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Abstract
This
paper
reports
on
Dance
Jockeys
performance
at
the
TEDxLuanda
conference.
It
examines
the
methodology
behind
the
software,
hardware,
music
and
choreography.
Describes
the
social
context
that
was
crucial
to
the
development
of
the
hardware
and
software
in
interactive
music
performances.
Concludes
with
lessons
learned
from
the
performance.
Keywords:
user
innovation;
interactive
music,
interactive
dance,
interactive
projection,
Kinect
camera,
motion
capture
1
Introduction
Researchers
and
hobbyists
alike
are
innovating
in
new
fields
which
they
might
not
be
considered
experts.
The
availability
of
affordable
sensors
together
with
willingness
to
share
software,
ideas
and
methods
are
fueling
the
development
of
home-brewed
entertainment
systems
that
empower
us
with
new
ways
of
interact
with
people
and
things.
Dance
Jockey
is
an
example
of
a
system
that
enables
music
and
visuals
to
be
generated
with
body
movements.
Using
cameras
and
sensors
the
body
of
a
dancer
is
turned
into
a
living
synthesizer.
This
paper
starts
by
describing
the
context
in
which
Dance
Jockey
was
created.
The
works
cited
explain
what
factors
contributed
to
the
development
of
its
software
and
hardware
and
well
as
the
motivations
behind
innovative
works.
In
section
3
we
will
see
examples
of
artists
and
researchers
who
have
taken
it
upon
themselves
to
innovate
the
field
of
music
composition
and
performance.
Section
4
will
provide
insight
into
how
movement
was
couple
to
interactive
media,
and
sound
design
techniques.
The
last
section
will
review
the
experiences
gathered
from
the
rehearsals
and
performance.
In
this
paper,
Dance
Jockey
refers
to
an
interactive
music/dance
performance
presented
at
TEDxLuanda
on
26
of
May,
2012.
A
video
of
the
performance
can
be
found
here:
http://youtu.be/uYjdLVAEQzY
2
User
Innovation
End
users
may
choose
to
innovate
when
a
specific
technology
does
not
fit
their
needs.
(Hippel
2005)
cites
a
study
illustrating
the
frequency
with
which
user
firms
and
individual
consumers
develop
or
modify
products.
Findings
show
that
in
outdoor
consumer
products,
mountain
biking
equipment
and
extreme
sporting
equipment,
the
percentages
of
users
developing
the
product
for
own
use
are
9.8%,
19.2%,
and
1
37.8% respectively. He claims that innovation is being democratized and those who dont innovate can benefit from innovations freely shared by others. Within these end users, (Franke, Hippel et al. 2006) identified a group that they called lead users, who can help develop breakthrough products. Lead users are members of a user population that 1) expect obtaining high benefits from the development of a product, 2) are ahead of the marketplace trend and thus anticipating the needs of many users. The latter characteristic also predicts both user innovation and likelihood of innovation attractiveness. (Shah and Tripsas 2007) argue that the commercialization of innovative products by individual users is more likely to happen in industries where use provides enjoyment instead of purely economic benefits, have relatively low opportunity costs and high variety of demand. The authors claim that prior employment or university ties can provide insight into the application of emerging technologies. Furthermore, users from outside a given field are often in a better position to find innovative solutions because they frame the problem differently. (Jeppesen and Frederiksen 2006) confirm the previous findings in an online community revolving around Propellerheads digital audio production software. In this forum, users could ask and answer questions, tests and redesign many of the software developed by the company. The key finding is that innovative users are likely to be hobbyists in the field in which they innovate. Hobbyists in this context are also more likely to share innovation because they are not in a competition with other users. In fact, 56% of the software modifications were shared in the online community and 33% of users reported building upon the work of other users. The authors conclude that these factors increase the quality of innovationthey make the product more attractive and ahead of market trend. In the field of electronic music, (Rowe 1996) explores the motivations behind the effort to transfer musical concepts to computer programs. He claims that computers open the possibilities for exploring the composition of timbres and rhythms, and the execution of meta-compositional methods for generating musical textures and structures. His interests in this field are making programs more responsive to musical input and better performers. (Winkler 1999) adds that the ability to have complete control over all aspect of musical composition was part of what attracted composers towards computer music. He also points out how most of the early computer music innovation happened in research facilities like Columbia University, Stanford University, and Bell Labs. This suggests that close ties to research and development facilities may increase the likelihood of innovation in this field.
3
Previous
Works
Researcher
and
performer
Todd
Winkler
used
David
Rokebys
Very
Nervous
System
that
detects
speed
and
location
of
dancers
to
map
positional
data
to
instruments
and
large
musical
processes
(Winkler
1997).
Sections
in
the
performance
had
one
of
four
different
types
of
movement:
mechanical
and
repetitive
for
percussive
instruments;
slow
and
fluid
for
evolving
sounds;
practical
and
technical
for
live
mixing;
and
theatrical
for
triggering
comical
samples.
Mappings
ranged
from
natural
correlations
between
low
energy
movements
and
sound,
to
contradictory
and
unpredictable
response.
The
author
described
the
sounds
as
mainly
percussive,
vocal
and
mechanical.
The
Palindrome
dance
company
has
been
sonically
and
visually
augmenting
their
performances
using
their
own
EyeCon
motion
tracking
software
(Wechsler
2011).
There
are
two
approaches
for
motion
tracking:
Using
external
devices
like
cameras
or
body-worn
sensors
like
electrodes.
He
argues
that
although
motion
tracking
technology
has
the
potential
to
increase
interactivity
in
performing
arts,
its
the
techniques
used
for
coupling
captured
data
to
media
that
will
ultimately
validate
the
interactivity.
The
artist
Imogen
Heap
together
with
researcher
Tom
Mitchell
develop
Data
Gloves,
a
pair
of
gloves
worn
by
the
artist
as
an
interface
to
a
live
musical
composition
system
which
is
entirely
controlled
by
gestures.
The
gloves
track
orientation
and
finger
and
upper
body
motion.
Examples
of
interaction
include
high-pass
filters
mapped
to
hand
distance,
playing
air
drum,
manipulating
volume,
reverb,
and
panning
(Shepherd
2011).
In
another
example
using
hand-held
controllers,
Onyx
Ashanti
improvises
jazz
music
with
a
sensor
that
converts
his
finger,
hand
and
breath
movements
into
control
data
(Ashanti
2012).
The
musical
interaction
with
the
sensor
is
similar
to
that
with
a
saxophone.
During
a
performance,
a
light
show
illustrates
to
the
audience
which
part
of
the
arrangement
is
being
played.
(Guedes
2007)
explores
how
similarities
between
musical
rhythm
and
rhythm
in
dance
can
bring
new
possibilities
to
computer-mediated
interactions
between
dancers
and
musicians.
Using
a
set
of
MAX/MSP
algorithms
called
m-objects,
his
various
installations
and
performances
usually
feature
a
dancer
controlling
the
tempo
of
the
music
with
his/her
movements.
Chris
Vik
developed
and
performs
with
a
software
called
Kinectar
that
uses
data
from
Microsofts
Kinect
camera
(Microsoft
2011)
to
map
body
limbs
to
MIDI
events
(Vik
2012).
The
software
is
designed
to
facilitate
melodic
and
harmonic
interaction
with
digital
audio
workstations.
In
an
example
using
biofeedback,
Pamela
Z
developed
a
system
allowing
interplay
between
her
voice
and
a
gesture-based
MIDI
controller
called
BodySynth
that
translates
electrical
signals
generated
by
muscle
contractions
into
MIDI
commands
(Zone
2011).
The
New
York
dance
company
Troika
Ranch
has
been
known
to
use
a
3
wireless suit of up to eight bend sensors to manipulate visual and sonic elements (Ranch 2011).
4
Methodology
Using
cheap
video
game
controllers,
Dance
Jockey
extracts
dance
features
like
poses
and
gestures
are
interpreted
and
linked
to
sound
generating
software.
Contrary
to
most
concerts
featuring
electronic
music,
in
there
is
no
one
working
behind
the
computer.
All
the
communication
done
between
the
performers
and
the
computer
are
through
gestures,
and
most
of
the
times
the
only
feedback
is
sound.
getting out of the cameras field of vision. The Wii Remote was held by one of the performers during the talk and in the beginning of the concert.
4.3
Music
The
performance
consisted
of
a
talk
and
a
concert.
During
the
talk,
sound
effects
were
triggered
and
manipulated
with
gestures
captures
by
the
Wii
Remote
or
Kinect.
The
sounds
reinforced
the
actions
happening
on
stage
so
the
audience
would
understand
that
the
lecturers
movements
were
causing
the
sound.
The
concert
played
two
songs.
This
first
song
started
with
the
performers
passing
a
sonic
object
to
each
other.
Then
the
object
was
thrown
to
the
crowd
and
started
a
beat.
Any
registered
upper
body
movement
performed
by
the
dancer
would
unmute
the
beat
and
the
visuals.
All
the
mappings
between
sound,
visuals
and
movement
5
were obvious to the observer. After the dancer performed a handstand the next song was introduced. The second song mixed live beat boxing by the musician with the synthesizer sounds produced by the dancer. The musician created a looping beat by stacking layers of vocal percussion and melodies. In the A section of the song the dancer locked into one of the five positions that triggered a unique sustaining chord. The choreography and chord progression were composed simultaneously. Positions were recognized using the relative height, width, and depth distances from each hand to the chest. Chords were quantized to the beat to keep them on time. Furthermore, relative hand-to- chest height opened or closed a filter applied to the chords. The left hand affected the left channel while the right hand affected the right channel. The musician and the dancer played simultaneously.
Figure
2
-
All
the
states
arranged
chronologically
In the B section the musician muted or unmuted the previously recoded loops while the dancer played a synthesizer with her hands. Left hand height raised the volume, width reduced a wobble effect; right hand height closed a high pass filter, depth reduced the reverb. The ending section featured a loop that slowed down as her head was lowered. All audio was produced in digital audio workstation called Ableton Live 8. This software is robust for live performances and can incorporate Max/MSP patches used in the control unit. A series of models were developed for Ableton Live that could receive a wide variety of instructions from the Control Unit thru Open Sound Control. These instructions could be mapped to any musical parameter in Ableton Live. The musician controlled loops and managed sections with MIDI keyboard. 6
4.4 Choreography
The final choreography was a consensus between the artistic director Laura Ferro3, dancer Anaisa Lopes, and I, the musician. Decisions about what movements to use had not only to be visually attractive but also sonically pleasing. Moreover, the relationship between a gesture and its sonic consequence has to be demonstrated to the audience so they would understand the interaction. Every day I would bring a sound to rehearsals, map the interactive parameters to Anaisas limbs, and then Laura would create a choreography while I listened to the result. Wed take notes on what sounds/movements worked and Id go home to improve the system or add new sounds. Slowly building upon previously accepted sounds and movements we etched out the whole concert.
Figure
3
-
MIDI
Keyboard
used
by
the
musician
with
written
commands
4.5
Projection
Other
than
the
slides
and
animations
used
to
support
the
talk,
the
concert
featured
video
clips
that
responded
to
the
movement
of
the
dancer.
Instead
of
computer- generated
images,
we
opted
for
manipulation
of
pre-recorded
video
sequences.
The
footage
was
chosen
from
a
pool
of
high
quality,
artistic
clips
filmed
by
Patricia
Vidal
Delgado4.
They
have
an
organic
feel
that
is
not
easily
found
in
computer-generated
images.
It
was
also
faster
than
having
to
create
new
graphics
so
more
time
could
be
spent
deciding
how
they
would
be
manipulated.
The
first
computer
running
the
control
unit
would
send
instructions
and
information
thru
the
Ethernet
and
Open
3
www.lauraferro.com
4
www.pvdelgado.com
Sound Control to a second computer processing the visuals. Rodrigo Guedes5 designed how the video was manipulated. The concert featured a different video clip in each section and motion capture data used to manipulate audio was also used to manipulate the video. In the first part of the concert the projection depicted a ball that transformed into a beam of light when movement was detected with the Kinect or Wii Remote. The original footage was of the moon at night after adding some filters. Then a series of clips were shown when movement was detected. These clips captured the process of disintegrating a photograph by submerging it in a special chemical. In the A section with the beat boxing and the dancer performing at the same time, the hand height of the dancer made the video pan left to right. In B following section with the dancers hand height stretched the video. In the last section, head height decreased the opacity of the video. Thus in the end her head was down and the screen was black.
5
Results
Different
motion
capture
techniques
will
result
in
different
types
of
movement
data.
In
the
end
its
a
question
of
finding
out
how
to
work
with
a
specific
technology.
In
this
case
the
Kinect
was
able
to
provide
with
low
latency,
detailed
information
about
the
position
of
all
the
limbs
on
stage.
However
the
Kinect
is
a
camera
so
the
motion
capture
process
is
invisible
to
the
audience.
The
talk
prior
to
the
performance
was
crucial
in
making
clear
the
relationship
between
movement
and
sound.
This
also
meant
that
often
the
movements
had
to
be
clear
and
didactic.
Also,
the
Kinect
has
a
small
capture
area
so
the
dancer
couldnt
move
about
with
her
typical
freedom.
The
dancer
saw
this
as
a
limitation.
The
control
unit
offered
a
flexible
way
to
handle
and
distribute
data
from
the
Kinect.
On
the
fly
modifications
to
the
control
unit
could
be
done
without
worrying
about
side-effects,
which
resulted
in
a
small
gap
of
execution.
The
finite-state
machine
model
for
scheduling
the
mappings
proved
to
be
a
robust
performance
technique
for
linear
composition.
However,
in
some
occasions,
the
performer
would
trigger
the
next
state
accidentally
and
there
would
be
no
way
to
go
back
to
the
previous
stage
without
going
to
the
computer.
Not
having
someone
behind
a
computer
on
stage
helped
give
the
performance
a
more
magical
feel.
It
also
made
the
performers
focus
their
attention
on
their
own
movements
not
the
screen.
Dance
Jockey
goes
beyond
the
traditional
processes
of
producing
sounds
through
instruments
like
an
acoustic
instrument
or
a
DJ
deck.
To
the
audience
the
interaction
between
movement
and
sound
is
unquestionable;
its
innovative
synergy
between
dance
and
music
that
they
appreciate.
Having
the
projection
pointed
on
the
dancer
provided
some
unexpected
results.
Initially
we
thought
the
shadow
of
the
dancer
was
a
problem
and
considered
using
rear-projection
but
the
space
didnt
allow
it.
However,
many
of
the
audience
5
www.vimeo.com/visiophone
commented that that liked the shadow on the screen. Furthermore the projection added textures to the dancers skin.
Figure
4
-
Dancer
with
the
projection
on
the
background
6
Conclusion
This
paper
explained
the
inner
workings
of
a
performance
called
Dance
Jockey
where
electronic
sounds
are
controlled
by
the
movements
of
a
dance.
It
argues
that
the
underlying
context
of
these
types
of
non-professional
media
work
is
user
innovation.
The
goal
of
the
performance
was
not
to
sonify
movement,
but
dancefy
music.
Therefore
musical
coherence
and
diversity
was
the
top
priority.
Using
open-source
software,
proprietary
software
and
video
game
controllers,
Dance
Jockey
harnessed
motion
capture
data
from
different
sources
and
dynamically
mapped
it
to
interactive
media.
The
short
8
minute
concert
at
TEDxLuanda
represented
the
first
time
Dance
Jockey
combined
live
sounds
with
electronic
sounds
at
the
same
time
on
stage.
9
Bibliography
Ashanti, O. (2012). "Onyx Ashanti." Retrieved June, 2012, from http://www.onyx-ashanti.com. Franke, N., E. v. Hippel, et al. (2006). "Finding commercially attractive user innovations: A test of lead user theory." Journal of Product Innovation Management 23: 301-315. Guedes, C. (2007). "Translating Dance Movement Into Musical Rhythm In Real Time: New Possibilities For Computer-Mediated Collaboration In Interactive Dance Performance." The International Computer Music Conference, Copenhagen, Denmark. Hippel, E. v. (2005). "Democratizing Innovation." Jeppesen, L. B. and L. Frederiksen (2006). "Why Do Users Contribute to Firm- Hosted User Communities? The Case of Computer-Controlled Music Instruments." Organization Science 17(1): 45-63. Microsoft. (2011). "Kinect Games." Retrieved Jan 9, 2011, from http://www.kgames.org/. Ranch, T. (2011). "Troika Ranch " Retrieved April, 2011, from http://www.troikaranch.org. Rowe, R. (1996). "Incrementally improving interactive music systems." Contemporary Music Review 13(2): 47 - 62. Shah, S. K. and M. Tripsas (2007). "The accidental entrepreneur: The emergent and collective process of user entrepreneurship." Strategic Entrepreneurship Journal 1: 123140. Shepherd, I. (2011). "Imogen Heap Data Gloves video @ Wired Future Of Music 20 July 2011." Retrieved June, 2012, from http://productionadvice.co.uk/imogen-heap-data-gloves-video/. Vik, C. (2012, 2012). "Kinectar." Retrieved June, 2012, from http://www.kinectar.org/. Wechsler, R. (2011). "Palindrome Intermedia Performance Group." Retrieved March 10, 2011, from http://www.palindrome.de/. Winkler, T. (1997). "Creating Inteactive Dance with the Very Nervous System." Connecticut College Symposium on Arts and Technology. Winkler, T. (1999). "Composing interactive music: techniques and ideas using Max." Cambridge, Mass., MIT Press. Zone, S. (2011). "BodySynth." Retrieved April, 2011, from http://www.synthzone.com/bsynth.html.
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