“I
believe that all the individuals who have created works of value aren't
inventors, but catalysts of existing forces. They simply know how to look and
to understand.”
Zbigniew
kaakowski
Sensorband
This deceptively simple quote, which I came across during my initial research, defined my applied research approach to this project. The hard part, which doesn’t take a rocket scientist to figure out, is learning how to look and understand.
The aim of
this project was to investigate new computer interface metaphors for the
real-time
and simultaneous performance of dynamic imagery and sound.
In terms of
outcomes, the project was designed to provide the groundwork needed to develop
a new generation of commercial interactive audiovisual products including, but
not limited to:
The focus of the project
was therefore on rapid software prototyping to enable the elicitation of the
key Human-Computer interaction issues, which will possibly contribute to the
success of the aforementioned products in the emerging marketplace.
An
implementation of the agile development manifesto (http://agilemanifesto.org/)
was chosen based around the four phases of Project Inception, Elaboration,
Construction, and Transition. Within
the Elaboration and Construction phases an Iterative Feature Driven Development
cycle was implemented to manage the development of the actual prototypes.
An
intensive literature and product review was conducted in the following main
areas:

Figure 1
SonicViz REV design goal: Synaesthetic musical bonding of Sound and Image
Main
resources (130+) were ICMC and ACMA papers, MIT Media Lab, IRCAM, SIGGRAPH and
SIGCHI, innumerable books, Computer Game industry, and the music and VJ
communities with associated tools and products.
All these resources were necessary to build up a knowledge base
from scratch (being a first time virtual instrument builder) of a very broad
problem domain.
Java was
selected as the development language for its cross platform nature and emerging
status as an embedded systems language. The KOAN generative music engine was
also chosen at this stage due to its accessibility, commercial positioning and
extensive API.
Three Java
prototypes were developed to test concepts in Musical aLife, soundtoys, and
sound/music composition through navigation of VR environments. Based on
positive feedback received from international testers of an early concept test
applet it was decided to proceed with development of a simple soundtoy for the
REV festival, as it seemed to have most potential to achieve the project
goals
within the constraints of being immediately accessible to the general public
in
a festival context (many thanks go to Linsey Pollak for this insight).
“MooZk is a visual-music soundtoy that uses a
pen tablet to draw sonic textures onto a constantly regenerating digital
canvas”.
A design
decision was made to use a combination of robust proprietary, open source,
freeware and developed software for the REV throwaway prototype. These
components had been located and evaluated during the inception and elaboration
phases. This was for practical reasons to allow a reasonably complex
application to be developed by one person in a short timescale, but was also
an
experiment to ascertain the commercial implications for possible products
developed using such a range of components. This is becoming a common business
model nowadays and I figured the only way to learn about the real technology
management issues (licensing, integration, IP control, support, etc) was to
“learn by doing”. This also involved signing NDA’s with some technology
providers to gain access to new technologies, in addition to obtaining public
performance permission.
The other
main critical success factor in developing this prototype was “test early, test
often”, both for technical and aesthetic performance evaluation. The rapid
feedback from a diverse group of external testers enabled me to steer the REV
prototype towards a successful evolution.
It was
decided early on to “go big” and project the visual interface to create an
immersive experience as possible for the festival. QUT and the Powerhouse staff
did a fantastic job with location and equipment that largely contributed to the
success of this. We had a few audio conflicts, but it’s not really a music
festival if you can’t crank the amp up now and again, is it?
The
response was generally positive, and it achieved the core objective of
stimulating intelligent responses from a wide range of perceptive people for
suggestions of possible applications in the emerging visual-music instrument
field. These are now under review to decide if it is feasible to develop any
commercial or open-source applications from this early research – which is a
whole different ball game.
Main points of learning that I see as being fundamental to the
successful design and development of visual-music systems are:
·
An understanding of the role of gesture for performer and
audience. Knowledge of current and emerging gestural control trends in terms of
sensors (input), processors (hardware/software), and feedback devices (output)
is essential.
·
Visual Literacy skills, which can be developed through problem
solving books such as “Visual Literacy” by Wilde and Wilde (ISBN
0-8230-5620-1). These skills are important for designing possible visual-music
compositional frameworks and performance storyboards.
·
Knowledge of Interaction design, Human Factors, HCI (Human-Computer
Interaction), Usability engineering, and Communication Design. To my mind these
are all
different lenses through which to view more or less the same problem domain,
but all have slightly different takes which are valid dependant upon the
context of application usage.
·
A deep knowledge of Patterns and AntiPatterns at all levels of
use. Patterns help you identify procedures, designs, and codes that work.
AntiPatterns do the opposite, but are just as important to help speed
development time and leverage other people’s knowledge. They also help to be
able to quickly analyse, filter, and categorise a broad range of resource
material, an important component of commercially focused R&D.
·
Generative music composition knowledge through use of commercial
systems such as Koan. Open source packages such as Jmusic are also available
for experimentation.
·
A solid understanding of development methodologies and toolsets.
When you need to “shift gear” in terms of development, you may need to adapt
your development methodology to suit the changed context. Appropriate toolsets
are critical to supporting and managing this.
I’d like to
thank the REV teams and students at both QUT and the BrisbanePowerhouse for
their invaluable help. Special thanks to Pete and Tim Cole from SSEYO for their
help and the superb KOAN engine.
Have fun,
paulcohen@ozemail.com.au BSc, MTM