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Live sampling in improvised musical performance: Three approaches and a discussion of aesthetics.

机译:即兴表演中的现场采样:三种方法和美学讨论。

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摘要

Three original software programs utilizing improvisation and live sampling are presented here, along with a discussion of aesthetic issues raised by each. They are entitled Zur Elektrodynamik bewegter Musiker, Motet, and Gamepad Sampler. These programs vary in the degree of required interaction and in the kind of user control. They are each studies in imitative counterpoint through live sampling, with an approach seeking elegance before solutions. Because of the improvisational nature of these works, there is no standard musical score. Instead the complete Max/MSP source code and a sound recording of performances making use of these programs in varied situations are included.;A discussion of issues raised by these works includes aesthetics, ontology, performance, and the role of the composer. Non-interactive indeterminate compositions are ontologically thin, because some composerly agency is required of the performer. An interactive work can be ontologically substantial if it makes distinct and significant contributions to performance, even though it may not make sound on its own. Although reproducibility reduces ontology and eliminates aura, live sampling within a performance can deepen the ontology of the performance by recontextualizing previous events, reframing the original event as the first reference to an abstract musical idea that lies outside the musical performance. Reproducibility also diminishes the aura or stage presence in live performance with computers. Complex feedback systems can be used to create computation instruments: musical instruments whose unique structure resonates in ways not explicit in their programs. As the human condition and the situation of the composer change, definitions of the composer and performer must be revised. Composition is shifting away from the creation of static artifacts toward the design of dynamic systems.
机译:这里展示了三个利用即兴创作和实时采样的原始软件程序,并讨论了每个软件程序提出的美学问题。它们的名称分别为Zur Elektrodynamik,Musiker,Motet和Gamepad Sampler。这些程序在所需交互的程度和用户控制的类型方面有所不同。它们都是通过实时采样在模仿对立方面进行研究的,其方法是在解决方案之前寻求优雅。由于这些作品的即兴创作性质,因此没有标准的乐谱。而是包括完整的Max / MSP源代码和在各种情况下使用这些程序进行演奏的声音记录。;对这些作品提出的问题的讨论包括美学,本体,性能以及作曲者的角色。非互动式不确定的作品在本体上很薄,因为表演者需要一定的作曲能力。如果互动作品对表演做出了独特而重要的贡献,那么它在本体上就可能是实质性的,即使它本身并不能发出声音。尽管可重现性减少了本体并消除了先兆,但表演中的现场采样可以通过重新关联以前的事件,将原始事件重新构架为对超出音乐表演的抽象音乐概念的首次引用,从而加深了表演的本体。可再现性还减少了计算机现场表演中的光环或舞台。复杂的反馈系统可用于创建计算工具:其独特结构在程序中未明确表达的乐器。随着作曲家的生活条件和状况的变化,必须修改作曲家和表演者的定义。合成正在从静态工件的创建转向动态系统的设计。

著录项

  • 作者

    Morris, Jeffrey Martin.;

  • 作者单位

    University of North Texas.;

  • 授予单位 University of North Texas.;
  • 学科 Music.;Computer Science.
  • 学位 D.M.A.
  • 年度 2007
  • 页码 109 p.
  • 总页数 109
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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