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Collectively playable wearable music: Practice-situated approaches to participatory relational inquiry

Published online by Cambridge University Press:  24 February 2022

Seth D. Thorn*
Affiliation:
School of Arts, Media and Engineering, Arizona State University, Tempe, Arizona, USA
Halley L. Willcox
Affiliation:
School of Music, Dance and Theatre, Arizona State University, Tempe, Arizona, USA
*
*Corresponding author. Email: seth.thorn@gmail.com

Abstract

We present two practice-situated participatory investigations using networked wearable sensors to develop movement-responsive collectively playable musical instruments: a series of four collocated workshops for expert dancers and a distance learning course in which students use wearable technology to enhance embodied learning and feelings of connectedness telematically. We reflect on our exploration of techniques for structuring ensemble improvisations augmented with bespoke digital musical instruments using aggregate statistical measures, such as variance of participants’ physical orientation as an index of group intention. Participatory design exchanges top-down design methodologies with bottom-up approaches consulting actors’ interests. We follow this approach by evolving our instruments through abductive experiments and trial-and-error tinkering, without strong theories, methods, or models, using elementary signal processing techniques that are meaningfully understood and modified by participants. Our experiences suggest useful scaffolding techniques for educational transdisciplinary research-creation communities seeking to explore relational ensemble dynamics in telematic and/or physically collocated settings using accessible wearable technologies. Through creative inquiry and participation, technical objects can become bearers of sense and meaning rather than instating mystifying or alienating relations for the participants.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2022. Published by Cambridge University Press
Figure 0

Figure 1. Top left: dancers instrumented with headband sensors. Bottom left: a non-instrumented dancer introducing a novel movement motif. Center: realization of a concise score with collectively playable wearable digital musical instruments (DMIs). Top right: second author (dancer and choreographer) in discussion with participants. Bottom right: she consults with the first author (managing sound design). Related videos can be found in an online Vimeo showcase (https://vimeo.com/showcase/8623644) and are individually referenced and linked throughout this article. (This collection is also permanently available at https://doi.org/10.5281/zenodo.5762453.)

Figure 1

Figure 2. Left: the bespoke sensor kit. Center bottom: the first author using one of these sensors on his wrist, and (center top) the second author doing the same while dancing at the Intelligent Stage at Arizona State University. Right: some of the sensor placements we explored in the workshops.

Figure 2

Figure 3. Top: an Ableton Live (AL) session with embedded Max for Live (M4L) patches. Vertical columns represent a bank of input channels as would be found on a traditional audio mixing console, with each channel providing amplitude gain, stereo panning, and routing options. The first three channels (Dancer1/Dancer2/Dancer3) contain pulsar synthesizers coupled to individual sensors worn by three dancers. Additional channels receive audio input from various synthesizers driven by collective mappings. In this figure, the channel Gyro-X-ResPuls is selected, revealing a corresponding audio signal chain in the lower third of the window. The signal chain moves from left to right, starting with a bespoke pulsar synthesizer followed by an instance of the specialized M4L mapping patch (Sensor.AO.Map) designed by the first author. In this case, an aggregate statistical feature, the mean pitch of the three inertial measurement units (IMUs), is selected and mapped to the frequency and duty cycle of the pulsar synthesizer, as well as an “erosion” effect (a short delay line modulated with filtered noise) that is placed further down the signal chain (clipped offscreen in this figure). Bottom: the M4L statistics patch designed by the first author, which allows aggregates of sensor streams to be defined and evaluated statistically and subsequently used as control signals by mapping patches.

Figure 3

Figure 4. This diagram shows the signal flow between the mapping and statistics patches (shown in Figure 3).

Figure 4

Figure 5. Still frames from a durational score (from left to right, top to bottom) showing (a) emergence of leading (b) followed by reintegration, (c) a novel motif followed by call and response, (d) introduction of a second motif, (e) and introduction of a third motif leading to (f) group unison movement. The video can be viewed at https://vimeo.com/374805505.

Figure 5

Table 1. Fluid workshopping methodology

Figure 6

Figure 6. This diagram depicts the dynamic evolution of our workshopping qua structured improvisation: phases of proliferation and pruning, as well as parallel cycles of instrument adaptation and waves of learning by participants, mark iterative cycles of play, discussion, and exploration of durational scores. As in improvisation, there is a felt energy in the room vis-à-vis the learning and cohesion that have taken place, suggesting the potential of consolidation in a culminating concise score.

Figure 7

Table 2. Mare vaporum instrument

Figure 8

Table 3. Wearable music curriculum

Figure 9

Figure 7. Students worked on individual wearable/movement/sound projects throughout the course. While preparing their final projects, we used class time to explore collectively playable instruments and surplus time for open labs. This figure shows a variety of creative final projects (from left to right, top to bottom): sonification of wings with two sensors, a project for encouraging fitness, a game in which users collectively search for hidden sounds, sonification of writing/drawing, movement-responsive “wind chimes” earrings, musical gloves, wearable augmentation of guitar playing, an automatic timing device for holding and changing yoga and stretching poses, and a student’s young relatives augmenting ballet poses and dance with wearable music.

Figure 10

Figure 8. Left: screenshot of a Zoom session showing live editing of a Max/MSP patch in class to change the group’s instrument (see the video at https://vimeo.com/571056944). Top Right: zoom session showing first author and student “pouring water” back and forth between coupled wearable sensors. Bottom right: video still of a wearable digital musical instrument (DMI) demonstration shown to students using the pattr abstraction example patch (see Section 5.5; related video can be viewed at https://vimeo.com/571058528).

Figure 11

Figure 9. Network and audio processing topology of a simple entrainment instrument we explored.