=Paper= {{Paper |id=None |storemode=property |title=Opening Musical Creativity to Non-Musicians |pdfUrl=https://ceur-ws.org/Vol-1065/paper2.pdf |volume=Vol-1065 |dblpUrl=https://dblp.org/rec/conf/chitaly/Morreale13 }} ==Opening Musical Creativity to Non-Musicians== https://ceur-ws.org/Vol-1065/paper2.pdf
                                           Opening musical creativity
                                               to non-musicians

                                                              Fabio Morreale

                                                    Experiential Music Lab
                                 Department of Information Engineering and Computer Science
                                                  University of Trento, Italy



                           Abstract. This paper gives an overview of my PhD research that aims
                           at contributing toward the definition of a class of interfaces for music
                           creation that target non-musicians. In particular, I am focusing on the
                           differences on design and evaluation procedures with respect to traditional
                           interfaces for music creation that are usually intended to be used by mu-
                           sicians. Supported by a number of preliminary findings we developed the
                           first interactive system: The Music Room is an interactive installation
                           which enables people to compose tonal music in pairs by communicating
                           emotion expressed by moving throughout a room.

                           Keywords: Musical interfaces, user-experience, performing art, active
                           listening.


                   1     Research questions
                   I am a third year PhD candidate at the HCI group of the University of Trento,
                   guided by Antonella De Angeli. The focus of my study is to design interactive
                   systems to allow everybody to experience musical creativity. So far, the inherent
                   complexity of music composition limits the access of traditional musical inter-
                   faces to musicians due to the extensive presence of musical notation. Novel tech-
                   nologies (e.g. tabletops, mobile apps, motion capture sensors) have been adopted
                   to replace traditional instruments with more intuitive devices [1, 2] and lead a
                   new set of design issues. As musical notation fails on giving everybody access to
                   music creation, what kind of interaction paradigm can be used in order to ease
                   this art to a wider and lay audience?
                       In order to answer this question, we explored new interaction metaphors that
                   have to meet a series of requirements: they have to be available to everybody,
                   intuitive, with a proper level of affordance and naturally connected with music.
                   Emotion seems to be the element that best meets these requirements. Music is
                   one of the arts that can most effectively elicit emotions [3, 4] and it has always
                   been connoted as emotional [5]. In interactive systems, emotions need to be
                   mediated by specific artefacts in order to be communicated to the system. Bodily
                   movements, which, in the different declinations of dancing and conducting, are
                   traditionally associated to music, can be the most appropriate medium through
                   which emotions can be conveyed [5].




Proc. of CHItaly 2013 Doctoral Consortium, Trento (Italy), September 16th 2013 (published at http://ceur-ws.org).
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                   2      Our contribution


                   The first interface we developed is The Music Room, an installation that provides
                   a space where people can compose music expressing their emotions through
                   movements. The visitors experience the installation in couple by informing the
                   system on the emotions they intend to elicit. The couple directs the generation
                   of music by providing information about the emotionality and the intensity of
                   the music they wish to create. To communicate emotions, the analogy with
                   love is used: the proximity between them affects the pleasantness of the music,
                   while their speed affects the dynamic and intensity. We decided to limit the
                   interaction dimensions to closeness and speed in order to keep the experience as
                   simple and intuitive as possible. Proxemics information is acquired by a vision
                   tracking system. It is then converted into emotional cues and finally passed to
                   the musical engine. These intuitive compositional rules provide everybody with
                   unlimited musical outcomes. As regard the generation of music, we developed
                   Robin, an algorithmic composer that composes original tonal music in piano 1 .




                                                        Fig. 1. The Music Room.




                    1
                        Examples of pieces generated at The Music Room can be listened at goo.gl/Ulhgz




Proc. of CHItaly 2013 Doctoral Consortium, Trento (Italy), September 16th 2013 (published at http://ceur-ws.org).
Copyright © 2013 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
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                   3     Related works
                   This project spans several research areas. The adoption of the metaphor of ges-
                   tures and emotions is partially influenced by previous collaborative interactive
                   systems for music generation. The rules of the compositional system are founded
                   research on music perception, while Robin is inspired by existing approaches for
                   algorithmic composition.

                   3.1     Interactive Musical System
                   Research on the design of interactive systems for generative music has been
                   growing in the last decade. A number of tangible musical interfaces such as the
                   Reactable [1], Jam-O-Drum [17], and GarageBand for the iPad, target users
                   that have at least a minimum musical training as sonic and musical inputs are
                   adopted. A category of interfaces addresses users to collaborate. In particular,
                   several works exploit the concept of active listening, an approach where listeners
                   can interactively control the music content by modifying it in real-time while
                   listening to it [18, 19]. TouchMeDare aims at encouraging strangers to collab-
                   orate for reaching a common creative goal: pre-composed music samples are
                   triggered when both simultaneously touch a canvas [22]. In the Urban Musical
                   Game, users manipulate pre-composed music by playing with sensors-equipped
                   foam balls [21]. With Sync’n’Move music is also experienced by collaborative
                   means [23]. Two users freely move their mobile phones and the level of music
                   orchestration depends on the synchronization of their movements. In Mappe per
                   Affetti Erranti, a group of people can explore pre-composed music by navigating
                   a physical and emotional space [20]. Once again, collaborative situations are en-
                   couraged as music can only be listened to in its full complexity if the participants
                   cooperate.

                   3.2     Eliciting emotions in music
                   Related works suggest that the perception of emotions in music depends on com-
                   positional parameters (e.g. tempo, melody direction, mode) and performance
                   behaviors (articulations, timing, dynamics) whose combinations elicit different
                   emotional responses in the listener [5–7]. Measurement and classification of emo-
                   tions in music, most of the works in the music domain are operates on Russell’s
                   Circumplex model [8]. This model describes emotions as a continuum along two
                   dimensions: valence and arousal. In 1937, Hevren identified the most important
                   compositional factors in terms of emotions elicitation by labelling them on the
                   music’s expressive character [9]. Juslin and Sloboda later reviewed this cate-
                   gorization by representing the emotions along the valence/arousal dimensions
                   [10]. There is a consensus that at the compositional level, mode and rhythm are
                   responsible for valence, while tempo and dynamics are responsible for arousal.
                   Despite the remarkable amount of works on this area, no significant study has
                   been tried to understand to which extent expertise has a role on judging, ap-
                   preciating and perceiving musical pieces. How do non-musicians perceive and




Proc. of CHItaly 2013 Doctoral Consortium, Trento (Italy), September 16th 2013 (published at http://ceur-ws.org).
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                   describe music? What are the musical parameters and semantic elements that
                   are more relevant for them?

                   3.3     Algorithmic Composition
                   Generative music composition has been widely explored in the last decade. The
                   most common approaches are: rule-based, learning-based and evolutionary com-
                   position [10]. In rule-based approach, algorithmic rules inspired from music the-
                   ory are manually coded into the system [11, 12]. In learning-based approach, the
                   system is trained with existing musical excerpts and a number of rules are au-
                   tomatically included [13, 14]. Even though this method manages to decrease the
                   reliance on designer skills on music theory, the output heavily depends on the
                   training set. Lastly, evolutionary algorithms allow the creation of original and
                   complex melodies by means of computational approaches inspired by biological
                   evolution [15]. The generated music is original and unpredictable but it might
                   sound unnatural and lack ecological validity if compared to rule-based systems
                   that are generally superior in contexts of tonal music [16].


                   4     Results achieved
                   A number of personal contributions for each of the three research areas were
                   recently published. At the Interactivity session of CHI 2013, we demoed The
                   Music Room [24], whose objectives, development, findings and evaluation are
                   better discussed on the forthcoming publication at the Special Issue of Pervasive
                   and Ubiquitous Computing on Designing Collaborative Interactive Spaces.
                      The role of expertise on the evaluation of induced emotions in music was
                   analysed in a experiment we conducted in 2012 whose results were recently
                   published on Proceedings of ICME3 [25].
                      The details on the ideation and implementation of Robin, the algorithmic
                   composer, are going to be published at Proceedings of SMC2013 [26].


                   5     Future works
                   The last year of my PhD will be mainly devoted toward a formal definition of
                   interactive systems for music creation that target non-musicians. The first objec-
                   tive is to investigate similarities and differences with traditional digital musical
                   interfaces. By date, just a few studies highlighted the differences between inter-
                   faces for artistic experience and for musical expression but these works didn’t
                   have a follow-up in the last decade [27]. However, we believe that a number of
                   relevant differences exist. By combining personal intuitions with related liter-
                   ature findings, we propose a list of potential differences between the two sets.
                   Possibly, the output of this study will consist of a categorization of musical in-
                   terfaces. The idea is to exhaustively describe musical interfaces by means of a
                   model composed of a space of number of dimensions such as:




Proc. of CHItaly 2013 Doctoral Consortium, Trento (Italy), September 16th 2013 (published at http://ceur-ws.org).
Copyright © 2013 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.
                     – Target user
                     – Ultimate goal
                     – Learning curve
                     – Interaction metaphor
                     – Level of direction
                     – Musical possibilities
                     – Role of the audience
                       The successive step would consist in testing the proposed dimensions with a
                   series of existing interfaces. Once validated, I will elaborate on defining a series
                   of evaluation principles for each dimension. This will allow interface designers
                   to position their projects on the model and to evaluate them consequently.
                       I’d also wish to tackle a number of challenges regarding The Music Room.
                   Even though the current implementation received a lot of interest, there is room
                   for several improvements. A number of innovations to music engine are currently
                   under development: the quality of music will be enhanced by introducing new
                   genres and instruments as well as by teaching Robin new compositional rules. I
                   also aim at further elaborating on the communication of intended emotions to the
                   system. Temporal aspects will be taken into consideration in order to determine
                   a general evolution of the experience, by considering recurrence of patterns of
                   moving close and getting far. Also, we are likely to introduce head pose tracking
                   in order to have information whether the two people are looking at each other.
                   This additional information will be used to differentiate the situations in which
                   the user are facing or turned and direct the music generation consequently.


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Proc. of CHItaly 2013 Doctoral Consortium, Trento (Italy), September 16th 2013 (published at http://ceur-ws.org).
Copyright © 2013 for the individual papers by the papers' authors. Copying permitted for private and academic purposes.
This volume is published and copyrighted by its editors.