I’m deeply interested in music technology and new music genres across all boundaries. I’m also a producer/developer of educational apps such as the benchmark Harmonica training app HarpNinja. As a Creative Technologist I also work with different technologies across many areas.
Since 2005 I’ve performed online in virtual worlds like SecondLife playing solo (with and without my robot backing band) and also real time music jamming with multiple musicians located in different countries. You can check out my live online music performance website @ http://komuso.info/ and you also read more about it in the Streaming Live Music project.
Here’s a video demonstrating live networked music performance between myself in Tokyo and fellow SL musician Hathead Rickenbacker in Toronto, Canada.
Generative music systems are an interesting area that I’ve done a lot of research and experimentation in as well. Moozk was an experimental audio visual app I developed for public use using a wacom pen tablet to drive a painting application that also produced generative music as you drew. Kids seemed to love it.
Blue Noise was an experimental audio visual performance using an eBow, slide guitar, digital effects and a PC running audio responsive custom designed graphics.
I’ve given some talks and performances about live music in SecondLife:
Update Oct 2018: This project has now been retired as is no longer live
FOcused PRActice (https://fopra.live) is a timing tool to help you practice music (and other things) more effectively. It’s a session timer that lets you split your precious practice time up into three stages: Warmup, Practice, and Perform. You can read more about how to use it on the about page at https://fopra.live/#/about
I’m interested in developing educational tools to help people learn faster and more effectively so this is another small step in that direction.
Please use it and give me some feedback! Note: Best used with Google Chrome browser
This is also a prototype app to test a number of things I’ve been exploring in the rapid web application and PWA (Progressive Web App) development space. PWA’s are single page applications that can work both online and offline. You can also add the app to your mobile device homescreen just like a “normal” mobile app but without the friction of having to deploy it through an appstore as it’s a pure web application. You can find the “Add to Homescreen” option in your mobile browser settings.
Some other things I was also testing with this app were Gitlab’s CI (continuous integration) processes and SPA hosting via Netifly.com, complete with Https & CDN support.
Inside Music is a Google WebVR Experiment that lets you step inside a song, giving you a closer look at how music is made. The bonus is the music is spatialized as well so you get a completely different audio experience from a normal stereo mix.
Open the Song Visualizer in a new tab: https://sonicviz.gitlab.io/sonicviz-spatial-music/
You can move around using the WASD keys and mouse, just like a regular game controller mode. Note: Best used with Google Chrome browser with no other tabs open.
Select a song from the menu. The stems of the song will appear in a circle around you, each represented by a sphere. In 360 Mode, tap the spheres to turn them on or off. In VR Mode, you can use your controller to toggle their state. On Google Cardboard, you will have a retical (a small circle in front of you eye) which can be used to turn the stems on and off.”
I thought it would be a good opportunity to pull apart and test it with a couple of my own songs:
There’s huge potential with spatial music to revolutionize music production and delivery, and we’re only just getting started. For some more info on this you can read my blog post on “Immersive Audio and Musical AI“.
There’s a bit of a process to go through, including configuring your development workflow and tools but in the end it’s a pretty cool way of getting inside the music. I also used it as an opportunity to test gitlab CI and page hosting.
Next step will be to extend it with some custom visualizations, refine the asset pipeline workflow. I’ve actually had a similar concept bouncing around to do in Unity3D so I’ll probably do that at some point.