Showing posts with label Rock Band. Show all posts
Showing posts with label Rock Band. Show all posts

Tuesday, January 5, 2010

Tod Machover and Musical Innovation

The MIT Media Research Lab, started in 1985, has fascinated me because it creates the future, or what the future could be. It brings together designers, engineers, artists, and scientists to work within research groups, which are then further divided into projects.

Here are the 25 research groups.

There are two research groups devoted to music:

  • "The Music, Mind and Machine group is working towards bridging the gap between the current generation of audio technologies and those that will be needed for future interactive media applications."

  • The other group, Opera of the Future, is headed by Tod Machover, whose ideas I want to discuss in this blog post.
  • The Opera of the Future group (also known as Hyperinstruments) explores concepts and techniques to help advance the future of musical composition, performance, learning, and expression. Through the design of new interfaces for both professional virtuosi and amateur music-lovers, the development of new techniques for interpreting and mapping expressive gesture, and the application of these technologies to innovative compositions and experiences, we seek to enhance music as a performance art, and to develop its transformative power as counterpoint to our everyday lives. The scope of our research includes musical instrument design, concepts for new performance spaces, interactive touring and permanent installations, and "music toys." It ranges from extensions of traditional forms to radical departures, such as the Brain Opera, Toy Symphony and Death and the Powers.
    There are 16 projects in this research group. These are the ones that interest me the most:

    Hyperinstruments
    The scope of our research includes music instrument design, concepts for new performance spaces, interactive touring and permanent installations, and "music toys", and ranges from an extension of traditional forms, to radical departures such as the Brain Opera and Toy Symphony. (Here are some of the creations.)
    Personal Opera
    This development is based on two guiding principles: first, that active music creation yields far more powerful benefits than passive listening; and second, that increasing customization of the musical experience is both desirable and possible, as evidenced in our group's development of Personal Instruments (see Music, Mind, and Health) and Personal Music. Personal Opera goes a step further, using music as the medium for assembling and conveying our own individual legacies, representing a new form of archiving, easy to use and powerful to experience.
    Hyperscore
    Hyperscore is a graphical computer-assisted composition program intended to make composing music accessible to users without musical training as well as experienced musicians. The software maps complex musical concepts to intuitive visual representations. Color, shape, and texture are used to convey high-level musical features such as timbre, melodic contour, and harmonic tension.
    Machover's work allows average people (who I have labeled "people formerly known as fans") to become more involved in music creation and participation.

    Because not everyone is familiar with Machover, I wanted to do a blog post devoted to his ideas. I've pulled some quotes:

    On giving untrained people easy-to-use tools.
  • Music exerts its power when we are actively engaged, not when we listen subliminally. For this reason, I have been working with my group at the MIT Media Lab to create musical tools – often with specially designed technologies – that enable everyone to participate directly in music-making regardless of background....

    In my view, a prime example of the kind of new musical ‘ecology’ that we should seek is found in our culture’s relationship with cuisine. We all enjoy eating at three-star restaurants and admire the achievements of the world’s greatest chefs. At the same time, we do not hesitate to dive in ourselves to prepare special meals of high quality on special occasions. We also put together daily meals for ourselves, improvising content that reflects our personal styles. We enjoy eating and even studying the most ‘expert’ cuisine we can find, but are not scared to make and invent our own. In turn, the fact that we constantly prepare food ourselves makes us better understand and appreciate other food that we encounter.

    Music – and most of the arts – has come very far from such a ‘healthy’ ecology, and it is this that we need to reinvent. Technology can help, as it can act as a bridge to each of us depending on our background and experience, taking advantage of our skills and compensating for our limitations. Even more importantly, we need to establish a fundamentally new partnership between all of the potential participants in our musical culture, including individual artists, all parts of the music business, technology, lifestyle, health and social organisations, music presenting and broadcasting entities, research institutions, artists-as-mentors and – last but not least – the music-loving public. Only in this way can we establish a culture that will allow music to reach its full potential in shaping and transforming our experience. Doing so will allow music to exert its most powerful possible influence on society at large. Surely we can imagine a world where music is at least as nourishing as a three-star meal? "Beyond Guitar Hero - Towards a New Musical Ecology," RSA Journal, January–March 2009.
  • "I think most people, given the opportunity and the right context and maybe the right tools, have far more ability to express themselves and to do original things than (1) they’re given credit for and (2) than they realize themselves,” he says. “One goal should be to help anyone who has a natural inclination to a certain kind of thing go as far as they can.” ...

    “You want everybody’s talent to be developed to the fullest extent,” he says. “Even Mozart’s -- you want to find a way that, through the tool, the experience, and the culture, the person has every possibility to go further than he or she ever expected. But you want that for everybody."

    ... Machover says that he isn’t helping people become prodigies; he’s helping them become active amateurs. And raising the bar for everyone -- from virtuosos to those who sing in the car with the windows rolled up -- is nothing but beneficial. The good will continue to get better, and the general populace’s ability to appreciate the good will improve too.

    “Right now, we have a culture where if there were a Mozart, you’re not sure that some large percentage of people would recognize it or know the difference, really,” Machover says with a laugh. “So there’s a real advantage in just having as many people as possible be open-minded and aware and pushing themselves as far as possible.” "Manufacturing Greatness," American Way Magazine, 1/15/09.
  • On the subject of stars and heroes and virtuosi, Machover accepted that every society naturally wants to help exceptional artists succeed, but that in our own, an unhealthy gulf exists between great artists and everyone else “just making things” and very visible on My Space. Not only now, he argued, but in the renaissance time of Byrd and Downland, their “genius” flowered in a rich culture of lots and lots of people able to make music. Similarly, Mozart and Beethoven were the best of a deep strata of musicianship. His final analogy was cuisine. We need, he declares, a new “ecology of music”, in which we have access to the 3-star, the takeout order, the home-made dinner and the quick-fix sandwich. This ecology depends on awareness – on teaching kids where music comes from “because if you made something yourself, in the right context, you really learn something about the value of doing it well” – and on stars and experts who “keep the level up” with their insights and skills. "The future of music and the future of design," Design & Society, 1/16/09.
  • On giving children more tools.
  • "It's so difficult, physically to learn a traditional musical instrument,'' he said. ''The smartest kids take a lot of time just to master the interface -- to say nothing of creativity -- before you're expressing something, and way before you're expressing something individual.

    ''I think that what I've tried to do in all this work is to emphasize creativity over virtuosity.'' ...

    [The following is a comment in the article by its author, James Gorman.] When I tried the Beatbugs and Music Shapers I felt a tactile surge of pleasure more than an intellectual one. The instruments are, of course, less demanding than traditional ones, and in the end might be less enriching. But they are not designed as ends. They are designed to offer the pleasure of music before the pain of making fingers do unheard of things. "Playing Music as a Toy, and a Toy as Music," New York Times, 6/3/03.
  • He was inspired to develop Hyperscore after discovering how few music-instruction options existed for his young daughters. Although children are encouraged to tell stories without knowing grammar and to paint without study, years of rigorous training typically precede Junior's Opus 1. ''There seems to be a deeply embedded sense that you have to learn a lot before you can write music,'' he said.

    So he set out to create software that would convert expressive gestures -- lines, patterns, textures and colors -- made on the screen into pleasing and variable sounds. The goal, he said, is to let children have ''the direct experience of translating their own thoughts and feelings into music.''

    ''Then music becomes a living, personal activity, and not a given which is handed down from experts or from history.'' "From a Few Colored Lines Come the Sounds of Music," New York Times, 5/27/02.
  • On creating an interactive presentation.
    We are searching for something between top-down authority and complete anarchy--the interesting balance in between. We live in a very fragmented world in which people often feel out of control. What we are doing here is more than putting together notes of music; we are trying to touch people's lives. The hope is that art can provide a model for how people can come together and interact in other aspects of their lives.

    The traditional concert model has all the work done on stage, finished ahead of time and then organized by the conductor--it is like the traditional model of the mind. As a result, of all the arts, music requires the most work because the imagination has to fill in all the details. The seriousness with which people approach music is frightening; we need to do something because people are forgetting how to listen." "Interview with Tod Machover,"Scientific American, 7/29/1996.
    On making the world more musical.
    I imagine musical instruments built into our environments - our furniture, clothing, walls, handheld objects - that will project our conscious and unconscious intentions onto our surroundings. A concert then would not be a special occasion but always around us, meaningful sound responding to our subtle commands, mirroring our attitudes, enhancing our actions at some moments, providing counterpoint or contradiction at others. Perhaps five or ten years down the line we will have developed a Home Opera, designed to be experienced in the place where one is most comfortable, completely vivid and theatrical, yet personalized for and by each individual.

    [Glenn] Gould went even further, predicting that "in the electronic age the art of music will become much more viably a part of our lives, much less an ornament to them, and that it will consequently change them much more profoundly." Our goal is to figure out how - in technological, musical, and human terms - to turn Gould's fabulous vision into reality. "The Brain Opera and Active Music."
    Two of Machover's former students, Alex Rigopulos and Eran Egozy, founded Harmonix, which created Guitar Hero and Rock Band. They applied Machover's concepts.
    When they formed Harmonix, their goal was to develop games that could make people feel like rock stars—in their living rooms. "The Making of The Beatles: Rock Band," IEEE Spectrum, 9/2009.
    Machover would like to see them take their games even further.
    "Imagine if [Guitar Hero] were truly expressive, truly personal, truly creative. The wonderful thing about Guitar Hero is that it opens up the door for everybody to be not just a passive listener but a real active participant in music," Machover says. "I think that is the future of music: music that is a collaboration between what we traditionally think of as composers and performers and the audience." "A Composer At The Edge Of Sound."NPR, 11/16/08.

    Suzanne Lainson
    @slainson on Twitter

    Monday, September 14, 2009

    The People Formerly Known as Fans

    What the Internet and digital technology have given people is empowerment or at least a sense of empowerment. When it comes to music, the tools are there to allow people to make and record their music, upload it to the Internet, sell it, give it away for free, create digital stores, and so on. You know the drill.

    So everyone can be a rock star, or at least feel like one. That's changing the dynamics of the music business, though not everyone has caught on yet. People still talk in terms of artists and fans (e.g., tribes, direct-to-fan sales) on the assumption that there will be people who create music and those who consume it. Instead, I think music business futurists need to think about a world where "fans" have disappeared.

    In 2004 Jay Rosen, a journalism professor at NYU, wrote about "the people formerly known as the audience." He was talking about the news media, but I think it applies to music and the arts as well. People are going to gravitate to those experiences which make them feel creative and empowered.

    Here's another discussion about the concept, originating from a book by NYU new media professor Clay Shirky.
    One path is called Shirky Avenue, named for Clay Shirky, author of Here Comes Everybody: The Power Of Organizing Without Organizations. ... On Shirky Ave. we find mass collaboration can lead to greater audience investment, and a potentially higher payoff in terms of purchases and donations. Who doesn’t want to own a piece of something they invested their time in? "5 Ways to Attract and Empower Your Crowd," Mashable, 9/2/09.
    I added a comment to the article.
    I've been trying to explore this from the perspective of art, theater, and especially music.

    Social media is playing an increasing role in music, and more fans are getting involved with remixes, creating videos with music by various artists, designing t-shirts, and so on. Some have adopted the concept of Godin's tribe, with the artist/band being the center of the tribe.

    But I see us moving beyond that, and I'm not sure the music community is ready for it. The tribe concept still promotes the idea that there is a creative person at the center, and a group of fans revolving around it. But I see more fans wanting to become the show themselves. So I think we may be moving toward the idea that, at best, the artist is the facilitator and doesn't own the creative object that results.

    I'm not sure how many musicians are ready to step into a role where their biggest contribution may be to enable the "people formerly known as the audience" to become their own source of creativity.
    Unlike journalism professors and community organizers, members of the music business haven't gone nearly as far into this discussion. When music people talk about new business models, they are still thinking in terms of "fans." While they may envision fans having more freedom to decide which artists they like, there's not so much discussion of the end of fandom. A music world without fans is a scary thing indeed for most who have invested time and money into music.

    However, I ran across some insightful comments from two people involved in the creation of the Beatles Rock Band game.
    “This is definitely legitimate art,” Yoko Ono said of Rock Band. “A lot of artwork that I’m doing is always audience-participation.” She considers the game in the same tradition as her 1964 book, “Grapefruit,” which sought to create communal happenings through simple instructions, on the theory that art gains meaning by being shared. ("A dream you dream alone may be a dream," she wrote, "but a dream two people dream together is a reality.”)

    “The music itself has a very strong power,” Ono said, “but that’s not as powerful as what people put in there for themselves.” "While My Guitar Gently Beeps," The New York Times Magazine, 8/16/09.
    And:
    And the future? “In 10 years’ time you’ll be standing there, and you will be Paul McCartney. You know that, don’t you?” He made a sound like a “Star Trek” transporter. “You’ll have a holographic case, and it will just encase you, and you will be Paul McCartney.” He paused and then said, “God knows what that will mean for me.” Then he added slyly, “I’ll be the guy on the original record.” "While My Guitar Gently Beeps," The New York Times Magazine, 8/16/09.
    Paul and Yoko get it.

    Suzanne Lainson
    @slainson on Twitter

    UPDATE 9/23/09

    This is an example of where I think music is headed. All of those people in the audience who join in as part of the dance are not just passive fans. They have helped to create the moment and it has been recorded and is being shown in multiple YouTube videos.
    Black Eyed Peas And Oprah Orchestrate A 21,000 Strong Flash Mob Dance
    UPDATE 10/12/09
    And that’s the great thing about games like “Beaterator” and apps like “I Am T-Pain” or “Bloom” and even games like “Guitar Hero” and “Rock Band.” They encourage us to think about music and, more importantly, to imagine ourselves at the center of it. They encourage us to do something we might not otherwise do — to try our hand at music making when perhaps making music seems like something only other people do. And as much as they may seem like trifling and sometimes silly little toys, they put modern music making within reach of us all.

    As Timbaland says, “I tried to give people a game but I also tried to give people who love music hope of making their own music.” "Gaming our way to musical genius," Citizen Gamer, 10/12/09.