Professional Documents
Culture Documents
Table of Contents
First Impressions and Pre-Loaded Conceptions.............. P.1 Stakeholders- Human Actors: Cultural.. P.2 Commercial...... P.2 Social..... P.2 Users.. P.3 - Non-Human Actors Location. P.4 Position.. P.4 Shape/Size P.4 Colour. P.4 Intention. P.4 Technology P.4 Materials P.5 Tactile Material Considerations/Previous Architectural Knowledge Steel.. P.5 Concrete... P.5 Cloth...... P.5 Glass..... P.5 Plastic P.5 Stone. P.6 Timber P.6 Relevant Research Fields Psychology... P.6 Art.. P.6 Performance. P.6 Education.. P.6 Interaction Design P.7 A Topical Consideration/Concern.....P.7 In Conclusion..................P.7 Bibliography..P.8
http://www.medjournal.com/pdf/chants.pdf
3 Virtual Choir is an example of this. Anyone who fancied themselves a singer could simply record themselves singing their line, post it on YouTube, follow a blog on the process, then eventually view the final parsed track and accompanying video and be a part of the credits of the project. The project was non-profit (at least as far as I could find out) because it didnt aim to be commercially viable. What it did do was facilitated a group experience devoid of the group. This is where remote technology is leading us. In the context of music and space, which I am discussing, this has implications on whether the created space is real or virtual. Virtual Space could end up being an important actor in this investigation, rather than an actual physical location. Users- Casual/Therapy/Recreation The last of the stakeholders to be discussed are the people that are affected by and use the area, separate from the artist and designers. Some of them have already begun to reveal themselves gradually in the musings above: Technology Enthusiasts- In the emergence of new music technology and related software, this category of people will most likely be one of the first to take it on board. As stated above in this essay, the digital natives especially will grasp new technologies quickly based on prior exposure to other software granting them a faster learning curve. Musicians- Amateur/Professional- The overarching topic of Psychology of Music and Space will doubtless be affected by actors such as musicians, both professional and amateur. To what extent though is still unclear. Perhaps I can consider myself as an artist-designer, since I have active experience in both fields. This however could go either way for me. A thorough understanding of each component may help me understand the inputs and actors sooner, but it may also cloud my judgment with layers of bias, and personal taste (This could end up being an exercise in focus and discipline more than anything else). Everyday Users- Casual/Patron- Separate to musicians, you have music lovers themselves. This can be anything from the casual, or passive listener who appreciates music but has no real conviction about it, to the active patron that buys and downloads music, goes to concerts etc. Depending on the final project development, the role might be to enhance the interest of the passive user while peaking the interest of the active. This already flashes early warning signs, because the interest level between the two might be so disparate. Im hoping a mix of two conceptual ideas; Space and Music. This might prove stimulating enough for multiple user types to use and appreciate. Still, there is always potential to delve even further and not limit conceptions at all at these early stages. Accidental Users- The last group of users I have noticed are people that find themselves in the midst of music unintentionally. Because music is such a publically expressed form of media, its unlikely that people will pass through life without ever having to engage with it at some point. So there is always potential for this particular type of user to engage without bias or prejudgment. This could prove valuable in the prototyping phase if the User Centred Design model is used during the design phase. If a participatory design approach is used, then it could even eliminate the bias that might occur with the artist-designer.
http://cleo.ics.uci.edu/teaching/Winter10/231/readings/3-GaverDunnePacentiCulturalProbes.pdf
5 technically demanding, since user acceptance of these types of software is improving year by year. And the growth of techno-dependency means that perhaps people will now make a stronger effort to learn something new and complex. (Arduino, for example, proves to be a popular technology to the point where users have gone out of their way to modify and complexify it).
Materials- Finally, materials is something which has already come up in the introduction. It contributes greatly to physical spaces that music is performed in, colouring and shaping the sound based on texture, density, reflectance etc. It also bears conceptual consideration in music technology and virtual space. This is because synthetic tracks aim to imitate real life sounds. Simple phenomena such as echo and reverb are physically possible because of shape, space and material in the real world, and they are a constant in music technology and synthetic soundscapes.
6 Stone- Stone has many properties similar to concrete. Its main limitation is that it is static. It has to be assembled in Lego block fashion, which makes it strong in compression, but only as strong as the mortar in tension. It has varying textures, and can be scored and carved into desired shapes. It also has a variety of densities based on location, weathering, or inherent material properties, which can work favourably in different music environments because of absorption and reflection. Timber- The benefit of timber is that it has a grain and so, if layered cleverly, can be strong in all direction. It can also be scored and textured to reflect sound in interesting ways, and the densities change depending on the species, which will affect reflectance and absorption. (It should be noted at this point that although all these material properties describe a larger scale, it is not certain yet if my proposal will take on a large scale proportion)
7 strings and voice. They recently filmed a documentary of the experience that will shown in local cinemas12. Another is the Sing Out With Strings Program13, who I recently saw perform during the interval of a concert featuring a choir Im in, the County Limerick Youth Choir, and the National Chamber Choir of Ireland. This initiative was set up by the Irish Chamber Orchestra Education Division, and shows what a positive impact music can have in developing areas. Interaction Design- All the potentials of new technologies, coupled with the upcoming idea of virtual space over physical space, bodes well for Interaction Designers, as this means that the reacting to an interface will become more and more important than playing a physical instrument itself in the future.
A Topical Consideration/Concerns
Aptitude- A concern raised by Levetin in an article on music psychology14 is that in the case of children, they may not all have the same cognitive ability to learn and understand the mechanics of music. He notes that some scholars believe it comes down to genetics (which is also know to be something that can affect singing voice). But, as Levetin comments, much of this information remains in the realms of theory and speculation, since no substantial study has been conducted on the area.
In Conclusion
So, after looking into all the important actors and stakeholders, it seems that this project could go either way right now. It could either be a large scale thing that people can engage with and interact with (maybe play?), or a small scale thing, whos mechanics and functionality exist behind the scene in a virtual/digital framework. Of course, there is always potential to combine the two, having both a physical and a virtual interaction. This could also prompt a discussion about proximity, do you have to be there or can it be engaged with remotely. But this discussion has already revealed a lot of potentials in the area, which I am looking forward to exploring throughout the next semester. To conclude, here are a few snapshots ideas of the potential areas that my design for this project might go:
Colour and Music Interactive Ambient Soundscapes Responsive Mood Environments
****Heres a link to my undergrad thesis for extra reading, if youre interested! http://ulir.ul.ie/handle/10344/1316 12 http://www.irishtimes.com/newspaper/theticket/2011/1216/1224309131855.html 13 http://singoutwithstrings.blogspot.com/ 14 http://levitin.mcgill.ca/articles/2007-Levitin-Music_Psychology_of.pdf
Bibliography
12http://www.medjournal.com/pdf/chants.pdf http://img.weburbanist.com/wp-content/uploads/2009/12/Singing-Tree.gif
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http://www.batagov.com/photo/F2/prepared%20piano.jpg
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Prensky, M., 2001. Digital natives. October. Available at: http://www.questnet.net.au/questnet2006/papers/Chris%2520Grist_QUESTnet_Version_1.p df. 5Harper, R. et al., 2008. Being Human. Microsoft Cambridge. Available at: http://research.microsoft.com/hci2020/downloads/BeingHuman_A3.pdf. 6Gaver, B., Dunne, T. & Pacenti, E., 1999. Cultural Probes. interactions, 6(february), p.21-29. Available at: http://cleo.ics.uci.edu/teaching/Winter10/231/readings/3GaverDunnePacenti-CulturalProbes.pdf. 7http://pom.sagepub.com/content/by/year 8http://pom.sagepub.com/content/39/4/424.refs.html 9http://pom.sagepub.com/content/39/4/468.refs.html 10http://pom.sagepub.com/content/39/4/449.refs.html 11http://pom.sagepub.com/content/39/4/403.refs.html 12http://www.irishtimes.com/newspaper/theticket/2011/1216/1224309131855.html 13http://singoutwithstrings.blogspot.com/ 14http://levitin.mcgill.ca/articles/2007-Levitin-Music_Psychology_of.pdf