This thesis contextualises the portfolio of relevant works that Than van Nispen created during the period of his Master of Music studies from 2014 to 2016.The projects described involve interactive live instrumental music, which is the subject of the thesis, and the interactive music is mainly based on video-game music methods. The projects that do not have an interactive system for the music at least have a set of rules for play and interaction for, or with the music.A focus of this Master of Music studies is the exploration of solutions for interactive music, based on game music methods, with the use of traditional music notation.
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Article on the basis of the keynote given at the 28th EAS conference, March 2021.
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AI tools increasingly shape how we discover, make and experience music. While these tools can have the potential to empower creativity, they may fundamentally redefine relationships between stakeholders, to the benefit of some and the detriment of others. In this position paper, we argue that these tools will fundamentally reshape our music culture, with profound effects (for better and for worse) on creators, consumers and the commercial enterprises that often connect them. By paying careful attention to emerging Music AI technologies and developments in other creative domains and understanding the implications, people working in this space could decrease the possible negative impacts on the practice, consumption and meaning of music. Given that many of these technologies are already available, there is some urgency in conducting analyses of these technologies now. It is important that people developing and working with these tools address these issues now to help guide their evolution to be equitable and empower creativity. We identify some potential risks and opportunities associated with existing and forthcoming AI tools for music, though more work is needed to identify concrete actions which leverage the opportunities while mitigating risks.
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The objective of DIGIREAL-XL is to build a Research, Development & Innovation (RD&I) Center (SPRONG GROUP, level 4) on Digital Realities (DR) for Societal-Economic Impact. DR are intelligent, interactive, and immersive digital environments that seamlessly integrate Data, Artificial Intelligence/Machine Learning, Modelling-Simulation, and Visualization by using Game and Media Technologies (Game platforms/VR/AR/MR). Examples of these DR disruptive innovations can be seen in many domains, such as in the entertainment and service industries (Digital Humans); in the entertainment, leisure, learning, and culture domain (Virtual Museums and Music festivals) and within the decision making and spatial planning domain (Digital Twins). There are many well-recognized innovations in each of the enabling technologies (Data, AI,V/AR). However, DIGIREAL-XL goes beyond these disconnected state-of-the-art developments and technologies in its focus on DR as an integrated socio-technical concept. This requires pre-commercial, interdisciplinary RD&I, in cross-sectoral and inter-organizational networks. There is a need for integrating theories, methodologies, smart tools, and cross-disciplinary field labs for the effective and efficient design and production of DR. In doing so, DIGIREAL-XL addresses the challenges formulated under the KIA-Enabling Technologies / Key Methodologies for sectoral and societal transformation. BUas (lead partner) and FONTYS built a SPRONG group level 4 based on four pillars: RD&I-Program, Field Labs, Lab-Infrastructure, and Organizational Excellence Program. This provides a solid foundation to initiate and execute challenging, externally funded RD&I projects with partners in SPRONG stage one ('21-'25) and beyond (until' 29). DIGIREAL-XL is organized in a coherent set of Work Packages with clear objectives, tasks, deliverables, and milestones. The SPRONG group is well-positioned within the emerging MINDLABS Interactive Technologies eco-system and strengthens the regional (North-Brabant) digitalization agenda. Field labs on DR work with support and co-funding by many network organizations such as Digishape and Chronosphere and public, private, and societal organizations.
The objective of DIGIREAL-XL is to build a Research, Development & Innovation (RD&I) Center (SPRONG GROUP, level 4) onDigital Realities (DR) for Societal-Economic Impact. DR are intelligent, interactive, and immersive digital environments thatseamlessly integrate Data, Artificial Intelligence/Machine Learning, Modelling-Simulation, and Visualization by using Gameand Media Technologies (Game platforms/VR/AR/MR). Examples of these DR disruptive innovations can be seen in manydomains, such as in the entertainment and service industries (Digital Humans); in the entertainment, leisure, learning, andculture domain (Virtual Museums and Music festivals) and within the decision making and spatial planning domain (DigitalTwins). There are many well-recognized innovations in each of the enabling technologies (Data, AI,V/AR). However, DIGIREAL-XL goes beyond these disconnected state-of-the-art developments and technologies in its focus on DR as an integrated socio-technical concept. This requires pre-commercial, interdisciplinary RD&I, in cross-sectoral andinter-organizational networks. There is a need for integrating theories, methodologies, smart tools, and cross-disciplinaryfield labs for the effective and efficient design and production of DR. In doing so, DIGIREAL-XL addresses the challengesformulated under the KIA-Enabling Technologies / Key Methodologies for sectoral and societal transformation. BUas (lead partner) and FONTYS built a SPRONG group level 4 based on four pillars: RD&I-Program, Field Labs, Lab-Infrastructure, and Organizational Excellence Program. This provides a solid foundation to initiate and execute challenging, externally funded RD&I projects with partners in SPRONG stage one ('21-'25) and beyond (until' 29). DIGIREAL-XL is organized in a coherent set of Work Packages with clear objectives, tasks, deliverables, and milestones. The SPRONG group is well-positioned within the emerging MINDLABS Interactive Technologies eco-system and strengthens the regional (North-Brabant) digitalization agenda. Field labs on DR work with support and co-funding by many network organizations such as Digishape and Chronosphere and public, private, and societal organizations
Ruimte voor muzikaal spel is een ontwerponderzoek naar het vormgeven van fysieke muzikale experimenteeromgevingen op basisscholen door creatieve professionals (muziekdocenten). All Inclusive Music en Kunstencentrum VRIJDAG zetten zich in voor vernieuwend en passend muziekonderwijs op iedere basisschool. Muziekdocenten geven op basisscholen noodgedwongen les in overvolle klaslokalen of galmende en kale speellokalen. Dit belemmert de muzikale beleving van kinderen. Het gebrek aan geschikte ruimtes leidt er bovendien toe dat muziekdocenten zich terugtrekken uit de samenwerking met de school en/of hun lesrepertoire, zoals muzikaal spel en experiment, inperken. Hierdoor stagneert de vernieuwing van muziekonderwijs. In een iteratief ontwerpproces ontwikkelen wij prototypes van materialen en inrichtingen die de muzikale beleving optimaliseren, geluidsoverlast reduceren en zodoende de beleving van gastvrijheid bevorderen; wij testen deze in een kunstencentrum en een basisschool en formuleren professionele verbeteradviezen. Dit doen we in de Hanze leergemeenschap Idiocultureel Muziekonderwijs en de Hanze Innovatiewerkplaats Campus Design, met praktijkpartners All Inclusive Music, VRIJDAG en Lot to Learn en betrokken kennispartners. De praktijkpartners werken de bevindingen vervolgens uit in een tool-kit. Alle betrokkenen publiceren deze op diverse online platforms. In dit project brengt iedere partner de eigen unieke mix aan kennis, vaardigheden, mentaliteit en praktijkervaring in en wordt het domein van Muziek verbonden met Facility Management. De prototypen voor alternatieve materialen en inrichtingsvormen voor muzikaal spel en de tool-kit voor implementatie, helpen muziekdocenten, kunstencentra en basisscholen bij het optimaliseren van muzikale experimenteeromgevingen. Wij willen hiermee een gamechanger opleveren voor het faciliteren van (innovatieve) muzieklessen in basisscholen en buitenschoolse contexten. Het project wordt vanuit de Hanze, Groningen geleid en gecoördineerd door het Lectoraat Kunsteducatie van Kenniscentrum Kunst & Samenleving, in nauwe samenwerking met het Lectoraat Facility Management van Kenniscentrum NoorderRuimte