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MMJ4M 07: Control Interfaces

Chapter 07 of VJ Manzo's book Max/MSP/Jitter for Music is about Control Interfaces. More specifically, it talks about getting MIDI notes in and out of patches, the use of bpatchers in Max, and send and receive objects for "wireless" transmission within the patch. This is essentially a show-and-tell chapter, as VJ shows what can be done and we just follow along without creating anything new in this case. Nevertheless, there are wonderful concepts and practices in this chapter, a few of which are shown in the images above.

Completed:

  • Max/MSP/Jitter for Music, Ch. 07: Control Interfaces (0 exercises)
  • Patches can be downloaded from http://db.tt/GBYLb0vY (Dead Link)
  • UPDATED LINK: Patches can now be downloaded from http://j.mp/1iy19Xl

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MMJ4M 06: Data Structures

Chapter 06 of VJ Manzo's book Max/MSP/Jitter for Music is about Data Structures. More specifically, it's about generating random MIDI notes and using filters based on modalities or diagrams to select particular notes to play. The modalities are selected using VJ's excellent modal object  from his EAMIR package and the diagrams are drawn by hand in the table object. Either way they provide interesting ways to create generative music that actually sounds like something. I think of this as having particular use in a movement-driven sequence in my upcoming dance piece, where we will follow the performers' movements with a Kinect, a little bit like a full-body version of the NodeBeat app, which I love.

Completed:

  • Max/MSP/Jitter for Music, Ch. 06: Data Structures (15 exercises)
  • Patches can be downloaded from http://db.tt/GBYLb0vY (Dead Link)
  • UPDATED LINK: Patches can now be downloaded from http://j.mp/1iy19Xl

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MMJ4M 05: Interactive Ear Training

Chapter 05 of VJ Manzo's book Max/MSP/Jitter for Music is about constructing an application for ear training with musical intervals. I have separate screenshots for each of the twelve steps in this exercise but I've condensed them into a single video below.

[youtube=https://www.youtube.com/watch?v=I1UhAQ8N7GQ]

Completed:

  • Max/MSP/Jitter for Music, Ch. 05: Interactive Ear Training (12 exercises)
  • Patches can be downloaded from http://db.tt/GBYLb0vY (Dead Link)
  • UPDATED LINK: Patches can now be downloaded from http://j.mp/1iy19Xl

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MMJ4M 04: Scales and Chords

After a long, long time, I'm back and working on Max/MSP/Jitter. (I've got to get these incompletes finished!) I started chapter 4 of VJ Manzo's excellent book Max/MSP/Jitter for Music over a year ago and just finished it today. What's funny  is how much my interests have changed since then – I'm much more interested in Max for music now than in using it just as a stepping stone to Jitter and data visualization. My goal is also to start using Max/MSP to work with my saxophone, as well as Ableton Live. Many, many good things.

Anyhow, that's Chapter 04: Scales and Chords for now. Screenshots are above, YouTube links are below.

[youtube=https://www.youtube.com/watch?v=ZiJQpqMbwxo]

[youtube=https://www.youtube.com/watch?v=_2hA5SOj2Mg]

[youtube=https://www.youtube.com/watch?v=_I_pkhU1IM4]

[youtube=https://www.youtube.com/watch?v=XSzI_lq5ENQ]

[youtube=https://www.youtube.com/watch?v=7VQkLqpBva8]

[youtube=https://www.youtube.com/watch?v=CMM8jD1dpiI]

[youtube=https://www.youtube.com/watch?v=kU9niZUQCF4]

[youtube=https://www.youtube.com/watch?v=2g00aNGQaB4]

[youtube=https://www.youtube.com/watch?v=ni6dpRGvj6w]

Completed:

  • Max/MSP/Jitter for Music, Ch. 04: Scales and Chords (21 exercises)
  • Patches can be downloaded from http://db.tt/GBYLb0vY (Dead Link)
  • UPDATED LINK: Patches can now be downloaded from http://j.mp/1iy19Xl

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Live Looping Is Live!

Woo hoo! It’s a tiny step but an important one, as this is our first successful experiment with live video looping, which will be central to our Dance Loops project at Utah Valley University. This video is based on motion sensitive recording and processing in Max/MSP/Jitter via my Mac’s iSight camera. You’ll notice that the movement from the first half persists during the second half, in which additional movement is layered. The looped videos for Dance Loops will be filmed with a Kinect video/depth camera and will probably be played back in a very different way, but this represents the first step in that direction.

 

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"Hello World" Video from RDT (Now with Audio!)

http://www.youtube.com/watch?v=5lJFRMwEUNQ La voilà!  The edited – and now sonified! –  video from our fabulous art/technology creation, "Hello World." Although I posted on this recently, here's the basic idea: "Hello World" is a collaboration between my lovely wife, choreographer Jacque Lynn Bell, and me. I did the sound editing/design and created the projected visuals in Processing. The piece was performed by Repertory Dance Theatre (rdtutah.org) at the Rose Wagner Theatre in Salt Lake City, Utah, 4-6 October 2012. The videography and editing were both by Lynne Wimmer (thank you, Lynne!).

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Video Games Are Art, Part 2: MoMA

moma-logo A few months ago I was excited to see that the NEA had funded several video games as legitimate art projects. As a follow-up to that, I am thrilled to see that the Museum of Modern Art (MoMA) in New York City has officially added video games to its permanent collection! Here are their initial 14 acquisitions (and you can go to their announcement for more info on each):

  • Pac-Man (1980; Played it, of course)
  • Tetris (1984; Same)
  • Another World (1991; Don't know it)
  • Myst (1993; Never played it, but I was in graduate school then, so I have an excuse)
  • SimCity 2000 (1994; Got it)
  • vib-ribbon (1999; Never heard of it)
  • The Sims (2000; Know it but never played.)
  • Katamari Damacy (2004; Have this on my iPhone and on our vintage PS2, it's hilarious!)
  • EVE Online (2003; Downloaded but never played)
  • Dwarf Fortress (2006; Have it but couldn't get it working!)
  • Portal (2007; Got it, cool)
  • flOw (2006; Got it)
  • Passage (2008; Never heard of it)
  • Canabalt (2009; Have it on my phone, love it)

Again, I spend about 100x as much time cleaning dishes as I do playing video games but I'm very happy to see this happen.

 

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I'm kind of a big deal (in the UVU paper)

I was recently interviewed for my school's student paper, the UVU Review. I even got my face on the front page, so I can see myself looking semi-professorial from the newspaper racks as I walk across campus. Whoopie! (Of course, I'm not actually a statistics professor or a choreographer, but who's to argue...) And still nothing on my office walls since the sabbatical. We'll have to fix that.

(And this post also represents my first experiment in seeing how annoying GIFs can get. Let me know if it's problematic.)

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Where's my beret? I've got an art show!

 

As one more surprising development in my artistic life, I created some still pieces based on the dance visualization project that I did at the U of U (see this entry) and submitted them to the annual juried show for U of U art students at Williams Fine Art, a long-standing art gallery in Salt Lake City. Shockingly, I got accepted! (See, I'm the third person on the list.)

In the process, I gave a little theoretical background on the pieces I created. Here's what I put in my rather lengthy artist statement:

Dance is a challenging medium. It is notoriously ephemeral, as it disappears once the performance is finished. It is temporal, as it is always viewed in a particular order: first the beginning, then the middle, and then the end. And dance is situated, as the viewer typically has a single visual perspective throughout the entire performance.

In a series of experiments called “Danco kaj la universala okulo,” which is Esperanto for “Dance for the universal eye,” alternative to each of these characteristics were explored. To do so, ten dance performances were recorded with a Microsoft Kinect to get digital video and 3D motion capture data, which were then manipulated in Processing.

The first manipulation, “Danco 1: Preter spaco” (“Dance 1: Beyond Space”), presented point clouds – 3D pixel images – of the dancers. Viewers could change their perspective of the dance at will, even during the live performance: zooming in and out, rotating left and right, or going above or below the dancers.

The second manipulation, “Danco 2: Preter ordo” (“Dance 2: Beyond Order”), which is the basis of this print, was an interactive application that placed frames from all ten dances in random order. However, viewers could click on a frame and all of the frames from that dance would be highlighted and connected in order by a curving line. (The line is a Catmull-Rom spline with a random tension factor.) Viewers could then click a button and the selected frames would reassemble themselves in temporal order. As a note, this piece provided the seed for a recent multimedia and dance performance for Repertory Dance Theatre called “Hello World,” which was created with choreographer Jacque Bell.

The final manipulation, “Danco 3: Preter tempo” (“Dance 3: Beyond Time”), derived skeleton views from the pixel data and then accumulating figures as the dance progressed. In this way, the entire dance was simultaneously present as a unitary whole.

The prizes at the show went to actual artists, which is not surprising (although UVU did give me their own whopper prize a few months ago with the fellowship for Dance Loops). The show, however, was a fabulous experience and – hopefully – the first first of many to follow.

[And, yes, I do/did own a beret. However, I don't have any idea where it is. And I don't have any black turtlenecks, so I guess I have to pass on the artist image.

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Hello World at RDT

Jacque (my wife the choreographer) and I were invited to create a dance/technology piece for Repertory Dance Theatre, one of Utah's major modern dance companies, to be included in their fall show, Embark, on 04-06 October 2012. It was a great experience! We called it "Hello World," after the computer programming exercise that always represents the first step when learning a new language. (See the Wikipedia entry on "Hello World" programs here.) I created the visuals that were projected during the performance (mostly in Processing) and did the sound design (lots of white noise involved).

Here are some previews/reviews:

In addition, two artistic directors who shall remain unnamed said it was the best use of projections that they had ever seen in a dance performance! (Secret to success: Don't compete with the dancers.)

(Also, RDT published a study guide for teachers, in which all of the pieces in the show are described. The PDF is available here.)

I hope this is the first of many, many more things to come.

UPDATE: See the video in the post "Hello Word" video from RDT (now with audio!)"

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Wub Wub Wub

Okay, so I discovered dance music a few months ago. I've got my big headphones on and I'm listening to very loud dubstep. To quote Lyle Lovett (in another context), "that doesn't make me a shallow person, does it?"

You don't really have to answer that question, you know.

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Dance Loops @ UVU

 

I'm on my way down to UVU (that is, Utah Valley University) for my first day of teaching there since I took a full-year sabbatical. The most exciting part of the whole thing is that I will (hopefully) be able to start working with students and my faculty collaborators (Nichole Ortega of UVU Dance and Jacque Bell – my wife – of U of U Theatre) on my big art project, Dance Loops. This is a big, interactive, multimedia performance piece based on work I did during my capstone course at the University of Utah. We'll spend the year working on it (and a bunch of related pieces) and take it on the road in spring/summer 2013.

Here's a YouTube video that I prepared when applying for a Presidential Fellowship for Faculty Scholarship at UVU. It's UVU's biggest faculty grant and, after quite the debacle with digital logistics, we got it!

[youtube=http://youtu.be/_ObzpXXZ74w]

And now we've got gear coming in: Ableton Live, Max for Live, Akai APC40/20 controllers, Novation Launchpads, Microsoft Kinects, Sony Bloggie 3D cameras, a pico projector and two 3D projectors, Final Cut Pro X, and so on. Whoo hoo! Now we just need to make something with all of that.

 

 

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Impending Dyschronia

That is, time is – once again – about to get very disjointed. What that means is that I have been keeping a list of all the artsy things I've done and events I've attended and people I've discovered but I haven't been posting that information. I'm going to start putting all that information up but it will dated by when it occurred, not by when I wrote it. So stuff will pop up from last October, etc. Should be interesting. But I really want this blog to serve as a comprehensive chronicle of my creative life, so I think it needs to be done.

Here we go....

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Exposing My (Intellectual) Self

Homemade by Trisha Brown (1966) [The above is not me. Rather, it is Trisha Brown performing her 1966 dance "Homemade" with a projector strapped to her back. Way ahead of her time.]

In an experiment with intellectual and creative transparency, I’m going to make public the starting-from-nothing draft of a collaborative art/research project that I will do at Utah Valley University this fall with Nichole Ortega, Jacque Bell, and a large group of students from across campus. (Actually, I have been planning and working on my part for a while; it’s the active collaboration part that won’t start until fall.)

The project is tentatively titled “Dance Loops.” In the shortest possible explanation, it’s an attempt to do with modern dance what Zoë Keating does with the cello. (See zoekeating.com or search on YouTube for more info.)

More specifically, what we’re trying to do is allow a pair of dancers to capture, modify, and project looped videos of their movement during a live performance. To do this, the two dancers use onstage controllers (perhaps Novation Launchpads) to trigger motion capture with their respective Microsoft Kinect depth cameras. Using both their controllers and bodily motion (i.e., gestural control through the Kinects, which will run through Ableton Live and/or Max/MSP/Jitter), the dancers can control the playback of both the music and video projections of their dancing. The dancers will accompanied by an offstage visualist who will program the controllers, load audio clips, and control a central projector.

Well, that’s the idea, anyhow.

This past Tuesday (01 May 2012) I submitted a grant application for this project to the UVU Scholarly Council. If you’re interested, you can see the application letter here. It’s a quick turnaround so I should know by the 15th if the grant gets funded. If yes, fabulous! If no, I’ll see how much of it I can get done without all of the hardware and software.

And so, this brings us back to the transparency issue. I have a few reasons to start the manuscript now and to make it public:

  • To help me focus my thoughts on this project (which is generally a hard thing for me to do)
  • To avoid having to hastily recreate the process at a later date (which has happened to me more than once)
  • To make sure I explore my technical and artistic alternatives and make justifiable choices for the final decisions
  • To get feedback on early ideas
  • And, if nothing else, to get some outside help on proofreading and MLA style, which, as an experimental psychologist, is still new and confusing to me

[Note: The paper currently does not use MLA style headings because I want to use the formatting shortcuts in Google Docs. However, help with citations is welcome at any time.]

And, perhaps for comic effect,

  • To let people see how often a tenured research professor copies and pastes from Wikipedia. (The answer is “constantly” when I’m just starting the project, although it may all be replaced by other resources at the end.)

So, I invite anyone and everyone to check on the project’s progress. Please feel free to comment on the document by selecting the relevant text and then going to “Insert > Comment” in the Google Docs menu. Any insight or suggestions would be greatly appreciated.

Just click on j.mp/dance-loops-manuscript

Thanks!

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Video Games Are Art, Part 1: NEA

Art Works NEA Logo Woo hoo! The National Endowment for the Arts (NEA) has made it official: Video games are art. Or, perhaps more accurately, video games are a legitimate medium for legitimate art. Just all oil paintings can be art (but certainly not all oil paintings...), so can video games. Here's a link to a great post on four game projects that were funded in 2012 as part of the NEA's Arts in Media grants.

Now, I should mention that I never really spent that much time playing video games as a kid or as an adult. For that matter, I don't really read much fiction, either. (I prefer poetry and nonfiction.) But I'm thrilled by this development nonetheless.

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Projections R Us

 

Tonight was "dig+it+art," otherwise known as the Capstone Showing for the Arts Technology Certificate Program at the University of Utah. As I have been participating in this program all year for my sabbatical, I got to show a piece as well. My piece was entitled "Dots and Lines and Dance and All of Us."

To create it, I recruited a group of dancers (mostly freshman modern dance students at the University of Utah but also my wife, Jacque, who is a professional modern dance choreographer) and had each of them improvise a 10-second sequence that I filmed with a Kinect hooked up to my MacBook and running through Processing. From there, I took the RGB video at 1 FPS and ran it through a nice, blurry B&W filter, placed the 100 resulting images on a grid in random order, and made it possible to connect the images from a dance with a Catmull-Rom spline. (Of course....) I also created videos of the point clouds and skeletons, also at 1 FPS. Each of the three parts – clouds, grid, and skeletons – was projected on a large wall. Lots of fun!

 

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MMJ4M 03: Math and Music

I'm going cross-eyed now that I've finally finished working through the fourteen thousand exercises in Chapter 03 of VJ Manzo's book Max/MSP/Jitter for Music. (Well, it felt like fourteen thousand. And, as VJ may drop in on this post, I'd like to emphasize that it's an excellent book and very thorough. I think I just tried to do too many at one go.) Anyhow, after an extended break to work on other pressing matters (like an academic job application), it's nice to be back into things. I can tell that Max has many, many more things in store for me. That being said, here's my progress report in pictures and video.

[youtube=http://www.youtube.com/watch?v=84zwxpPhof0]

[youtube=http://www.youtube.com/watch?v=bubD9lxOi2A]

[youtube=http://www.youtube.com/watch?v=mhgV_AYdTGI]

[youtube=http://www.youtube.com/watch?v=NjQKdq77Xp0]

[youtube=http://www.youtube.com/watch?v=N1tqT4U0CSQ]

[youtube=http://www.youtube.com/watch?v=uQNd7VGlk20]

[youtube=http://www.youtube.com/watch?v=idEIChNztZg]

[youtube=http://www.youtube.com/watch?v=vhXmEyf9I00]

[youtube=http://www.youtube.com/watch?v=HfcTrqxpMpk]

[youtube=http://www.youtube.com/watch?v=EQrRux4F-hw]

Completed:

  • Max/MSP/Jitter for Music, Ch. 3: Math and Music (15 exercises)
  • Patches can be downloaded from http://db.tt/GBYLb0vY (Dead Link)
  • UPDATED LINK: Patches can now be downloaded from http://j.mp/1iy19Xl

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Atari on the Too Big Screen

[Above image from tiltfactor.org]

So my Intro to Video Games teacher, Corrinne, told us that she and her husband have this enormous 90-inch (!) plasma screen TV and that she hooked up her circa-1979 Atari 2600 game console to it. I think that would make each pixel about six inches square or something like that. I just hope she was able to sit more than three feet away from the screen.

I think I'd be throwing up in about two minutes.

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Real Social Influence: Machinima and tiltfactor

http://www.tiltfactor.org/machinima-innovations-at-dartmouth

So I'm learning all sorts of things these days. The world, it turns out, is a much bigger and amazing place than I though. (Now, some of you might say "You live in Utah; duh." I'd like to remind you that I spent over half of my life living in cities of several million: Los Angeles, Paris, and New York. So don't gimme no flack.)

Anyhow, I've learned about (a) Machinima, or movies created with video game software, which allows for real-time animation; and (b) tiltfactor.org, a research/game lab at Dartmouth University (and formerly at Hunter College in NYC, where I taught). And then I learned that the two intersect, as seen above.

This led me to a conclusion recently about social influence. I've spent the last 22 years of my life in Psychology (Social Psychology, in particular), where social influence is a big topic of interest and where many people hope to influence people to do good things. (See, for example, the Society for the Psychological Study of Social Issues – better known as SPSSI or "spissy" – which is all about psychological approaches to activism.) My conclusion is this: Psychology – and academic work in general – is probably not a very effective way of influencing people. Almost nobody reads our papers; I remember seeing an unverified factoid on Twitter (here's the link) claiming that the average number of readers per academic article is five, leading one writer to refer to academic research as "write-only articles." (A nice play on "read-only memory," you know.)

No, I think the places where messages get out and possibly make a difference are in the popular media: movies, television, music, and video games. I don't have any data to back this up at the moment, but I'm willing to bet on it. So, what this means, my dear academic colleagues, is that if we want to actually have an influence on what people think, feel, and do, then we probably would do well to follow tiltfactor's example and get started on making movies and video games. Better yet, making movies with video games.

As my son, Quinn, would say: "I'm just sayin'...."

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“A Contribution to Statistics” by Wislawa Szymborska

[This is a cross-post from my data blog, Data-Literacy.com. Here's the link to the original entry there.]

Poet and Nobel Laureate Wisława Szymborska — that's her, right above — died last week at 88 years old. I have included this poem in my data analysis classes for a few years because: (a) I love poetry; (b) it has statistics; and (c) as a social psychologist, I believe it summarizes human nature wonderfully.

••

Out of a hundred people…

those who always know better:

fifty-two

doubting every step:

nearly all the rest

glad to lend a hand

if it doesn’t take too long:

as high as forty-nine

always good

because they can't be otherwise:

four, well maybe five

able to admire without envy:

eighteen

suffering illusions

induced by fleeting youth:

sixty, give or take a few

not to be taken lightly:

forty and four

living in constant fear

of someone or something:

seventy-seven

capable of happiness:

twenty-something tops

harmless singly, savage in crowds:

half at least

cruel

when forced by circumstances:

better not to know

even ballpark figures

wise after the fact:

just a couple more

than wise before it

taking only things from life:

thirty

(I wish I were wrong)

hunched in pain

no flashlight in the dark:

eighty-three

sooner or later

righteous:

thirty-five, which is a lot

righteous

and understanding:

three

worthy of compassion:

ninety-nine

mortal:

a hundred out of a hundred.

thus far this figure still remains unchanged.

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