Friday, November 23, 2007

boomblauwoog

als je kijkt naar de post die ik gedaan heb op de SHPDB blog weet je al waarom ik even een tussenstukje post, nele, moet voor het school zo hoog mogelijk raken op google met het woord boomblauwoog. dus hier is de link naar haar website neem gerust een kijkje er is speciaal een illustratie voor aangemaakt ;-)

http://cmdstud.khlim.be/~wlemmens/boomblauwoog/

Tuesday, September 25, 2007

exact wat ik nodig had

een filmpje vaan een componist/researcher die enkele randaperatuur toont om muziek mee te controleren en ook een handgemaakt instrument. Dit is in Max/msp omdat dit externe inputs kan verwerken. Dit kan ook met Bv Reaktor maar in berperktere maten. Nu enkel nog even de software testen om te zien of het wel haalbaar is.

moeilijkheden

Net gevonden en gaat over een probleem waar ik eigenlijk nog niet over had nagedacht. De fijne lijn tussen instrument, speelgoed en installatie. Er is geen juiste manier om alles onder een van deze noemers te categoriseren. Het hang eerder af van enkele persoonlijke, historische en culturele vooroordelen.

http://emi.precious-forever.com/2007/07/10/towards-a-new-conceptual-framework-for-digital-musical-instruments/

Monday, June 11, 2007

best videogame ever?

jup, ja nee misschien niet het best maar er toch dicht bij. Hot Pixel is eigelijk gewoon wario ware met enkele belangrijke veranderingen. namelijk de grafische uitwerking is vooral in pixel art wat mij zeker kan bekoren en atari heeft ook een paar van zijn classics terug gebracht in de vorm van een minigame. hoopla voor oldskool atari games! ook de humor staat me wel aan bekijk de eerste minigame maar (het rode en groene oversteeklicht mannetje).

henin receives 'art'

Being famous gives you the possibilities to sell everything you make for a huge amount of cash.
Being famous doesn't make that right

Being famous gives you connections and possibilties in any scene you want
Being famous doesn't mean you HAVE to use these possibilities shamelessly

Being famous makes people think you are creative
Being famous doesn't make you creative

Being famous DOESN'T MAKE YOU AN ARTIST, Martina Navratilova
and it certainly doesn't make stamps from tennis balls art. I know you think it's clever, but it's not.

Monday, May 21, 2007

Flickrvision

waarschijnlijk ben ik de laatste van heel de wereld die deze site heeft gezien maar persoonlijk vind ik hem geweldig. Flickrvisoin toont elke al de foto's die geupload worden. dit in realtime met locatie, gebruikersnaam en commentaar bij.

http://flickrvision.com/maps/show_3d

nice

Monday, May 7, 2007

update sound graffiti

you might remember the 'sound bombs' i talked about a few post ago. if you don't, take a look.

there a new development in the scene, if you can call it that already. It's called 'audio bombing' basically you take an ordinary tape and record you sound. you disemble the tape and just take the audiostrip and tape in where you want. Thay also made a prototype machine that let's you hear the recorded sound.

this work is related to STEIM. a dutch audio art institution. for my research i will have to take a closer look at this art center.

Tuesday, April 24, 2007

Art Brussels

bekijk foto's van mijn bezoek aan Art Brussels hier:

http://picasaweb.google.co.uk/ward.lemmens/ArtBrussels

het was zeer leuk

launch website vooruit

vrijdag heb ik het launch event van de web 2.0 site van de vooruit bijgewoond, een zeer mooi initiatief met naadloze integratie van youtube, last.fm, ... gebruikers kunnen een event in de vooruit extra promoten door extra content te uploaden of gewoon te vinden op andere web 2.0 applicaties.

allemaal zeer mooi (en zeker voor een Belgish initiatief) maar toch zijn er enkele zware beperkingen bij deze website. Zo kan je enkel events bekijken.bewerken van de vooruit zelf, wat vanuit marketing standpunt natuurlijk de beste keuze is maar als je kijkt naar de waarde voor de community die je wil oprichten is dit een storende factor. Ze leggen de nadruk op het feit dat de user geen bezoeker van de vooruit moet zijn, maar als dat het geval is, zullen ze heel de belgische cultuur sector in kaart moeten brengen.

misschien ben ik nu wel wat te hard en moet ik deze kritiek niet op de vooruit geven maar op de sector, want de vooruit is misschien wel de pioniers die de weg gladmaakt voor een overkoepelende organisatie die met een soortgelijk initiatief komt en content kan 'lenen' van sites zoals die van de vooruit. in ieder geval is het tot nu toe uniek in belgië, is het een indrukwekkende website, waar (schijnbaar) aan alle details gedacht werd en waren de hapjes lekker.

http://www.vooruit.be/

Thursday, April 12, 2007

explenation of the research + brainstorm session in english

Hello again, and welcome to the magical world of instruments.

I will explain what i want to do before posting the brainstorm session.

I'm going to create a digital instrument but not any instrument it will be designed for a particular target group. It will address their needs for an instrument.

this brainstorm session is just on my own to see what can be done in some area's. The final project will be defined after a meeting with a delagation of the desired target group. I will choose this group according to the most interesting idea's i myself can come up with so i can use that as a base for expanding it to their needs.

here are a few groups and possible projects:

Sports(wo)men

Trigger certain sounds when an action is made.
E.g. Squash: the sound it makes will be determined by the location where the ball hits the wall. The sportsmen could also wear a ‘motion capturing suit’ that could detect certain movements and link them to samples or any other sound.

Physically disabled persons

people who a disabled will often train their coordination with a ball, because the shape is easy to grab and manipulate. This makes it easy for the person to train. There are a few different movements that can be done with a ball (roll, squeeze, throw, bounce, spin, ...) it might be interesting to make this exercise into a creative thing. By matching certain movements to a sound or sample the disabled person can make music while exercising.

This would be a solution to a problem defined by BOSK (Dutch organization for disabled persons and their close surroundings.), that all the attention is going to the physical stimulation while people and certainly children need just as much mental stimulation.

Nerds

looking at a target group the has a total lack of musical talent and giving them a way to create music. First look at their core business and start working from there.

With nerds this is programming. So I could design a way for nerd to program their music by taking some tags that return in most languages and make them trigger a certain sound or sample. Their code, probably written for something boring will transform in a creative piece of music. This might actually stimulate the ‘nerd’ to program specifically for this instrument. An interesting thought is that this might become a language of it’s own which borrowed his tags from all the other languages.

visitors of a public building

when you enter a bar, it might be nice that you could have an influence on the music. Every person in a room could then depending on where he is standing trigger a sound or sample.

the customer at a bar

Every beverage could have it’s own label that is attached to a sound or sample. Ever table would then be equipped with a censor that could generate music depending on the different beverages. Here it could be interesting to link certain styles of music to different drinks.


____// Remarks

1) These are complicated propositions but if i do some research and find that it’s impossible, i could always downsize it to a realistic concept.

e.g. in staid of the censors and labels in the bar, it’s possible to just calculate the weight on a table and go from there.

2) with some projects it would be better to ad some visualisation.

e.g. when the weight is calculated on a table it’s possible to determine when the drinks are almost empty. The color of the light at that table could turn into another colour suggesting a bartender should go over there.

Wednesday, April 11, 2007

sound bombs

i like this, altough it's not really an instrument:

An integrated sound module makes it possible to record any given sound, or message. The audio content is then activate whenever the motion sensor detects some movement around. As a Non-Visual Graffiti, with its origin in streetart, Soundbombs give the possibility to tag a place in an accoustic form: a welcoming greeting at the entrance or a warning of a bad restaurant.

149444275_fb2924d1eb.jpg

music textile

wow this is amazing

source: we make money not art

Developed by Vincent Roudaud and Maurin Donneaud.

Music textile is a large tactile interface for playing electronic music. The performer plays it simply by moving his / her hand onto it. The hand contact XY position is transmited to a computeur via a 12 Bytes resolution Midi card. This allows 4000 by 4000 points resolution. Two conductiv fabrics are fixed on a frame, each one weaved with conductive threads in a different direction. When the performer presses any point of this textile instrument, the two fabrics connect and the current eletrical value is sent to the computer. It's simply based on a voltage divider resistive principle. I developed this project at the National Scool of Industrial Creation (ENSCI) Paris, France, for my diploma in december 2005. Since then I got specialized in the creation of inovating electronic textiles and I continued to develop this music textile.

watch the video's:
http://xyinteraction.free.fr/wikinimst/wakka.php?wiki=XYinteraction_Wiki

Tuesday, April 10, 2007

update brainstorm

the idea of the bar with weight censors in the table already existed or at least it exists now.

"the audiobar"

i would appreciate it if you don't steal my brainstorm idea's ;-)

circuit bending/ kraakdoos

a thank you is due here to 'Olmo' a c-md premaster

he showed me some impressive instruments made from old kids toy's like "speak and spell" or the furby. so they open the toy and just tweak the cicuits and play with the soundmodules inside the toy. this way it makes a completely different sound and when done right you'll be able to make some impressive music out of these toy's.

watch the video:
http://www.youtube.com/watch?v=Y-1u9mR-9gg

watch the explanation video:
http://www.youtube.com/watch?v=w6Pbyg_kcEk

one step further you have 'de kraakdoos' (cracklebox)

as you'll read in the text below, this is a project by someone associated with STEIM, a dutch foundation for independent live electronic music. This won't mean much to you and it wouldn't have to me if it weren't for my internship at Digitaal Platform where i learn quit a lot about this stuff and STEIM is a name that popped up in an essay i was reading. So it's interesting to see the correlation between my internship and research, at least for me it is.

The Kraakdoos (or Cracklebox) is a battery-powered noise-making electronic device.
It is a small box with six metal contacts on top, which when pressed by fingers will generate all manner of unusual sounds and tones. The human body becomes a part of the circuit and determines the range of sounds possible — different people will generate different results.
The concept was first conceived by Michel Waisvisz and Geert Hamelberg in the 1960's, and developed further in the 1970's when Waisvisz joined the STEIM foundation in Amsterdam, The Netherlands. The kraakdoos is a simple device, based around a single operational amplifier (one of the earliest models to be produced) and a few transistors, and can be easily constructed by someone with a basic understanding of electronics. Instructions are provided in the External links.

video's (click on one of the 6 pictures to see the video)

http://www.vimeo.com/user:dimitre/tag:kraakdoos

Thursday, April 5, 2007

weathersongs

Weathersongs is a project to create music from the ever-changing patterns of the weather as recorded by an electronic weather station.

so the music it produces will differ in every coutry, region. When you think about it, it's great to be able to hear music that's associated with the weather. Because weather is a thing that has an effect on everyone, when you meet someone from another country or continent,... one of the first things you'll talk about is the local weather and compare it to the weather home.

But now i'm drifting from the subject.

I included this project because it produces music but at the same time it's deeper than the music. But offcourse it might not be an instrument because the music is played by nature not a person. actually it's just a modern windchime.

http://www.weathersongs.org/welcome/welcome.htm

Brainstorm session "target groups and possible creations"

i'm going to put my text in dutch here I will try to translate it as soon as possible.

***deze tekst kan veel tot zeer veel schijffouten bevatten het is maar een snelle brainstorm, maar ik wil gewoon mijn denk proces tonen.***

- Sporters

Aan de hand van hun handelingen bepaalde geluiden activeren

Bv squash geluid bepaald door locatie waar de bal de muur raakt.
Sproters kunnen ook speciaal pak aandoen (motioncapturing) wat bepaalde bewegingen ook kan waarnemen en linken aan geluid.

- Motorisch gehandicapten

Bij revalidatie of training van de vaardigheden komt vaak een bal een te pas. Deze vorm ligt makkelijk in de hand en kan de persoon ‘makkelijk’ mee oefenen. Er zijn verschillende bewegingen die je kan doen (rollen, knijpen, gooien, botsen, tollen, ...) het zou misschien leuk zijn om het nuttige aan het aangename te koppellen, zo zouden al deze acties ook als ‘triggers’ kunnen dienen die een bepaald geluid of sample starten. Dit voorkomt een valkuil die volgens het BOSK (Nederlandse vereniging voor motorisch gehandicapten en hun omgeving) vaak voorkomt namelijk dat er enkel naar het fysieke word gekeken bij deze mensen en niet naar hun mentale stimulatie.

- Nerds

Misschien is het interessant om te kijken naar doelgroepen die muziekaal totaal onbegaafd zijn en deze toch een mannier geven om muziek te maken. Je moet kijken naar wat hun Core Business is en daarop voort werken. Bij nerds is dit volgens mij programmeren. Ik kan bepaalde altijd terugkerende symbolen of woorden gebruiken als ‘trigger’. Hierdoor word de code omgevormd van een saai gegeven naar een creatief muzikale compositie. Dit kan zelfs de ‘nerd’ stimuleren om specifiek voor dit instrument te programmeren. Het ultieme doel zou dan zijn om een soort van eigen programmeer taal te bouwen die verschillende woorden uit alle andere talen ontleend.

- bezoeker van een openbaar gebouw

wanneer je een café binnenkomt is het misschien ook leuk om de muziek/sfeer te kunnen beïnvloeden. zo zou je een instrument kunnen maken die van elke persoon een 'trigger' maakt en afhankelijk van de plaats waar hij zich begeeft de toon/sample/snelheid/... veranderen.

- de café ganger

elk dankje kan een bepaald label krijgen, dat label hangt vast aan een toon of samle. elke tafel kan dan uitgerust worden met een censor die zo aan de hand van verschillende drankjes de muziek genereerd. het is dan leuk om misschien bepaalde drankjes met bepaalde muziekstijlen te associëren.

____//opmerkingen

1) dit zijn allemaal ingewikkelde voorstellen maar ik denk dat als ze onmogelijk zouden zijn kan ik ze altijd nog minder ingewikkeld maken.

bv. ipv. labels en censors in het café, het gewicht op een tafel meten en aan de hand daarvan kijken wat er gedaan kan worden.

2) Het is bij sommige projecten ook leuk om visueel iets te doen.

bv. als het gewicht op een tafel word gemeten kan de kleur van de tafel veranderen wanneer het drakje bijna leeg is.

Tuesday, April 3, 2007

Murat N Konar

Murat N konar has 2 projects both very interesting

first up is 'loopqoob'

loopqoob is a physical performance system consisting of one or more sensor-equipped cubes connected to a computer based music generation/synthesis system. The orientation of the cubes determines an aspect of the music to be played.

In the implementation presented, there are three cubes. Each face of each cube is mapped to a musical motif or loop. The 'cubist' controls which motifs are played by orienting the cubes so that the face corresponding to the desired motif faces up.

aims+objectives

loopqoob is an exploration of the areas of 'near instruments', 'plastic playback', and physical computing. It is intended to be a playful and amusing way to play with or perform music. It should also be interesting to watch. Like scanjam, it makes the performance of loop-based electronic music observable in a potentially dramatic and physical way, but unlike scanjam, is more distinctly physical. In many ways, loopqoob follows on from Dominic Robson's Piano Cubes, though while Robson was investigating ways for non-musicians to make music, I am using music as a context in which to investigate physical interfaces.

here's a movie of the working prototype:
http://www.muratnkonar.com/id/loopqoob/video-finalproto.shtml

next up: 'scanjam'

scanjam is a joint project with Adrian Ashley and Mikkel Köser, and is a response to a brief that exhorted us to think of radically new ways to use scanners.

description

scanjam is a music performance system consisting of two scanners and a computer. We took advantage of the time-based nature of the scan head and mapped each scanner to one bar of music. The music is composed in two bar "modules". Objects placed on the scanner are read and depending on their color, shape, and vertical placement, trigger sounds when the scan head passes them by. When one scanner reaches its end the next scanner begins. While the second scanner is scanning, the first scanner is "rewinding".


aims+objectives

In our brainstorming for this project, we were keen to abstract the unique properties of scanners without regard to their purpose, and come up with a plausible alternative application. We also wanted to put a bit of humanity back into the performance of electronic music.
Much electronic music of the dance or loop based variety when performed live is done so behind a laptop computer. Whether the performers are actually performing or whether they're surfing the web is a fair question to ask. A system like scanjam makes the performance of loop based electronic music observable in a dramatic and physical way.


obligatory disclaimer

Because this project was aimed at generating concepts and not working examples (and because we only had one week from brief to presentation) a working version of scanjam does not exist. But it is plausible.

the video:
http://www.muratnkonar.com/id/scanjam/index.shtml

he has made some other amazing stuff but it has little to do with my research so here's the link to the homepage:

http://www.muratnkonar.com

Thursday, March 29, 2007

Toshio Iwai

I think the most interesting person in the audio visual art scene. That's why i post his entire bio for people who are interested. Underneath his bio i will post his most inventive and relevant work.

Bio (wikipedia)

Toshio Iwai (born 1962) is a Japanese interactive media and installation artist who has also created a number of commercial videogames. In addition he has worked in television, music performance, museum design and digital musical instrument design.

Education and Early Work

Iwai was born in Kira, Aichi Prefecture, Japan. As a child, he spent time creating flip book-style animations in the corner of text books and making motor-driven mechanical toys, since these were the only technologies available to him. In 1981 Iwai matriculated in the Fine Arts Department at the University of Tsukuba, studying Plastic Art and Mixed Media. Influenced by the work of Norman McLaren, he began producing installation art that combined pre-cinema animation techniques (the phenakistoscope and the zoetrope) with modern methods of image capture and creation (photocopiers, video cameras and computer graphics) and of stroboscopic lighting (video monitors, video projectors and LEDs). His 1985 installation Time Stratum won the Gold prize at the High Technology Art Exhibition '85, held in Shibuya Seibu, Tokyo. Time Stratum II was awarded the Grand Prize at the 17th Contemporary Japanese Art Exhibition, Meguro Art Museum, Tokyo. In 1987 Iwai graduated from the University of Tsukuba with a Master's degree in Plastic Art and Mixed Media.[1] In the same year, Iwai designed his first published videogame, Otocky, in association with ASCII Corporation.
In 1991-92 Iwai was an Artist-in-Residence at the Exploratorium in San Francisco, California, where he created two exhibits that are now part of the museum's permanent collection, Well of Lights (1992) and Music Insects (1992). Music Insects became the foundation for his unpublished videogame Sound Fantasy.
This period of work culminated in Another Time, Another Space (1993), an interactive installation devised for Antwerp Central Station, Belgium. The installation used 15 video cameras to capture live images of visitors to the station; 30 computers manipulated the video feeds output to 30 video monitors in real-time, introducing visual effects such as time-lapse delays, slow-motion effects and time compression.

Later Installation Work

From 1994-1995 Iwai was an Artist-in-Residence at the ZKM (Center for Art and Media) in Karlsruhe, Germany. Around this time his work became increasingly focused on the relationship between sound and image, using interactivity, gestural interface and generative, interactive and aleatory music. These interests are expressed in three key installation works, Resonance of 4, Piano - As Image Media and Composition on the Table.
Resonance of 4 (1994) is a collaborative music-creation artwork consisting of four adjacent stations, each comprised of a small podium bearing a computer mouse, a 16-by-16 grid projected onto the floor from a video projector above, and a cursor connected to the mouse. Dots can be placed in each of the grid's cells by clicking with the mouse. A synchronized bar sweeps across all the grids simultaneously, triggering musical notes wherever a dot has been placed. Sound is relayed over a loudspeaker system, and the notes from all four stations are superimposed, although each station has its own musical tone. This work was shown at the Serious Games exhibition at the Laing Art Gallery, Newcastle in 1996 and 1997 and at the Barbican Arts Centre, London in 1997.
In Piano - As Image Media (1995), audience members operate a trackball to draw lighted dots on a grid projected onto a sheet of fabric that leads to the keyboard of a small grand piano. The dots move towards the piano keyboard, and as they come close to it they accelerate and strike a key. The piano, controlled by a computer, plays the note corresponding to the 'struck' key, and at the same time a computer-generated graphical figure appears on another sheet of fabric suspended above the piano, appearing to fly out of the piano and up into the air. This work, along with Composition on the Table, was shown in the Play Zone at the Millennium Dome in London, 1999-2000. It was also one of the works used in Iwai's performance collaboration with Ryuichi Sakamoto, Music Plays Images x Images Play Music.
Composition on the Table (1998/99) is comprised of four white tables bearing physical interface components: switches, dials, and turntables. Computer graphics images are projected onto the tables from ceiling-mounted video projectors, and loudspeakers are present. As the audience manipulates the interface elements, graphical and audio changes take place in a way that is intimately connected to the audience's input. The objective of this work was to create a mixed reality environment where multiple participants could create visuals and music together. Elements of this work are recognizable in Iwai's Nintendo DS videogame Electroplankton. The piece was presented as part of the Art Gallery at SIGGRAPH'99, Los Angeles.
From 1996 to 1998 Iwai was the first Artist in Residence at IAMAS in Ogaki, Japan. In 1997 he had a major retrospective exhibition at the NTT InterCommunication Center in Tokyo. From 1998 to 2001 he was Artist in Residence at Mixed Reality Systems Laboratory in Yokohama, Japan.

Videogames

Iwai is the first internationally-recognized gallery artist also to have lead the creation of several successful commercial videogame projects. This cross-disciplinary ability typifies Iwai's career.
Iwai's first game was the musical shoot 'em up Otocky (1987), produced in association with ASCII Corporation for the Famicom Disk System, an add-on for the NES available only in Japan. The game is notable for being the first to include creative/procedural generative music. Through association with different game mechanics and player actions, the game plays quantized-in-time musical notes in a variety of digitally synthesized voices. Otocky is a precursor of Rez, Tetsuya Mizuguchi's 2002 Dreamcast and PlayStation 2 game exploring similar themes of player action and musical evolution.
Later, leveraging work done on the installation art project Music Insects at San Francisco's Exploratorium, Iwai created another sound-based game for the Super Famicom system called Sound Fantasy. In the game animated insects traverse a grid containing colored dots. As the insects pass over the dots, musical scales, sounds, and graphical effects are triggered. The player can select colors from a palette and paint on the grid, triggering new results and changing the insects’ direction, improvising a visual music performance. However, the game's release was cancelled and it was eventually converted into the PC title SimTunes, published by Maxis, a division of Electronic Arts.
Iwai's acclaimed Electroplankton for the Nintendo DS was released in Japan in 2005 and in Europe and North America in 2006. A suite of ten different interactive music and audio toys themed around cartoon plankton and using the novel touchscreen and microphone interface features of the Nintendo DS, Electroplankton draws heavily on Iwai's earlier work, including Composition on the Table.

Television

In 1990 Iwai's solo show Machine for Trinity exhibited at the Laforet Museum in Tokyo; some of the works shown there demonstrated that computer graphics could be generated and combined in real-time with live action images. The TV director Shinji Fukuhara visited the exhibition and shortly afterward contracted Iwai to create concepts and a virtual set for a weekly half-hour science news show Einstein TV (Fuji TV, 1990-91). Created on the Amiga, the virtual set included GUI-like pop-up menus.
This lead to more work with Fuji TV the following year in the development of the daily interactive children's show UgoUgoLhuga (1992-94). Influenced by Pee-wee's Playhouse, which Iwai had seen during his tenure at the Exploratorium in the United States, the show was imaginative and irreverent and featured talking TVs, a tomato that gave advice to call-in guests, a robot named Robot that asked riddles and broke down when given silly answers, anthropomorphic feces named Professor Poo Poo, and a cubo-surrealist artist named Surr.
A central concept of the show was that two live-action main characters would appear to interact with the sets and characters of a virtual world. Instead of generating the virtual characters first and orchestrating the actions of the live-action cast to fit pre-rendered imagery, the characters were generated and composited in real-time with minimal post-production. At first the shows were pre-recorded, but after the first six months cast and crew were confident enough to perform live.
To enhance the live-broadcast appeal of the show, Iwai helped devise a call-in sumo match. Children from across Japan sent in drawings of sumo wrestlers on postcards, which Iwai scanned. During the program the audience called in and, watching their televisions at home, shouted into the telephone; the louder they shouted the stronger their sumo wrestler became, finally pushing the opposing wrestler out of the dohyō.

Performances and Public Lectures

In 1996 and 1997 Iwai collaborated with musician and composer Ryuichi Sakamoto to create the multimedia stage performance Music Plays Images x Images Play Music. The performance included use of Iwai's installation Piano - As Image Media and a version of Resonance of 4 adapted to use a chessboard-like interface.
In June 2004 Iwai gave a prestigious invited public lecture at the 4th International Conference on New Interfaces for Musical Expression, held in Hamamatsu, Japan.

Museum Design

Created during his time as an Artist-in-Residence at the Exploratorium in San Francisco, California, Iwai's works Well of Lights (1992) and Music Insects (1992) are part of the Exploratorium's permanent collection.
Iwai contributed to the construction of the Bouncing Totoro 3-dimensional zoetrope at the Ghibli Museum in Mitaka, Tokyo. He helped conceive an LED strobe device to be used in place of conventional strobe lights, softening the lighting as a result. He also made a layout plan for the positioning of the figures using a computer.

Digital Musical Instrument Design

A current project of Iwai's, in collaboration with Yamaha Corporation, is the creation of a new interactive digital musical instrument. Called Tenori-on, the instrument is a sixteen-by-sixteen array of illuminated LED switches which can be activated in a variety of ways to create a changing musical soundscape.
Tenori-on is still in development and is not yet for sale, but Iwai has been showcasing it in recent stage and conference performances.

most known work

Installations

Time Stratum IV 1990
Another Time, Another Space NHK version 1994[3]
Resonance of 4 1994
Piano - As Image Media 1995
Composition on the Table 1998/99

Permanent Exhibits

Well of Lights Exploratorium, 1992
Music Insects Exploratorium, 1992
Another Time, Another Space, National Museum of Photography, Film and Television (now the National Media Museum), Bradford, UK 1999

Videogames

Otocky 1986
SimTunes 1996
Electroplankton 2005

Television

Einstein TV 1990-91
UgoUgoLhuga 1992-94

Performance

Music Plays Images x Images Play Music 1996-97

Digital Musical Instrument Design

Tenori-on


Now i know it looks like he's only got one digital instrument BUT actually all his work has a link to music or the work itself let's you make music or it visualizes the music.


electroplankton

Electroplankton let's you play with different interfaces and depending on what you touch you will get a different sound. Iwai doesn't see this as just as software, you can't save you music. It's an art project, you'll make something different every time you play the game. It just keeps amazing me every time I play it, you'll love fiddeling around with all the different parameters witch are cleverly disguised as part of the environment.
But don't beleive me just go, buy or just watch this video and see how you can make music intuitively.

http://youtube.com/watch?v=d3v6npP8OZk

Tenori-on

This explained rather good in the bio. But I have got a video for you

http://youtube.com/watch?v=MRXEx-uQR7E


more works will be explained and shown later.

new start

this is a fresh start for the blog concerning my research about 'experimentel digital instruments'. I'll repeat all the relevant things from my previous posts, and add new information.

first up: some biography's about pioneers in the field.

Sunday, March 4, 2007

research & concept

wat wil ik uiteindelijk met dit research doen?

ik wil een eigen concept maken voor het maken van muziek. wat met deze concepten word gemaakt is geen echte muziek het zal geen cd's verkopen, maar het is een mannier om on the fly muziek te maken op een intuïtieve manier.

wat wil ik maken?

- ik wil een concept maken waarbij meerdere personen tegelijk aan een "muziekstuk" kunnen werken.
- hiervan een film/animatie maken dat het concept uitbeeld.
- dan wil ik onderzoeken of het een avond voor muzikaal vermaak kan zorgen op een feest.

voorbeelden

loopqoob

loopqoob

de loopqoob (lees loopcube) is een manier voor motorisch gehandicapten om toch muziek te kunnen maken. als je de kubus draait begint een andere sample te spelen, zo heb je 3 kubussen om mee te experimenteren.

(prototype)

scanjam

scanjam

scanjam vind ik persoonlijk de leukste. ze hebben scanners gedemonteerd en deze gebruiken ze om noten te lezen. deze noten zijn vrierkantjes die je op de scanner zet.

(cenceptueel)

reality synthesizer

geen video beschikbaar (de audio sinc is helemaal fout), sorry

een eigen creatie: het is een manier om je omgeving door middel van de camera in je PDA of in je GSM om te zetten naar muziek en beeld. zo krijg je als er veel groen in beeld was jungle muziek met aangepaste beelden.

musiccube

musiccube

een tactiele manier om uw playlist te bedienen.

(prototype)

er zullen er nog volgen...

change management:

door mijn onderwerp te onderzoek ontdekte ik dat ik in het vaarwater van Niek terecht kwam. Daarom heb ik mijn onderwerp specifieker gemaakt en nu gaat het over "sound visualization". Tijdens de presentaties van vrijdag 2 maart werd duidelijk dat Martijn net hetzelfde bezig was. wat natuurlijk weer een stap achteruit was, maar ik zag ook dat hij het over commerciele producten had en ik meer de conceptuele kant op ging. Mijn voorbeelden gaan over studentenprojecten die maximum een prototype hebben.