1. SPARSE: Collaborative Amplifier

    01:50

    from David Vincent / Added

    11 Plays / / 0 Comments

    www.getarobo.com/sparse

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    • Richer

      04:20

      from Yotam / Added

      2 Plays / / 0 Comments

      Richer (2013) is a composition by Yotam Mann lamenting a day job in which the user must work to hear the song. Design and animated gifs by Sarah Rothberg (sarahrothberg.com).

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      • Pattern game

        03:29

        from Tarmo Johannes / Added

        130 Plays / / 0 Comments

        Interactive sound-game for partiticipants from the audience and flute by Tarmo Johannes. Users go to a web page in local wifi where they can define a short repetitive melody and send it to the server. Server plays back the melodies and starts to change them gradually. Developed for "Participation concerts" http://tarmo.uuu.ee/osaluskontserdid/index_en.html Source code: https://github.com/tarmoj/patterngame

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        • Ying-Hsueh Chen performing with "Virtuoso" - November 22, 2014.

          07:19

          from Anders Monrad / Added

          14 Plays / / 0 Comments

          Ying-Hsueh Chen performing with the Iphone-App "Virtuoso", at a concert in Christianshavns Beboerhus in Copenhagen - November 22, 2014. Virtuoso is created by Anders Monrad - download here: https://itunes.apple.com/dk/app/id917646163

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          • Game Audio Demo January 2015

            01:00

            from Robert Blaauboer / Added

            1 Play / / 0 Comments

            This is a short demo showcasing a selection of the things I've done in game audio. First a short fragment about my bachelor disseration project which is called Procedural Mixing, music is divided in sections (in this case orchestral sections) and small segments and each segment is judged based on 4 scales. When a certain combination of values for those scales is then given a musical section is presented which fits the requested mood/feeling. Bonds is a 2D platforming game for which I've supplied sound effects and music. The third fragment is a short excerpt from one of my compositions. More can be found on my soundcloud www.soundcloud.com/robertblaauboer Last fragments is a short example of interactive music implementation in Wwise. Both music composition and implementation were done by me.

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            • FLUXUS Train a musical model

              01:30

              from Max / Added

              2 Plays / / 0 Comments

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              • FLUXUS Interactive music with body movements

                01:14

                from Max / Added

                17 Plays / / 0 Comments

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                • Symmetric Group S4 Interactive Jam -- utilizing a custom OS X app built with Swift

                  01:04

                  from Subobject_Classifier / Added

                  30 Plays / / 0 Comments

                  This is a short demo of a custom UI object that was created for an interactive path-wise navigation of a self-embedded permutation shape-space structured from the elements of the S4 Symmetric Group, a.k.a. the 24 permutations of a set of four distinct symbols. In this video the cubes with serrated edges show 3 moves valid from any current state*. Each move changes the current permutation shape into a neighboring one of the 24 possible permutation shapes. These neighboring permutation shapes are arrived at exclusively through the transposition (switching places) of two places at a time. Instead of directly mapping a permutation to a musical scale, we first "square" the permutation, generating values for a pattern of 16 steps in this case (4 x 4). The values of these 16 steps are arrived at by treating a permutation of 4 as a fractal self-similar structure, through a recursive self-embedding of the shape of any permutation onto itself. The nature of this self-embedding structure can be recognized by observing the transformations of shape that the 16 step pattern arrives at during performance with the UI, as shown in the video. Each cube in the UI represents a binary state, designating a possible transposition (switching) of a pair of values in any two of the four possible places within a permutation of four. Each cube on the UI acts as a toggle to switch back or forth the current step values of its two assigned index locations within any permutation of 4. Visually and musically there seems to be more happening than a value swapping of two places with any move. This is because each abstract permutation concretely generates its own self-similar permutation as described above, according to the simple two-level recursive embedding of its permutation shape. Thus the switching of two places within the seed pattern of 4 can transform the entire shape of a pattern of 16 steps into one of the three most closely-related neighboring states achievable by this method, differing enough to generate musical interest while maintaining close relations with the neighbors. Since each of the six cubes functions as a two-state toggle switch, a maximal space of 64 individual states (2^6) could be reachable if required. However, the S4 Symmetric Group contains only 24 different states, each of which is a mathematical permutation of a set of 4 individual items. Thus only particular paths are considered "valid moves" from any given state, and only certain combinations of cubes are able to be active at any given time. The correct identification of valid moves from valid combinations of cube states are derived directly from a particular mathematical ordering rule on the elements of the S4 group*. Since the logic of this ordering rule is implemented directly within the functioning of the object interface, the user is not required to know anything about this rule, but only to recognize that there are always three valid paths which are highlighted at any given time, that are accessible from the current state. This six-cube model neatly expresses the result of the mathematical ordering principle in a visual form, while serving as a useful interface with which to interact with one’s chosen musical mappings in an intuitive way. Here we use the same changing 16-step pattern to trigger notes on two instruments, a melodic synth which maps pattern steps to musical scale steps, and sampler-sliced drum break cut into sixteen 8th-note slices. There are always three and only three valid moves from any given state. One move always goes back to the state which one had previously (or would have) arrived from. This path of return is useful for moving the resulting music back towards repetition. The two remaining moves branch forward into two contrasting directions, leading one's path and the resulting music either further towards or away from a six-cube state of all-on or all-off toggles, each with its own distinct musical character manifesting as a situated region of space accessible through the selected mapping strategy. This is easier to understand in practice when exploring the various paths one might take through the permutation space, by intuitively choosing and following one of the three currently valid moves designated by the cubes with serrated edges. One often begins to sense the direction one wants to go in as an intuitively-guided musical experience. If the resulting music resonates correctly with that perceived intuition, then one feels one is on the right track and continues effortlessly exploring. If instead there is some perceived dissonance between one's intuited expectations and the experienced musical result, then one can easily change direction, either back towards where one has just arrived from to get back closer to where one's intuition was previously trying to go, or ahead onward into a more novel area of exploration. *[ http://en.wikiversity.org/wiki/File:Symmetric_group_4;_permutation_list.svg ]

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                  • SPACE MAESTRO - LEAP OVR ver. gameplay 2014 Dec.

                    04:34

                    from Jake Jonghwa Kim / Added

                    302 Plays / / 0 Comments

                    Quick playthrough video of the Leap + OVR version of SPACE MAESTRO.

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                    • Polly Planet

                      01:17

                      from RHYME.no / Added

                      19 Plays / / 0 Comments

                      Polly Planet is a large ball-shaped mobile wireless Co-creative Tangible, a interactive network thing in the Polly World developed in the RHYME,no project.. It has a RFID-reader (the white triangle on the top in the picture) for selecting and playing music in several ways. By choosing a RFID tagged Scene-card (like a CD cover) the user can select the music and accompanying visuals he likes to listen to and play. By interacting with the Tag- Things the user can play the chosen music as if it was an orchestra with different musicians. Polly Planet has two Bend-sensors, four Touch-sensors and one Movement-sensor (accelerometer) to change and create the music further.

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