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Adrian Freed Berkeley, California, USA
adrian@CNMATBerkeleyedu
The following set of items was used to "loosen up" the thinking of
students during two classes I taught at the University of California
Santa Cruz extension on "New Media and Audio Technologies." The idea was
to move the focus away from technological details and toward future
applications enabled by the technologies. Each student picked a topic
and made a presentation near the end of class, after I had covered much
of the technological material. Many students loved it and made very
interesting creative presentations. A few hated the idea sufficiently to
drop the class entirely after hearing about the projects! Next time I
will probably teach two separate classes with a division you might see
in an English department--literature and creative writing--i.e., (1)
digital audio and music "techno-poop" 101, and (2) future applications
and implications of new audio and music technology. The overall question
is, What is the driving force: technology or applications?
Video Game for the Blind
Assumption: The visual channel is central for successful entertainment
applications of media technology.
Design an interactive "video game" experience for blind people. Identify
ways to initially capture players' attention {so they will put money
into the slotl. Explain how your design holds their attention, avoids
boredom, and encourages them to keep feeding coins into the machine.
A Truly Lasting Electronic Musical Instrument
Assumption: Electronic musical instruments will always have a short
market life lof a few years) before new models eclipse the old.
This century's mastery of metal, plastic, sand Isilicon chips), and
computational abstraction {software and simulation) has been applied to
create many wonderful new musical instruments. Like many other products
of our time, customers have developed an appetite for novelty in the
form of new sounds and packaging. Ironically this need for novelty makes
it unlikely that an electronic musical instrument will have the lasting
power |often many centuries| of successful traditional instruments. For
a community of composers and performers to rally around an instrument,
they must know that it will be around for more than just a few years.
Design what will become the first lasting digital musical instrument.
Decide whether it will have a user interface similar to a piano, a
guitar, a monophonic instrument such as the saxophone, or something
completely new. What will the instrument sound like? How will it be
controlled? Why will the design last hundreds of years? What
distinguishes it from conventional instruments?
A Disposable Audio Recorder
Assumption: Customers need to own their own equipment and medium to
record and store sound and visual materials.
One result of mass-production technology is functionality from products
that cost practically nothing to manufacture. One example of this is
the~disposable or "single use" still camera. Interestingly, disposable
cameras are neither thrown away nor are they used only once. Their parts
are reused.
Design a portable, disposable, audio recorder. What would people use one
for? Identify the key technologies needed to make this work. Must the
audio be stored within the device? Do current technologies simply need
to be cheap enough, or are new technologies needed? How many years will
it be before this is possible? Will a disposable camcorder be possible?
3-D Direct Manipulation Sound Post-Production
Assumption: People will always be satisfied with cartoon-like,
twodimensional superposition of sound tracks.
Sounds combine in rich ways in three-dimensional space. What are the
technological difficulties that prevent us from combining sounds in the
studio as they are combined in the real world? Design the user interface
to a 3-D sound post-production facility Identify the primary elements to
be manipulated, their 3-D graphical representations, and how users
interact with them. Who would use such a facility?
Media-Free Music and Video Stores
Assumption: People need to visit stores to pick out music and video.
Develop a business plan for a store that rents music (and/or video)
material over networks, rather than requiring customers to visit and
pick up physical media. Figure out how much customers are willing to pay
for this (hint: pizza delivery). How many channels of playback must a
single store provide to compete with a well-integrated chain of stores?
Multimedia One-Man (Person!) Band
Assumption: You need huge trucks and a road crew to entertain large
audiences.
Design a one-person multimedia road show. Your constraints are severe:
you must be able to check the gear onto a plane. Sketch the content of
the show and how the performer controls the lighting, visual, and audio
material. What is the role of the audience? The show must go on--how do
you make the system reliable enough? How does this system accommodate
different venues?
The Demise of Special-Purpose Hardware for Music Synthesizers
Assumption: To achieve sufficient signal-processing performance, music
synthesizers require custombuilt, special-purpose hardware.
The performance available from new general-purpose processors such as
the R4400, PowerPC, and Pentium makes it possible to implement
interesting sound-synthesis algorithms as programs in a high-level
language. Write a program in your favorite high-level language for
additive sound synthesis: a bank of oscillators is required. Provide
control over the amplitude and phase of the sinewave output of each
oscillator. Write a version that is as clear and easy to understand as
possible, then create the fastest version you can using a familiar
processor.
Auditory "Opera Glasses" for Ultimate Concert Sound
Assumption: You must use sounds in air to communicate with the audience.
If you have attended a large public gathering or music concert, you will
have noticed several unfortunate results of the fact that in air, sound
travels much more slowly than light. The main problem is that
performers'gestures do not appear synchronized, just as thunder and
lightning do not appear to occur simultaneously. Another effect is
feedback, or howling.
Explore the idea of handing out headphones to everyone in the audience,
to provide sound. What features could these headphones provide, other
than higher-quality correctly synchronized sounds? What features are
needed to provide the best of home listening and the concert experience?
Distance Music Education
Assumption: Your music teacher needs to be in the same room with you.
Prepare a piano lesson to be given by a famous pianist to enthusiastic
students all over the world. Each student is at home using a special
piano with a MIDI connection, such as the Yamaha Disklavier. Key presses
from the student can be transmitted to the teacher. The teacher's
gestures are broadcast to the students'pianos. How will the students
learn fingerings? How can the teacher prepare exercises adapted to the
individual needs of students?
The Merging of Audio and Video
Assumption: The market for films and video is different from that for
records. Each requires its own products, artists, and stores.
It used to be simple: videos were rented from video stores and CDs were
bought from record stores. Now record store chains (such as Tower) rent
moyies, and video stores rent music videos. Successful video clips on
MTV help sell recorded music. Before, the physical media for film and
video was different from those for audio. Today, compressed video and
high-quality still images Iphoto CD) are stored on CDs. Digital audio is
stored on tape for rotary video-head technology (DAT).
Will the video, film, still photography, and audio markets remain
distinct, or be swallowed into a single multimedia market? Will there
always be a role for audio only and purely musical expression? What
effect will multimedia technology have on future music?
The Demise of Print, TV, and Radio
Assumption: The major reason traditional print media, TV, and radio hold
their own against the onslaught of interactive digital media is that
they look and sound better.
Identify what characterizes highquality audio (production value). Is
there anything inherent in the technological infrastructure (such as
broadcast or mass distribution) that gives traditional media an
unbeatable advantage over interactive digital media? If you think they
will always coexist, explain what influence they will have on each
other. Otherwise, when do you think will be the doomsday for traditional
media?
The Demise of All Media
Assumption: Now that we have reproducing media, they are here to stay
The reproducing media (books, faxes, CDs, video) may represent a
temporary enthusiasm in world history The problem they address is to
amplify individual expression to an audience that is distant in space
and time. Describe how large-scale telepresence technology can address
this need more effectively than reproducing media. Hint: Calculate how
many performers are needed to ensure that an individual can find a live
performance of any Shakespearean play in any language at any time of day
or night. Will there be an underprivileged class without access? What
will be the most successful services offered by telepresence?
[The editors believe it is a good exercise to propose, and then design,
more of this kind of Gedankenexperiment, and encourage readers to
contribute them to Computer Music Journal.--STP]
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