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MUSIC THAT LISTENS TO WHAT'S GOING TO HAPPEN: INTERNETENHANCED, SELF-ADAPTING SOUNDSCAPES

Andrea Cera
Composer
Conservatorio "C. Pollini",
Padova
Accademia di Belle Arti di
Brera, Milano
ABSTRACT
In this text, I will describe a project which brings
together three elements:
1) real-time soundscape analysis and imitation;
2) the aesthetics of elevator music, ambient music,
musique d'ameublement. I explored these first two
elements in several works: Reactive Ambient Music
(2005), Nature (2005), Undertones (2004/2006), Dueling
Zombies (2006/2007).
3) the Internet as a way to find and analyze sounds that
will be heard in the immediate future (from a static point,
or from a moving point).
1.SELF-ADAPTING SOUNDSCAPES
The starting point of this project is to develop
technologies to create (in real time) an intelligent audio
counterpoint to noise pollution (one of the pioneers in
this field is Achim Wollscheid; another source of
inspiration is the work of Tristan Jehan).
The resulting soundscape is a mixture of real and artificial
sounds, the latter carefully hidden, in order to simulate
the presence of some sort of order in the chaotic
turbulence of a given state of noise pollution.
The system is composed by:
- a "center" (where we are living)
- a "computing engine" (the computer for analysis and
sound production)
- a "speaker system" (the way we diffuse the sounds
produced by the "computing engine")
- one or more "listening points" (the devices that record
sound and transfer it to the "computing engine" - they
have to be placed far from the "center").

sounds coming from a "listening point" (a microphone in


the roof).

Figure 2. The intelligent walkman


Second example: my head is the "center". A "computing
engine" (a maxMSP [or other software] patch running on
a PDA or laptop), linked to a "speaker
system" (headphones) analyzes sounds coming from a
"listening point" (an external microphone clipped to the
headphones).
2.STRATEGIES
Up to now, I programmed two kinds of "computing
engines":
1) COUNTERPOINT
- time counterpoint: the computer fills the gaps between
two occurring sound events.
- frequency counterpoint: the computer fills the frequency
zones which are not present in the occurring sound event.
2) AUGMENTATION
- the computer "augments" an occurring sound event
with another sound event.
I am working on a third strategy:
3) MORPHING
- the computer creates rhythmical "holes" in the
frequency content of some music being played,
according to the sound events occurring outside. The
music we want to listen to, will be slightly morphed with
the sounds of outside.
3.INTERNET ENHANCEMENT

Figure 1. The house with one ear.


First example: a house is the "center". A "computing
engine" (a computer with a maxMSP [or other software]
patch), linked to several "speaker systems", analyzes

The use of the Internet could enhance this technology.


For me an audio stream is interesting to use if it allows
to:
- [SPACE] link places / people that are impossible to
physically link (ex. linking people that cannot move;
using triangulations to determine the location of specific

sounds in a city; linking places that are acoustically or


visually interesting to compare, but physically too far,
like three caves in three parts of the world...)
- [TIME]: move sounds or images faster than possible
physically (ex. anticipating the traffic noise that will
arrive in a specific area; ignoring the local time around
the world...)
In my project, audio streams from places relatively far
from the "center" would allow the computer(s) to know
what kind of sound will be heard in the "center" in the
near future.

4.CONCLUSION
Many projects of Augmented Reality explored the fuzzy
space between the categories of "natural" / "artificial",
"real" / "virtual". Their existence reminds us that what we
call "reality" is a construction: our mind creates the
forms, the objects, and the reality that we actually
experience.
Following this suggestion, we can probably find more
interesting to associate the notions of "quietness" and
"noise pollution" with conditions of our attention system,
rather than with external states of things (natural
environments vs. artificial environments).
This project deals with a slightly paradoxical architecture
of time, space and memory. Its aim is to generate a
"counter audio reality", where artificial sounds help us to
find the natural qualities (and even the beauty?) hidden
behind our everyday experience of deteriorated
soundscapes.
5.REFERENCES
[1] Aristotele Poetica, trad. it. Manara Valgimigli,

Bari, Laterza, 1988.


Figure 3. The house with many ears.
Third Example: if the "center" is a house, a few
"listening points" could be placed 1 km. away, in
different locations. The sound of cars they record could
be sent to the Internet, and then back to the "computing
engine" before the cars actually come near to the house.
In that way, the "computing engine" will anticipate the
nature of the sounds to be counteracted, providing a
more intelligent reaction. The "listening points" could be
used to calculate triangulations, giving information about
the precise location and speed of the sounds to be
counteracted.

[2] Cera,

A.
"Noir
Miroir.
Ambiguits
topographiques, sociales et interactives de la
musique", Circuit, musiques contemporaines
17 (3), pp. 29-38, 2007.

[3] Jehan, T. Creating music by listening, PhD

diss., Massachusetts Institute of Technology,


2005.
[4] Lanza,

J. Elevator Music, University of


Michigan Press, 2004.

[5] Manovich, L. The language of new media,

Massachusetts Institute of Technology Press,


2001.
[6] Schafer, R. Murray. The tuning of the world,

Philadelphia, University of Pennsylvania, 1980.


[7] Tiffin,

J. - Terashima, N. Hyperreality:
Paradigm For The Third Millennium, New
York, Routledge, 2001.

[8] Wollscheid, A. Selected Works, Frankfurt,

Selektion, 2001.
[9] Wollscheid, A. "Does the Song remain the

Figure 4. The pre-cog.


Fourth example: the Internet could be used to determine
the position and the trajectory of someone carrying a
wearable system, and walking towards a jammed
intersection. The information gathered by GPS would
allow the "computing engine" to be prepared for an
increasing amount of overall noise to counterbalance.

Same?", Site of Sound: of architecture and the


ear, ed. B.LaBelle and S.Roden, pp. 5-10, Los
Angeles, Errant Bodies Press, 1999.

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