, the research demonstrates how gamification tools complement design thinking practices. The paper contributes to both theory and practice by offering insights into how gamification can be leveraged to coordinate stakeholders, enhance task enjoyment and organization, and increase employee engagement with the ESoIP. The paper is structured into six sections, starting with an introduction to the research topic, followed by framing the research, describing the methodology, presenting case study findings, and concluding with avenues for future research and study limitations.


  1. Theoretical background

Design thinking offers a holistic approach to innovation, addressing challenges in the early stage of the innovation process (ESoIP) by combining customer-focused thinking, storytelling, and experimentation. It emphasizes need-finding, idea generation, and testing through tools like ethnographic observations, brainstorming, and rapid prototyping. Firms adopting design thinking foster a flexible, people-centered culture that encourages creativity, collaboration, and learning. However, despite its recognition, there are debates about its efficacy and clarity in theory and practice. Critics highlight limitations such as lack of structure and clarity, hindering effective management of ESoIP.

Gamification involves applying game elements in non-gaming contexts to encourage engagement and motivation toward tasks. It addresses challenges in managing innovation by providing structured, enjoyable experiences that enhance coordination and engagement. Despite some resistance, gamification is increasingly recognized for its potential in corporate environments to improve productivity and creativity. Research on gamification’s role in innovation is growing, highlighting its ability to support ideation, evaluation, and idea development. The synergy between gamification and design thinking offers promising avenues for overcoming design thinking’s limitations in managing the early stage of innovation.


  1. Methodology

The study aims to explore how gamification enhances design thinking practices in the early stage of innovation. Firms were selected based on their proficiency in design thinking and involvement in multidisciplinary teams for idea generation. Through half-day gamification workshops, participants further developed ideas using the ideaChef® tool, integrating game dynamics, mechanics, and components. This modified approach aimed to facilitate idea development in a structured, enjoyable manner. The workshops focused on addressing real business challenges outlined by stakeholders. By integrating gamification into the design thinking process, the study seeks to observe improvements in innovation processes and identify opportunities to enhance or complement design thinking practices.

The data collection process involved semi-structured interviews with key informants immediately after gamification workshops, supplemented by observations, secondary data archives, and group interviews. Triangulation ensured validity and reliability, while interview protocols facilitated transparency and reliability. Thematic analysis of interview data followed a theory-driven coding approach, refining themes into theoretical dimensions. The analysis incorporated voice recordings, precise transcriptions, and additional observations for rigor and replicability. The gamification tool, ideaChef®, facilitated idea development in a structured, enjoyable atmosphere, encouraging participation and risk-taking. Its cooking metaphor and scientific validation made it suitable for converting ideas into viable concepts, addressing real innovation challenges. This comprehensive approach provides rich insights into the relationship between gamification and design thinking practices in the early stage of innovation, offering practical implications for enhancing innovation processes.


  1. Findings

The empirical findings reveal that gamification effectively contributes to achieving innovation goals by enhancing idea development and decision-making processes. Participants across all case study firms reported benefits such as achieving concrete plans, reaching goals in a different and more interesting way, and controlling time more effectively. Gamification provides a structured process that accelerates innovation, enabling faster progress and more comprehensive idea development. It facilitates better communication and collaboration among diverse teams, making innovation processes more inclusive and engaging. Additionally, the relaxed and playful atmosphere created by gamification increases motivation and reduces pressure, fostering greater participation and creativity. However, there are challenges, including the need for a defined challenge and idea beforehand and skepticism from some individuals regarding the seriousness of gamified approaches in corporate settings. Overall, the findings highlight gamification’s potential to enhance design thinking practices in innovation processes, particularly in idea development and decision-making stages.


  1. Discussion

The conceptual model depicts how gamification enhances specific design thinking practices within the ESoIP context. Gamification addresses design thinking’s shortcomings by providing structured processes, offering clarity on goals, and facilitating comprehensive planning. It also aids in specifying needs and requirements, promoting collaborative idea development, and bridging communication gaps. Furthermore, gamification encourages balanced contributions from diverse teams, fostering engagement among internal and external stakeholders. However, challenges persist regarding legitimacy, cognitive obstacles, and vulnerability to leadership changes. Gamification introduces ambiguity and uncertainty, requiring internal buy-in. Some individuals remain skeptical about its effectiveness in critical business processes, while leadership turnover may jeopardize its acceptance. In summary, while gamification enhances many aspects of design thinking, addressing these challenges is essential for its successful implementation.


  1. Conclusions

The study suggests that gamification can enhance design thinking practices, addressing issues like lack of structure and disconnection between thinking and doing. It challenges traditional power dynamics by empowering self-managed teams. However, resistance persists due to skepticism and managerial reluctance to merge work with games. Despite these challenges, gamification shows promise for innovation and idea development. Future research should explore its integration with design thinking in various stages of the innovation process and address limitations. Overall, gamification offers a creative, structured approach to managing innovation processes, with implications for theory and practice in innovation management and design thinking.

In my exploration of further research topics, I delved into a compelling paper titled „Enhancing design thinking approaches to innovation through gamification“

by Rui Patrício, Antonio Carrizo Moreira, and Francesco Zurlo.

This paper sheds light on the relationship between gamification and design thinking in the early stages of the innovation process (ESoIP). Design thinking, known for its applicability in complex and uncertain environments, faces challenges such as lack of structure and goal clarity.

The authors argue that gamification can enrich and complement design thinking practices, making tasks more organized and enhancing employee engagement in innovation. This study offers valuable insights for managers seeking to leverage gamification to enhance traditional design thinking approaches in innovation management.

(Reference: Patrício, R., Moreira, A. C., & Zurlo, F. (Year of publication 2020).


  1. ntroduction

This paper examines the relationship between gamification and design thinking in managing the early stage of the innovation process (ESoIP). Design thinking, known for its effectiveness in promoting innovation, faces challenges in providing structure and clarity during this phase. The study argues that gamification approaches can enhance design thinking by improving organization, coordination, and employee engagement. By conducting case studies in firms like Trivalor, Novartis, and Microsoft, the research demonstrates how gamification tools complement design thinking practices. The paper contributes to both theory and practice by offering insights into how gamification can be leveraged to coordinate stakeholders, enhance task enjoyment and organization, and increase employee engagement with the ESoIP. The paper is structured into six sections, starting with an introduction to the research topic, followed by framing the research, describing the methodology, presenting case study findings, and concluding with avenues for future research and study limitations.


  1. Theoretical background

Design thinking offers a holistic approach to innovation, addressing challenges in the early stage of the innovation process (ESoIP) by combining customer-focused thinking, storytelling, and experimentation. It emphasizes need-finding, idea generation, and testing through tools like ethnographic observations, brainstorming, and rapid prototyping. Firms adopting design thinking foster a flexible, people-centered culture that encourages creativity, collaboration, and learning. However, despite its recognition, there are debates about its efficacy and clarity in theory and practice. Critics highlight limitations such as lack of structure and clarity, hindering effective management of ESoIP.

Gamification involves applying game elements in non-gaming contexts to encourage engagement and motivation toward tasks. It addresses challenges in managing innovation by providing structured, enjoyable experiences that enhance coordination and engagement. Despite some resistance, gamification is increasingly recognized for its potential in corporate environments to improve productivity and creativity. Research on gamification’s role in innovation is growing, highlighting its ability to support ideation, evaluation, and idea development. The synergy between gamification and design thinking offers promising avenues for overcoming design thinking’s limitations in managing the early stage of innovation.


  1. Methodology

The study aims to explore how gamification enhances design thinking practices in the early stage of innovation. Firms were selected based on their proficiency in design thinking and involvement in multidisciplinary teams for idea generation. Through half-day gamification workshops, participants further developed ideas using the ideaChef® tool, integrating game dynamics, mechanics, and components. This modified approach aimed to facilitate idea development in a structured, enjoyable manner. The workshops focused on addressing real business challenges outlined by stakeholders. By integrating gamification into the design thinking process, the study seeks to observe improvements in innovation processes and identify opportunities to enhance or complement design thinking practices.

The data collection process involved semi-structured interviews with key informants immediately after gamification workshops, supplemented by observations, secondary data archives, and group interviews. Triangulation ensured validity and reliability, while interview protocols facilitated transparency and reliability. Thematic analysis of interview data followed a theory-driven coding approach, refining themes into theoretical dimensions. The analysis incorporated voice recordings, precise transcriptions, and additional observations for rigor and replicability. The gamification tool, ideaChef®, facilitated idea development in a structured, enjoyable atmosphere, encouraging participation and risk-taking. Its cooking metaphor and scientific validation made it suitable for converting ideas into viable concepts, addressing real innovation challenges. This comprehensive approach provides rich insights into the relationship between gamification and design thinking practices in the early stage of innovation, offering practical implications for enhancing innovation processes.


  1. Findings

The empirical findings reveal that gamification effectively contributes to achieving innovation goals by enhancing idea development and decision-making processes. Participants across all case study firms reported benefits such as achieving concrete plans, reaching goals in a different and more interesting way, and controlling time more effectively. Gamification provides a structured process that accelerates innovation, enabling faster progress and more comprehensive idea development. It facilitates better communication and collaboration among diverse teams, making innovation processes more inclusive and engaging. Additionally, the relaxed and playful atmosphere created by gamification increases motivation and reduces pressure, fostering greater participation and creativity. However, there are challenges, including the need for a defined challenge and idea beforehand and skepticism from some individuals regarding the seriousness of gamified approaches in corporate settings. Overall, the findings highlight gamification’s potential to enhance design thinking practices in innovation processes, particularly in idea development and decision-making stages.


  1. Discussion

The conceptual model depicts how gamification enhances specific design thinking practices within the ESoIP context. Gamification addresses design thinking’s shortcomings by providing structured processes, offering clarity on goals, and facilitating comprehensive planning. It also aids in specifying needs and requirements, promoting collaborative idea development, and bridging communication gaps. Furthermore, gamification encourages balanced contributions from diverse teams, fostering engagement among internal and external stakeholders. However, challenges persist regarding legitimacy, cognitive obstacles, and vulnerability to leadership changes. Gamification introduces ambiguity and uncertainty, requiring internal buy-in. Some individuals remain skeptical about its effectiveness in critical business processes, while leadership turnover may jeopardize its acceptance. In summary, while gamification enhances many aspects of design thinking, addressing these challenges is essential for its successful implementation.


  1. Conclusions

The study suggests that gamification can enhance design thinking practices, addressing issues like lack of structure and disconnection between thinking and doing. It challenges traditional power dynamics by empowering self-managed teams. However, resistance persists due to skepticism and managerial reluctance to merge work with games. Despite these challenges, gamification shows promise for innovation and idea development. Future research should explore its integration with design thinking in various stages of the innovation process and address limitations. Overall, gamification offers a creative, structured approach to managing innovation processes, with implications for theory and practice in innovation management and design thinking.

A Human-Agents Music Performance System in an Extended Reality Environment – A Summary by Vanessa Stöckel

In an era marked by rapid technological advancement, the intersection of human-computer interaction has birthed a revolutionary system poised to redefine the landscape of immersive experiences. Through the seamless integration of cutting-edge technologies, this system transcends conventional interfaces, offering users a gateway to a realm where digital fantasies materialize into tangible realities. Designed and developed by Pedro Lucas and Stefano Fasciani, both from the University of Oslo in Norway, this innovative creation represents the culmination of their dedication to pushing the boundaries of interaction design.

Central to this immersive experience are autonomous agents, represented as vibrant spheres that beckon human attention with their mesmerizing presence. Employing the intuitive „Air Tapping“ gesture, users effortlessly interact with these agents, catching and releasing them at will, fostering a sense of symbiosis between human and digital entities. However, critiques have emerged regarding the verbosity of the text, with observations of excessive repetition and digressions that unnecessarily hinder comprehension. Furthermore, there’s noted to be a lack of artistic ambition, both visually and from a UX perspective, raising questions about the overall design ethos.

While the implementation is commendable, there’s room for improvement, particularly in the approach to user testing. Some argue that the conducted user tests should have encompassed a broader spectrum of diverse users, criticizing the sterile testing environment and the limited creative freedom afforded to conductors. Additionally, concerns arise about the stringent time constraints imposed during testing and subsequent surveys, suggesting that a more flexible and qualitative approach, such as personal interviews, may have yielded richer insights.

Despite these critiques, the project undeniably possesses potential for enhancement. As we reflect on its journey, propelled by curiosity and ingenuity, let us acknowledge the cool aspects of the project while remaining mindful of its imperfections. In the ever-evolving tapestry of human-computer interaction, this system stands as a beacon of innovation, heralding a new era where the boundaries between the physical and digital worlds blur with unprecedented fluidity. As we journey forward, propelled by curiosity and ingenuity, let us embrace the transformative power of technology to shape a future where immersive experiences know no bounds.

Afraid to own a body

This block aims to reflect on the Afraid to Own a Body composition by Lena Meinhardt and Eva DörrIt, which is a fixed media composition based on a poem by Emily Dickinson from around 1866. Eight channels were used for the performance, making the whole experience very immersive, and IRCAM’s Rave software was used in order to generate their sound material. Rave offers models for realtime deep learning based processing, and the model they trained for this piece learned both of their voice timbres, melting them together and generating a new modeled voice. The artists even mentioned they wanted to create something that would develop its own “consciousness”, as a reference to the artificial intelligence capabilities of the mentioned engine, and also a result of various hours feeding voice material to it, including a full spectrum of textures and also intelligible material. Max MSP was used for much of the processing, where the various sound files would be fed into the models. Regarding the composition, it was intended to contrast something that develops and then falls apart again, which matched with their use of intelligible sentences from the poem, such as the often heard “I am afraid to own a body” sentence compared to completely unintelligible voice material that was generated by the artificial intelligence. The whole sonic experience really suited the original poem, and it was a good representation of artificial intelligence capabilities applied to sound compositions.

A Generative Audio Synthesis Workshop

This block aims to reflect on the Generative Audio Synthesis Workshop, where various new plugins from Audiolab were presented by Sina Bokesoy. One that specifically caught my attention was the Oceanic plugin, in which VST parameters can be controlled by 5 different superimposed waves. This waves have their motion determined by Gerstner’s trochoidales wave solutions, that model ocean water on a physical basis. The screenshot below represents the main engine of the plugin, which doesn’t generate sound, but can easily be coupled with other sound generating instruments. The resulting sounds were very enjoyable and interesting textures could be created by manipulating the waves direction, steepness and also its length. The engine concept aims to replicate sea motion, this natural phenomena which in itself never sounds boring, as one can listen to it for hours, to synthesizer motion. 

Other plugins were presented, such as the Thermo 2, where sonic textures could be created. The engine has a controlled entropy state which we can alter and increase instability. Fundamental 3 was another great plugin, inspired by Karlheinz Stockhausen, where test equipment related sounds could be used to generate unique synth textures.