Rescuing Performance from the Demo: Co-Designing Drum Gesture Mappings with a Percussionist
Authors: Jordie Shier, Teresa Pelinski, Charalampos Saitis, Andrew Robertson, Andrew McPherson
Abstract
Augmenting instruments with sensors and neural network mappings is a well-explored digital musical instrument design approach. While augmentations can create new expressive opportunities, they also exert aesthetic influence and can constrain musicians' gestural language, which, if left unchecked, can lead to technological capture. To examine this, we conducted a study with a professional percussionist, co-developing a gesture mapping toolkit and recording a ten-track album. Drawing on the concept of productive dissonance, our study aimed to hold the musician's aesthetic in tension with technological constraints. This, along with a practice-based reflective approach, supported the development of a continuous gesture recognition method for percussive mapping and surfaced insights into the design process. We identify knowing-when as a form of tacit knowledge that supported productive dissonance, and raise an open question: absent a musician's broader social context, how do we know whether a technology's influence is genuinely supporting their practice?
Machine generation of symbolic music and digital audio are hot topics but there have been relatively few digital musical instruments that integrate generative AI. Present musical AI tools are not artist centred and do not support experimentation or integrating into musical instruments or practices. This work introduces an inexpensive generative AI instrument platform based on a single board computer that connects via MIDI to other musical devices. The platform uses artist-collected datasets with models trained on a regular computer. This paper asks what the design space of intelligent musical instruments might look like when accessible and portable AI systems are available for artistic exploration. I contribute five examples of instruments created and tested through a two-year first-person artistic research process. These show that (re)mapping can replace retraining for discovering AI interaction, that fast input interleaving is a new co-creative strategy, that small-data AI models can be a transportable design resource, and that cheap hardware can lower barriers to inclusion. This work could enable artists to explore new interaction and performance schemes with intelligent musical instruments.
In numerical signal processing for electroacoustic composition, the progressive loss of specific development and research environments caused by the increasing use of digital market tools has favoured the dominance of the closed-architecture audio processor model. This model, while powerful, envisions the possibility of describing output data about its perceived characteristics, but at the cost of ignoring its internal process and interacting systems, which become complex, powerful environments but closed in an inscrutable black box, a loss we must consider. Any digital signal processing technique tells a story. Just as the words of a language incorporate social, historical and technical polysemic layers, a signal processor has its own story of implementation, a gradual technological achievement with its inevitable aesthetic consequences. Through the looking-glass of literature, one can access those environments with renewed awareness by reestablishing a scientific method and an attitude to research. In this specific case, starting from the case study of Manfred Schroeder's historical reverbs, we illustrate the process of building analytical evaluation tools, as well as practical implementation, at the basis of a conscious study path.
Francesco Vitucci, Giuseppe Silvi, Daniele Giuseppe Annese +2
The article explores the use of agentic software engineering (ASE) in the development of innovative audio software. It begins with a review of background work that lays out the challenges of longevity, interoperability and barriers to entry in digital music instrument creation, explaining recent developments in ASE and highlighting the possibility that ASE can lower barriers to entry and facilitate creation of interoperable software with greater longevity. Following that, we present case studies wherein we used ASE technology in three distinct ways to develop audio software in the C++ language with the JUCE framework. In case study 1, we re-implement Laurie Spiegel's Music Mouse' software as a native plugin. In case study 2, we translate Pachet's Continuator' system from Python into a native plugin. In case study 3, we develop a new 3D user interface for an existing `tracker' sequencer using OpenGL. We describe the experiences of the human developer in the case studies via autoethnographic discussion of the prompt logs and snapshots of the software as it was developed. We identify effective practice for ASE use in this domain and suggest future steps for the work involving evaluation of the method with non-programmer musicians.